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- <body class="article toc2 toc-left">
- <div id="header">
- <div id="toc" class="toc2">
- <div id="toctitle">Table of Contents</div>
- <ul class="sectlevel1">
- <li><a href="#terrain-collision">Terrain Collision</a></li>
- <li><a href="#sample-code">Sample Code</a></li>
- <li><a href="#understanding-the-code">Understanding the Code</a>
- <ul class="sectlevel2">
- <li><a href="#the-terrain-code">The Terrain Code</a></li>
- <li><a href="#the-collision-detection-code">The Collision Detection Code</a></li>
- <li><a href="#combining-the-two">Combining the Two</a></li>
- </ul>
- </li>
- <li><a href="#conclusion">Conclusion</a></li>
- </ul>
- </div>
- </div>
- <div id="content">
- <div class="sect1">
- <h2 id="terrain-collision">Terrain Collision</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>This tutorial expands the HelloTerrain tutorial and makes the terrain solid. You combine what you learned in <a href="jme3/beginner/hello_terrain.html">Hello Terrain</a> and <a href="jme3/beginner/hello_collision.html">Hello Collision</a> and add a CollisionShape to the terrain. The terrain’s CollisionShape lets the first-person player (who is also a CollisionShape) collide with the terrain, i.e. walk on it and stand on it.</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="sample-code">Sample Code</h2>
- <div class="sectionbody">
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----<span class="keyword">package</span> <span class="namespace">jme3test.helloworld</span>;</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>import com.jme3.app.SimpleApplication;
- import com.jme3.bullet.BulletAppState;
- import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
- import com.jme3.bullet.collision.shapes.CollisionShape;
- import com.jme3.bullet.control.CharacterControl;
- import com.jme3.bullet.control.RigidBodyControl;
- import com.jme3.bullet.util.CollisionShapeFactory;
- import com.jme3.input.KeyInput;
- import com.jme3.input.controls.ActionListener;
- import com.jme3.input.controls.KeyTrigger;
- import com.jme3.material.Material;
- import com.jme3.math.Vector3f;
- import com.jme3.renderer.Camera;
- import com.jme3.scene.Node;
- import com.jme3.terrain.geomipmap.TerrainLodControl;
- import com.jme3.terrain.heightmap.AbstractHeightMap;
- import com.jme3.terrain.geomipmap.TerrainQuad;
- import com.jme3.terrain.heightmap.ImageBasedHeightMap;
- import com.jme3.texture.Texture;
- import com.jme3.texture.Texture.WrapMode;
- import java.util.ArrayList;
- import java.util.List;
- import jme3tools.converters.ImageToAwt;</p>
- </div>
- <div class="paragraph">
- <p>/**
- * This demo shows a terrain with collision detection,
- * that you can walk around in with a first-person perspective.
- * This code combines HelloCollision and HelloTerrain.
- */
- public class HelloTerrainCollision extends SimpleApplication
- implements ActionListener {</p>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>private BulletAppState bulletAppState;
- private RigidBodyControl landscape;
- private CharacterControl player;
- private Vector3f walkDirection = new Vector3f();
- private boolean left = false, right = false, up = false, down = false;
- private TerrainQuad terrain;
- private Material mat_terrain;</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>public static void main(String[] args) {
- HelloTerrainCollision app = new HelloTerrainCollision();
- app.start();
- }</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>@Override
- public void simpleInitApp() {
- /** Set up Physics */
- bulletAppState = new BulletAppState();
- stateManager.attach(bulletAppState);
- //bulletAppState.getPhysicsSpace().enableDebug(assetManager);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>flyCam.setMoveSpeed(100);
- setUpKeys();</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 1. Create terrain material and load four textures into it. */
- mat_terrain = new Material(assetManager,
- "Common/MatDefs/Terrain/Terrain.j3md");</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
- mat_terrain.setTexture("Alpha", assetManager.loadTexture(
- "Textures/Terrain/splat/alphamap.png"));</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 1.2) Add GRASS texture into the red layer (Tex1). */
- Texture grass = assetManager.loadTexture(
- "Textures/Terrain/splat/grass.jpg");
- grass.setWrap(WrapMode.Repeat);
- mat_terrain.setTexture("Tex1", grass);
- mat_terrain.setFloat("Tex1Scale", 64f);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 1.3) Add DIRT texture into the green layer (Tex2) */
- Texture dirt = assetManager.loadTexture(
- "Textures/Terrain/splat/dirt.jpg");
- dirt.setWrap(WrapMode.Repeat);
- mat_terrain.setTexture("Tex2", dirt);
- mat_terrain.setFloat("Tex2Scale", 32f);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 1.4) Add ROAD texture into the blue layer (Tex3) */
- Texture rock = assetManager.loadTexture(
- "Textures/Terrain/splat/road.jpg");
- rock.setWrap(WrapMode.Repeat);
- mat_terrain.setTexture("Tex3", rock);
- mat_terrain.setFloat("Tex3Scale", 128f);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 2. Create the height map */
- AbstractHeightMap heightmap = null;
- Texture heightMapImage = assetManager.loadTexture(
- "Textures/Terrain/splat/mountains512.png");
- heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
- heightmap.load();</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 3. We have prepared material and heightmap.
