terrain_collision.html 48 KB

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  240. .quoteblock .quoteblock{margin-left:0;margin-right:0;padding:.5em 0;border-left:3px solid rgba(0,0,0,.6)}
  241. .quoteblock .quoteblock blockquote{padding:0 0 0 .75em}
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  245. .verseblock pre strong{font-weight:400}
  246. .verseblock .attribution{margin-top:1.25rem;margin-left:.5ex}
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  248. .quoteblock .attribution br,.verseblock .attribution br{display:none}
  249. .quoteblock .attribution cite,.verseblock .attribution cite{display:block;letter-spacing:-.025em;color:rgba(0,0,0,.6)}
  250. .quoteblock.abstract{margin:0 0 1.25em 0;display:block}
  251. .quoteblock.abstract blockquote,.quoteblock.abstract blockquote p{text-align:left;word-spacing:0}
  252. .quoteblock.abstract blockquote:before,.quoteblock.abstract blockquote p:first-of-type:before{display:none}
  253. table.tableblock{max-width:100%;border-collapse:separate}
  254. table.tableblock td>.paragraph:last-child p>p:last-child,table.tableblock th>p:last-child,table.tableblock td>p:last-child{margin-bottom:0}
  255. table.tableblock,th.tableblock,td.tableblock{border:0 solid #dedede}
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  257. table.grid-all tfoot>tr>th.tableblock,table.grid-all tfoot>tr>td.tableblock{border-width:1px 1px 0 0}
  258. table.grid-cols th.tableblock,table.grid-cols td.tableblock{border-width:0 1px 0 0}
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  260. table.grid-rows th.tableblock,table.grid-rows td.tableblock{border-width:0 0 1px 0}
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  262. table.grid-rows tfoot>tr>th.tableblock,table.grid-rows tfoot>tr>td.tableblock{border-width:1px 0 0 0}
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  267. th.halign-right,td.halign-right{text-align:right}
  268. th.halign-center,td.halign-center{text-align:center}
  269. th.valign-top,td.valign-top{vertical-align:top}
  270. th.valign-bottom,td.valign-bottom{vertical-align:bottom}
  271. th.valign-middle,td.valign-middle{vertical-align:middle}
  272. table thead th,table tfoot th{font-weight:bold}
  273. tbody tr th{display:table-cell;line-height:1.6;background:#f7f8f7}
  274. tbody tr th,tbody tr th p,tfoot tr th,tfoot tr th p{color:rgba(0,0,0,.8);font-weight:bold}
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  276. p.tableblock{font-size:1em}
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  279. ul li ol{margin-left:1.5em}
  280. dl dd{margin-left:1.125em}
  281. dl dd:last-child,dl dd:last-child>:last-child{margin-bottom:0}
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  283. ul.unstyled,ol.unnumbered,ul.checklist,ul.none{list-style-type:none}
  284. ul.unstyled,ol.unnumbered,ul.checklist{margin-left:.625em}
  285. ul.checklist li>p:first-child>.fa-square-o:first-child,ul.checklist li>p:first-child>.fa-check-square-o:first-child{width:1em;font-size:.85em}
  286. ul.checklist li>p:first-child>input[type="checkbox"]:first-child{width:1em;position:relative;top:1px}
  287. ul.inline{margin:0 auto .625em auto;margin-left:-1.375em;margin-right:0;padding:0;list-style:none;overflow:hidden}
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  294. ol.upperalpha{list-style-type:upper-alpha}
  295. ol.lowerroman{list-style-type:lower-roman}
  296. ol.upperroman{list-style-type:upper-roman}
  297. ol.lowergreek{list-style-type:lower-greek}
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  299. .hdlist>table>tbody>tr,.colist>table>tbody>tr{background:none}
  300. td.hdlist1,td.hdlist2{vertical-align:top;padding:0 .625em}
  301. td.hdlist1{font-weight:bold;padding-bottom:1.25em}
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  303. .colist>table tr>td:first-of-type{padding:0 .75em;line-height:1}
  304. .colist>table tr>td:last-of-type{padding:.25em 0}