- * Now we create the actual terrain:
- * 3.1) Create a TerrainQuad and name it "my terrain".
- * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
- * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
- * 3.4) As LOD step scale we supply Vector3f(1,1,1).
- * 3.5) We supply the prepared heightmap itself.
- */
- terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 4. We give the terrain its material, position & scale it, and attach it. */
- terrain.setMaterial(mat_terrain);
- terrain.setLocalTranslation(0, -100, 0);
- terrain.setLocalScale(2f, 1f, 2f);
- rootNode.attachChild(terrain);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 5. The LOD (level of detail) depends on were the camera is: */
- List<Camera> cameras = new ArrayList<Camera>();
- cameras.add(getCamera());
- TerrainLodControl control = new TerrainLodControl(terrain, cameras);
- terrain.addControl(control);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** 6. Add physics: */
- // We set up collision detection for the scene by creating a static
- RigidBodyControl with mass zero.*/
- terrain.addControl(new RigidBodyControl(0));</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>// We set up collision detection for the player by creating
- // a capsule collision shape and a CharacterControl.
- // The CharacterControl offers extra settings for
- // size, stepheight, jumping, falling, and gravity.
- // We also put the player in its starting position.
- CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
- player = new CharacterControl(capsuleShape, 0.05f);
- player.setJumpSpeed(20);
- player.setFallSpeed(30);
- player.setGravity(30);
- player.setPhysicsLocation(new Vector3f(-10, 10, 10));</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>// We attach the scene and the player to the rootnode and the physics space,
- // to make them appear in the game world.
- bulletAppState.getPhysicsSpace().add(terrain);
- bulletAppState.getPhysicsSpace().add(player);</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>}
- /** We over-write some navigational key mappings here, so we can
- * add physics-controlled walking and jumping: */
- private void setUpKeys() {
- inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
- inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
- inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
- inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
- inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
- inputManager.addListener(this, "Left");
- inputManager.addListener(this, "Right");
- inputManager.addListener(this, "Up");
- inputManager.addListener(this, "Down");
- inputManager.addListener(this, "Jump");
- }</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre>/** These are our custom actions triggered by key presses.
- * We do not walk yet, we just keep track of the direction the user pressed. */
- public void onAction(String binding, boolean value, float tpf) {
- if (binding.equals("Left")) {
- if (value) { left = true; } else { left = false; }
- } else if (binding.equals("Right")) {
- if (value) { right = true; } else { right = false; }
- } else if (binding.equals("Up")) {
- if (value) { up = true; } else { up = false; }
- } else if (binding.equals("Down")) {
- if (value) { down = true; } else { down = false; }
- } else if (binding.equals("Jump")) {
- player.jump();
- }
- }</pre>
- </div>
- </div>
- <div class="literalblock">
- <div class="content">
- <pre> /**
- * This is the main event loop--walking happens here.
- * We check in which direction the player is walking by interpreting
- * the camera direction forward (camDir) and to the side (camLeft).
- * The setWalkDirection() command is what lets a physics-controlled player walk.
- * We also make sure here that the camera moves with player.