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  307. .imageblock.right,.imageblock[style*="float: right"]{margin:.25em 0 1.25em .625em}
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  309. .imageblock.thumb,.imageblock.th{border-width:6px}
  310. .imageblock.thumb>.title,.imageblock.th>.title{padding:0 .125em}
  311. .image.left,.image.right{margin-top:.25em;margin-bottom:.25em;display:inline-block;line-height:0}
  312. .image.left{margin-right:.625em}
  313. .image.right{margin-left:.625em}
  314. a.image{text-decoration:none;display:inline-block}
  315. a.image object{pointer-events:none}
  316. sup.footnote,sup.footnoteref{font-size:.875em;position:static;vertical-align:super}
  317. sup.footnote a,sup.footnoteref a{text-decoration:none}
  318. sup.footnote a:active,sup.footnoteref a:active{text-decoration:underline}
  319. #footnotes{padding-top:.75em;padding-bottom:.75em;margin-bottom:.625em}
  320. #footnotes hr{width:20%;min-width:6.25em;margin:-.25em 0 .75em 0;border-width:1px 0 0 0}
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  323. #footnotes .footnote:last-of-type{margin-bottom:0}
  324. #content #footnotes{margin-top:-.625em;margin-bottom:0;padding:.75em 0}
  325. .gist .file-data>table{border:0;background:#fff;width:100%;margin-bottom:0}
  326. .gist .file-data>table td.line-data{width:99%}
  327. div.unbreakable{page-break-inside:avoid}
  328. .big{font-size:larger}
  329. .small{font-size:smaller}
  330. .underline{text-decoration:underline}
  331. .overline{text-decoration:overline}
  332. .line-through{text-decoration:line-through}
  333. .aqua{color:#00bfbf}
  334. .aqua-background{background-color:#00fafa}
  335. .black{color:#000}
  336. .black-background{background-color:#000}
  337. .blue{color:#0000bf}
  338. .blue-background{background-color:#0000fa}
  339. .fuchsia{color:#bf00bf}
  340. .fuchsia-background{background-color:#fa00fa}
  341. .gray{color:#606060}
  342. .gray-background{background-color:#7d7d7d}
  343. .green{color:#006000}
  344. .green-background{background-color:#007d00}
  345. .lime{color:#00bf00}
  346. .lime-background{background-color:#00fa00}
  347. .maroon{color:#600000}
  348. .maroon-background{background-color:#7d0000}
  349. .navy{color:#000060}
  350. .navy-background{background-color:#00007d}
  351. .olive{color:#606000}
  352. .olive-background{background-color:#7d7d00}
  353. .purple{color:#600060}
  354. .purple-background{background-color:#7d007d}
  355. .red{color:#bf0000}
  356. .red-background{background-color:#fa0000}
  357. .silver{color:#909090}
  358. .silver-background{background-color:#bcbcbc}
  359. .teal{color:#006060}
  360. .teal-background{background-color:#007d7d}
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  362. .white-background{background-color:#fafafa}
  363. .yellow{color:#bfbf00}
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  367. .admonitionblock td.icon .icon-note:before{content:"\f05a";color:#19407c}
  368. .admonitionblock td.icon .icon-tip:before{content:"\f0eb";text-shadow:1px 1px 2px rgba(155,155,0,.8);color:#111}
  369. .admonitionblock td.icon .icon-warning:before{content:"\f071";color:#bf6900}
  370. .admonitionblock td.icon .icon-caution:before{content:"\f06d";color:#bf3400}
  371. .admonitionblock td.icon .icon-important:before{content:"\f06a";color:#bf0000}
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  375. .conum[data-value]:after{content:attr(data-value)}
  376. pre .conum[data-value]{position:relative;top:-.125em}
  377. b.conum *{color:inherit!important}
  378. .conum:not([data-value]):empty{display:none}
  379. dt,th.tableblock,td.content,div.footnote{text-rendering:optimizeLegibility}
  380. h1,h2,p,td.content,span.alt{letter-spacing:-.01em}
  381. p strong,td.content strong,div.footnote strong{letter-spacing:-.005em}
  382. p,blockquote,dt,td.content,span.alt{font-size:1.0625rem}
  383. p{margin-bottom:1.25rem}
  384. .sidebarblock p,.sidebarblock dt,.sidebarblock td.content,p.tableblock{font-size:1em}
  385. .exampleblock>.content{background-color:#fffef7;border-color:#e0e0dc;-webkit-box-shadow:0 1px 4px #e0e0dc;box-shadow:0 1px 4px #e0e0dc}
  386. .print-only{display:none!important}
  387. @media print{@page{margin:1.25cm .75cm}
  388. *{-webkit-box-shadow:none!important;box-shadow:none!important;text-shadow:none!important}
  389. a{color:inherit!important;text-decoration:underline!important}
  390. a.bare,a[href^="#"],a[href^="mailto:"]{text-decoration:none!important}
  391. a[href^="http:"]:not(.bare):after,a[href^="https:"]:not(.bare):after{content:"(" attr(href) ")";display:inline-block;font-size:.875em;padding-left:.25em}
  392. abbr[title]:after{content:" (" attr(title) ")"}
  393. pre,blockquote,tr,img,object,svg{page-break-inside:avoid}
  394. thead{display:table-header-group}
  395. svg{max-width:100%}
  396. p,blockquote,dt,td.content{font-size:1em;orphans:3;widows:3}
  397. h2,h3,#toctitle,.sidebarblock>.content>.title{page-break-after:avoid}
  398. #toc,.sidebarblock,.exampleblock>.content{background:none!important}
  399. #toc{border-bottom:1px solid #ddddd8!important;padding-bottom:0!important}
  400. .sect1{padding-bottom:0!important}
  401. .sect1+.sect1{border:0!important}
  402. #header>h1:first-child{margin-top:1.25rem}
  403. body.book #header{text-align:center}
  404. body.book #header>h1:first-child{border:0!important;margin:2.5em 0 1em 0}
  405. body.book #header .details{border:0!important;display:block;padding:0!important}
  406. body.book #header .details span:first-child{margin-left:0!important}
  407. body.book #header .details br{display:block}
  408. body.book #header .details br+span:before{content:none!important}
  409. body.book #toc{border:0!important;text-align:left!important;padding:0!important;margin:0!important}
  410. body.book #toc,body.book #preamble,body.book h1.sect0,body.book .sect1>h2{page-break-before:always}
  411. .listingblock code[data-lang]:before{display:block}
  412. #footer{background:none!important;padding:0 .9375em}
  413. #footer-text{color:rgba(0,0,0,.6)!important;font-size:.9em}
  414. .hide-on-print{display:none!important}
  415. .print-only{display:block!important}
  416. .hide-for-print{display:none!important}
  417. .show-for-print{display:inherit!important}}
  418. </style>
  419. <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.5.0/css/font-awesome.min.css">
  420. <style>
  421. /* Stylesheet for CodeRay to match GitHub theme | MIT License | http://foundation.zurb.com */
  422. /*pre.CodeRay {background-color:#f7f7f8;}*/
  423. .CodeRay .line-numbers{border-right:1px solid #d8d8d8;padding:0 0.5em 0 .25em}
  424. .CodeRay span.line-numbers{display:inline-block;margin-right:.5em;color:rgba(0,0,0,.3)}
  425. .CodeRay .line-numbers strong{color:rgba(0,0,0,.4)}
  426. table.CodeRay{border-collapse:separate;border-spacing:0;margin-bottom:0;border:0;background:none}
  427. table.CodeRay td{vertical-align: top;line-height:1.45}
  428. table.CodeRay td.line-numbers{text-align:right}
  429. table.CodeRay td.line-numbers>pre{padding:0;color:rgba(0,0,0,.3)}
  430. table.CodeRay td.code{padding:0 0 0 .5em}
  431. table.CodeRay td.code>pre{padding:0}
  432. .CodeRay .debug{color:#fff !important;background:#000080 !important}
  433. .CodeRay .annotation{color:#007}
  434. .CodeRay .attribute-name{color:#000080}
  435. .CodeRay .attribute-value{color:#700}
  436. .CodeRay .binary{color:#509}
  437. .CodeRay .comment{color:#998;font-style:italic}
  438. .CodeRay .char{color:#04d}
  439. .CodeRay .char .content{color:#04d}
  440. .CodeRay .char .delimiter{color:#039}
  441. .CodeRay .class{color:#458;font-weight:bold}
  442. .CodeRay .complex{color:#a08}
  443. .CodeRay .constant,.CodeRay .predefined-constant{color:#008080}
  444. .CodeRay .color{color:#099}
  445. .CodeRay .class-variable{color:#369}
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  463. .CodeRay .inline .inline{background:#ccc}