- */
- @Override
- public void simpleUpdate(float tpf) {
- Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
- Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
- walkDirection.set(0, 0, 0);
- if (left) { walkDirection.addLocal(camLeft); }
- if (right) { walkDirection.addLocal(camLeft.negate()); }
- if (up) { walkDirection.addLocal(camDir); }
- if (down) { walkDirection.addLocal(camDir.negate()); }
- player.setWalkDirection(walkDirection);
- cam.setLocation(player.getPhysicsLocation());
- }
- }----
- To try this code, create a New Project → JME3 → BasicGame using the default settings. Paste the sample code over the pregenerated Main.java class. Chnage the package to “mygame if necessary. Open the Project Properties, Libraries, and add the `jme3-test-data` library to make certain you have all the files.</pre>
- </div>
- </div>
- <div class="paragraph">
- <p>Compile and run the code. You should see a terrain. You can use the WASD keys and the mouse to run up and down the hills.</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="understanding-the-code">Understanding the Code</h2>
- <div class="sectionbody">
- <div class="sect2">
- <h3 id="the-terrain-code">The Terrain Code</h3>
- <div class="paragraph">
- <p>Read <a href="jme3/beginner/hello_terrain.html">Hello Terrain</a> for details of the following parts that we reuse:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>The <code>AbstractHeightMap</code> is an efficient way to describe the shape of the terrain.</p>
- </li>
- <li>
- <p>The <code>Terrain.j3md</code>-based Material and its texture layers let you colorize rocky mountain, grassy valleys, and a paved path criss-crossing over the landscape.</p>
- </li>
- <li>
- <p>The TerrainQuad is the finished <code>terrain</code> Spatial that you attach to the rootNode.</p>
- </li>
- </ol>
- </div>
- </div>
- <div class="sect2">
- <h3 id="the-collision-detection-code">The Collision Detection Code</h3>
- <div class="paragraph">
- <p>Read <a href="jme3/beginner/hello_collision.html">Hello Collision</a> for details of the following parts that we reuse:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>The <code>BulletAppState</code> lines activate physics.</p>
- </li>
- <li>
- <p>The <code>ActionListener</code> (<code>onAction()</code>) lets you reconfigure the input handling for the first-person player, so it takes collision detection into account.</p>
- </li>
- <li>
- <p>The custom <code>setUpKeys()</code> method loads your reconfigured input handlers. They now don’t just walk blindly, but calculate the <code>walkDirection</code> vector that we need for collision detection.</p>
- </li>
- <li>
- <p><code>simpleUpdate()</code> uses the <code>walkDirection</code> vector and makes the character walk, while taking obstacles and solid walls/floor into account.</p>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----player.setWalkDirection(walkDirection);----</code></pre>
- </div>
- </div>
- </li>
- <li>
- <p>The RigidBodyControl <code>landscape</code> is the CollisionShape of the terrain.</p>
- </li>
- <li>
- <p>The physical first-person player is a CapsuleCollisionShape with a CharacterControl.</p>
- </li>
- </ol>
- </div>
- </div>
- <div class="sect2">
- <h3 id="combining-the-two">Combining the Two</h3>
- <div class="paragraph">
- <p>Here are the changed parts to combine the two:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>You create a static (zero-mass) RigidBodyControl.</p>
- </li>
- <li>
- <p>Add the control to the <code>terrain</code> to make it physical.</p>
- </li>
- </ol>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java">----<span class="comment">/** 6. Add physics: */</span>
- terrain.addControl(<span class="keyword">new</span> RigidBodyControl(<span class="integer">0</span>));
- ----
- You attach the <span class="error">`</span>terrain<span class="error">`</span> and the first-person <span class="error">`</span>player<span class="error">`</span> to the rootNode, and to the physics space, to make them appear in the game world.</code></pre>
- </div>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="CodeRay highlight"><code data-lang="java"> bulletAppState.getPhysicsSpace().add(terrain);
- bulletAppState.getPhysicsSpace().add(player);</code></pre>
- </div>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="conclusion">Conclusion</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>You see that you can combine snippets of sample code (such as HelloTerrain and HelloCollision), and create a new application from it that combines two features into soemthing new.</p>
- </div>
- <div class="paragraph">
- <p>You should spawn high up in the area and fall down to the map, giving you a few seconds to survey the area. Then walk around and see how you like the lay of the land.</p>
- </div>
- <hr>
- <div class="paragraph">
- <p>See also:</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p><a href="jme3/beginner/hello_terrain.html">Hello Terrain</a>,</p>
- </li>
- <li>
- <p><a href="jme3/advanced/terrain.html">Terrain</a>
- <tags><tag target="terrain" /><tag target="collision" /></tags></p>
- </li>
- </ul>
- </div>
- </div>
- </div>
- </div>
- <div id="footer">
- <div id="footer-text">
- Last updated 2016-05-21 23:44:18 UTC
- </div>
- </div>
- </body>
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