  464. .CodeRay .inline .inline .inline{background:#bbb}
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  479. .CodeRay .reserved,.CodeRay .keyword {color:#000;font-weight:bold}
  480. .CodeRay .key{color:#808}
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  483. .CodeRay .value{color:#088}
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  487. .CodeRay .regexp .char{color:#d14}
  488. .CodeRay .regexp .function{color:#404;font-weight:bold}
  489. .CodeRay .string{color:#d20}
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  500. .CodeRay .tag-special{color:#d70}
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  502. .CodeRay .insert{background:#afa}
  503. .CodeRay .delete{background:#faa}
  504. .CodeRay .change{color:#aaf;background:#007}
  505. .CodeRay .head{color:#f8f;background:#505}
  506. .CodeRay .insert .insert{color:#080}
  507. .CodeRay .delete .delete{color:#800}
  508. .CodeRay .change .change{color:#66f}
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  510. </style>
  511. </head>
  512. <body class="article toc2 toc-left">
  513. <div id="header">
  514. <div id="toc" class="toc2">
  515. <div id="toctitle">Table of Contents</div>
  516. <ul class="sectlevel1">
  517. <li><a href="#terrain-collision">Terrain Collision</a></li>
  518. <li><a href="#sample-code">Sample Code</a></li>
  519. <li><a href="#understanding-the-code">Understanding the Code</a>
  520. <ul class="sectlevel2">
  521. <li><a href="#the-terrain-code">The Terrain Code</a></li>
  522. <li><a href="#the-collision-detection-code">The Collision Detection Code</a></li>
  523. <li><a href="#combining-the-two">Combining the Two</a></li>
  524. </ul>
  525. </li>
  526. <li><a href="#conclusion">Conclusion</a></li>
  527. </ul>
  528. </div>
  529. </div>
  530. <div id="content">
  531. <div class="sect1">
  532. <h2 id="terrain-collision">Terrain Collision</h2>
  533. <div class="sectionbody">
  534. <div class="paragraph">
  535. <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&#8217;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>
  536. </div>
  537. </div>
  538. </div>
  539. <div class="sect1">
  540. <h2 id="sample-code">Sample Code</h2>
  541. <div class="sectionbody">
  542. <div class="listingblock">
  543. <div class="content">
  544. <pre class="CodeRay highlight"><code data-lang="java">----<span class="keyword">package</span> <span class="namespace">jme3test.helloworld</span>;</code></pre>
  545. </div>
  546. </div>
  547. <div class="paragraph">
  548. <p>import com.jme3.app.SimpleApplication;
  549. import com.jme3.bullet.BulletAppState;
  550. import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
  551. import com.jme3.bullet.collision.shapes.CollisionShape;
  552. import com.jme3.bullet.control.CharacterControl;
  553. import com.jme3.bullet.control.RigidBodyControl;
  554. import com.jme3.bullet.util.CollisionShapeFactory;
  555. import com.jme3.input.KeyInput;
  556. import com.jme3.input.controls.ActionListener;
  557. import com.jme3.input.controls.KeyTrigger;
  558. import com.jme3.material.Material;
  559. import com.jme3.math.Vector3f;
  560. import com.jme3.renderer.Camera;
  561. import com.jme3.scene.Node;
  562. import com.jme3.terrain.geomipmap.TerrainLodControl;
  563. import com.jme3.terrain.heightmap.AbstractHeightMap;
  564. import com.jme3.terrain.geomipmap.TerrainQuad;
  565. import com.jme3.terrain.heightmap.ImageBasedHeightMap;
  566. import com.jme3.texture.Texture;
  567. import com.jme3.texture.Texture.WrapMode;
  568. import java.util.ArrayList;
  569. import java.util.List;
  570. import jme3tools.converters.ImageToAwt;</p>
  571. </div>
  572. <div class="paragraph">
  573. <p>/**
  574. * This demo shows a terrain with collision detection,
  575. * that you can walk around in with a first-person perspective.
  576. * This code combines HelloCollision and HelloTerrain.
  577. */
  578. public class HelloTerrainCollision extends SimpleApplication
  579. implements ActionListener {</p>
  580. </div>
  581. <div class="literalblock">
  582. <div class="content">
  583. <pre>private BulletAppState bulletAppState;
  584. private RigidBodyControl landscape;
  585. private CharacterControl player;
  586. private Vector3f walkDirection = new Vector3f();
  587. private boolean left = false, right = false, up = false, down = false;
  588. private TerrainQuad terrain;
  589. private Material mat_terrain;</pre>
  590. </div>
  591. </div>
  592. <div class="literalblock">
  593. <div class="content">
  594. <pre>public static void main(String[] args) {
  595. HelloTerrainCollision app = new HelloTerrainCollision();
  596. app.start();
  597. }</pre>
  598. </div>
  599. </div>
  600. <div class="literalblock">
  601. <div class="content">
  602. <pre>@Override
  603. public void simpleInitApp() {
  604. /** Set up Physics */
  605. bulletAppState = new BulletAppState();
  606. stateManager.attach(bulletAppState);
  607. //bulletAppState.getPhysicsSpace().enableDebug(assetManager);</pre>
  608. </div>
  609. </div>
  610. <div class="literalblock">
  611. <div class="content">
  612. <pre>flyCam.setMoveSpeed(100);
  613. setUpKeys();</pre>
  614. </div>
  615. </div>
  616. <div class="literalblock">
  617. <div class="content">
  618. <pre>/** 1. Create terrain material and load four textures into it. */
  619. mat_terrain = new Material(assetManager,
  620. "Common/MatDefs/Terrain/Terrain.j3md");</pre>
  621. </div>
  622. </div>
  623. <div class="literalblock">
  624. <div class="content">
  625. <pre>/** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
  626. mat_terrain.setTexture("Alpha", assetManager.loadTexture(
  627. "Textures/Terrain/splat/alphamap.png"));</pre>
  628. </div>
  629. </div>
  630. <div class="literalblock">
  631. <div class="content">
  632. <pre>/** 1.2) Add GRASS texture into the red layer (Tex1). */
  633. Texture grass = assetManager.loadTexture(
  634. "Textures/Terrain/splat/grass.jpg");
  635. grass.setWrap(WrapMode.Repeat);
  636. mat_terrain.setTexture("Tex1", grass);
  637. mat_terrain.setFloat("Tex1Scale", 64f);</pre>
  638. </div>
  639. </div>
  640. <div class="literalblock">
  641. <div class="content">
  642. <pre>/** 1.3) Add DIRT texture into the green layer (Tex2) */
  643. Texture dirt = assetManager.loadTexture(
  644. "Textures/Terrain/splat/dirt.jpg");
  645. dirt.setWrap(WrapMode.Repeat);
  646. mat_terrain.setTexture("Tex2", dirt);
  647. mat_terrain.setFloat("Tex2Scale", 32f);</pre>
  648. </div>
  649. </div>
  650. <div class="literalblock">
  651. <div class="content">
  652. <pre>/** 1.4) Add ROAD texture into the blue layer (Tex3) */
  653. Texture rock = assetManager.loadTexture(
  654. "Textures/Terrain/splat/road.jpg");
  655. rock.setWrap(WrapMode.Repeat);
  656. mat_terrain.setTexture("Tex3", rock);
  657. mat_terrain.setFloat("Tex3Scale", 128f);</pre>
  658. </div>
  659. </div>
  660. <div class="literalblock">
  661. <div class="content">
  662. <pre>/** 2. Create the height map */
  663. AbstractHeightMap heightmap = null;
  664. Texture heightMapImage = assetManager.loadTexture(
  665. "Textures/Terrain/splat/mountains512.png");
  666. heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
  667. heightmap.load();</pre>
  668. </div>
  669. </div>
  670. <div class="literalblock">
  671. <div class="content">
  672. <pre>/** 3. We have prepared material and heightmap.
  673. * Now we create the actual terrain:
  674. * 3.1) Create a TerrainQuad and name it "my terrain".
  675. * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
  676. * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
  677. * 3.4) As LOD step scale we supply Vector3f(1,1,1).
  678. * 3.5) We supply the prepared heightmap itself.
  679. */
  680. terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());</pre>
  681. </div>
  682. </div>
  683. <div class="literalblock">
  684. <div class="content">
  685. <pre>/** 4. We give the terrain its material, position &amp; scale it, and attach it. */
  686. terrain.setMaterial(mat_terrain);
  687. terrain.setLocalTranslation(0, -100, 0);
  688. terrain.setLocalScale(2f, 1f, 2f);
  689. rootNode.attachChild(terrain);</pre>
  690. </div>
  691. </div>
  692. <div class="literalblock">
  693. <div class="content">
  694. <pre>/** 5. The LOD (level of detail) depends on were the camera is: */
  695. List&lt;Camera&gt; cameras = new ArrayList&lt;Camera&gt;();
  696. cameras.add(getCamera());
  697. TerrainLodControl control = new TerrainLodControl(terrain, cameras);
  698. terrain.addControl(control);</pre>
  699. </div>
  700. </div>
  701. <div class="literalblock">
  702. <div class="content">
  703. <pre>/** 6. Add physics: */
  704. // We set up collision detection for the scene by creating a static
  705. RigidBodyControl with mass zero.*/
  706. terrain.addControl(new RigidBodyControl(0));</pre>
  707. </div>
  708. </div>
  709. <div class="literalblock">
  710. <div class="content">
  711. <pre>// We set up collision detection for the player by creating
  712. // a capsule collision shape and a CharacterControl.
  713. // The CharacterControl offers extra settings for
  714. // size, stepheight, jumping, falling, and gravity.
  715. // We also put the player in its starting position.
  716. CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
  717. player = new CharacterControl(capsuleShape, 0.05f);
  718. player.setJumpSpeed(20);
  719. player.setFallSpeed(30);
  720. player.setGravity(30);
  721. player.setPhysicsLocation(new Vector3f(-10, 10, 10));</pre>
  722. </div>
  723. </div>
  724. <div class="literalblock">
  725. <div class="content">
  726. <pre>// We attach the scene and the player to the rootnode and the physics space,
  727. // to make them appear in the game world.
  728. bulletAppState.getPhysicsSpace().add(terrain);
  729. bulletAppState.getPhysicsSpace().add(player);</pre>
  730. </div>
  731. </div>
  732. <div class="literalblock">
  733. <div class="content">
  734. <pre>}
  735. /** We over-write some navigational key mappings here, so we can
  736. * add physics-controlled walking and jumping: */
  737. private void setUpKeys() {
  738. inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
  739. inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
  740. inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
  741. inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
  742. inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
  743. inputManager.addListener(this, "Left");
  744. inputManager.addListener(this, "Right");
  745. inputManager.addListener(this, "Up");
  746. inputManager.addListener(this, "Down");
  747. inputManager.addListener(this, "Jump");
  748. }</pre>
  749. </div>
  750. </div>
  751. <div class="literalblock">
  752. <div class="content">
  753. <pre>/** These are our custom actions triggered by key presses.
  754. * We do not walk yet, we just keep track of the direction the user pressed. */
  755. public void onAction(String binding, boolean value, float tpf) {
  756. if (binding.equals("Left")) {
  757. if (value) { left = true; } else { left = false; }
  758. } else if (binding.equals("Right")) {
  759. if (value) { right = true; } else { right = false; }
  760. } else if (binding.equals("Up")) {
  761. if (value) { up = true; } else { up = false; }
  762. } else if (binding.equals("Down")) {
  763. if (value) { down = true; } else { down = false; }
  764. } else if (binding.equals("Jump")) {
  765. player.jump();
  766. }
  767. }</pre>
  768. </div>
  769. </div>
  770. <div class="literalblock">
  771. <div class="content">
  772. <pre> /**
  773. * This is the main event loop--walking happens here.
  774. * We check in which direction the player is walking by interpreting
  775. * the camera direction forward (camDir) and to the side (camLeft).
  776. * The setWalkDirection() command is what lets a physics-controlled player walk.
  777. * We also make sure here that the camera moves with player.
  778. */
  779. @Override
  780. public void simpleUpdate(float tpf) {
  781. Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
  782. Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
  783. walkDirection.set(0, 0, 0);
  784. if (left) { walkDirection.addLocal(camLeft); }
  785. if (right) { walkDirection.addLocal(camLeft.negate()); }
  786. if (up) { walkDirection.addLocal(camDir); }
  787. if (down) { walkDirection.addLocal(camDir.negate()); }
  788. player.setWalkDirection(walkDirection);
  789. cam.setLocation(player.getPhysicsLocation());
  790. }
  791. }----
  792. 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>
  793. </div>
  794. </div>
  795. <div class="paragraph">
  796. <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>
  797. </div>
  798. </div>
  799. </div>
  800. <div class="sect1">
  801. <h2 id="understanding-the-code">Understanding the Code</h2>
  802. <div class="sectionbody">
  803. <div class="sect2">
  804. <h3 id="the-terrain-code">The Terrain Code</h3>
  805. <div class="paragraph">
  806. <p>Read <a href="jme3/beginner/hello_terrain.html">Hello Terrain</a> for details of the following parts that we reuse:</p>
  807. </div>
  808. <div class="olist arabic">
  809. <ol class="arabic">
  810. <li>
  811. <p>The <code>AbstractHeightMap</code> is an efficient way to describe the shape of the terrain.</p>
  812. </li>
  813. <li>
  814. <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>
  815. </li>
  816. <li>
  817. <p>The TerrainQuad is the finished <code>terrain</code> Spatial that you attach to the rootNode.</p>
  818. </li>
  819. </ol>
  820. </div>
  821. </div>
  822. <div class="sect2">
  823. <h3 id="the-collision-detection-code">The Collision Detection Code</h3>
  824. <div class="paragraph">
  825. <p>Read <a href="jme3/beginner/hello_collision.html">Hello Collision</a> for details of the following parts that we reuse:</p>
  826. </div>
  827. <div class="olist arabic">
  828. <ol class="arabic">
  829. <li>
  830. <p>The <code>BulletAppState</code> lines activate physics.</p>
  831. </li>
  832. <li>
  833. <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>
  834. </li>
  835. <li>
  836. <p>The custom <code>setUpKeys()</code> method loads your reconfigured input handlers. They now don&#8217;t just walk blindly, but calculate the <code>walkDirection</code> vector that we need for collision detection.</p>
  837. </li>
  838. <li>
  839. <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>
  840. <div class="listingblock">
  841. <div class="content">
  842. <pre class="CodeRay highlight"><code data-lang="java">----player.setWalkDirection(walkDirection);----</code></pre>
  843. </div>
  844. </div>
  845. </li>
  846. <li>
  847. <p>The RigidBodyControl <code>landscape</code> is the CollisionShape of the terrain.</p>
  848. </li>
  849. <li>
  850. <p>The physical first-person player is a CapsuleCollisionShape with a CharacterControl.</p>
  851. </li>
  852. </ol>
  853. </div>
  854. </div>
  855. <div class="sect2">
  856. <h3 id="combining-the-two">Combining the Two</h3>
  857. <div class="paragraph">
  858. <p>Here are the changed parts to combine the two:</p>
  859. </div>
  860. <div class="olist arabic">
  861. <ol class="arabic">
  862. <li>
  863. <p>You create a static (zero-mass) RigidBodyControl.</p>
  864. </li>
  865. <li>
  866. <p>Add the control to the <code>terrain</code> to make it physical.</p>
  867. </li>
  868. </ol>
  869. </div>
  870. <div class="listingblock">
  871. <div class="content">
  872. <pre class="CodeRay highlight"><code data-lang="java">----<span class="comment">/** 6. Add physics: */</span>
  873. terrain.addControl(<span class="keyword">new</span> RigidBodyControl(<span class="integer">0</span>));
  874. ----
  875. 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>
  876. </div>
  877. </div>
  878. <div class="listingblock">
  879. <div class="content">
  880. <pre class="CodeRay highlight"><code data-lang="java"> bulletAppState.getPhysicsSpace().add(terrain);
  881. bulletAppState.getPhysicsSpace().add(player);</code></pre>
  882. </div>
  883. </div>
  884. </div>
  885. </div>
  886. </div>
  887. <div class="sect1">
  888. <h2 id="conclusion">Conclusion</h2>
  889. <div class="sectionbody">
  890. <div class="paragraph">
  891. <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>
  892. </div>
  893. <div class="paragraph">
  894. <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>
  895. </div>
  896. <hr>
  897. <div class="paragraph">
  898. <p>See also:</p>
  899. </div>
  900. <div class="ulist">
  901. <ul>
  902. <li>
  903. <p><a href="jme3/beginner/hello_terrain.html">Hello Terrain</a>,</p>
  904. </li>
  905. <li>
  906. <p><a href="jme3/advanced/terrain.html">Terrain</a>
  907. &lt;tags&gt;&lt;tag target="terrain" /&gt;&lt;tag target="collision" /&gt;&lt;/tags&gt;</p>
  908. </li>
  909. </ul>
  910. </div>
  911. </div>
  912. </div>
  913. </div>
  914. <div id="footer">
  915. <div id="footer-text">
  916. Last updated 2016-05-21 23:44:18 UTC
  917. </div>
  918. </div>
  919. </body>
  920. </html>