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- <h1 class="page">terrain_collision</h1>
- <div class="sect1">
- <h2 id="terrain-collision"><a class="anchor" href="#terrain-collision"></a>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="../../tutorials/beginner/hello_terrain.html" class="xref page">Hello Terrain</a> and <a href="../../tutorials/beginner/hello_collision.html" class="xref page">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"><a class="anchor" href="#sample-code"></a>Sample Code</h2>
- <div class="sectionbody">
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">package jme3test.helloworld;
- 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;
- /**
- * 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 {
- 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;
- public static void main(String[] args) {
- HelloTerrainCollision app = new HelloTerrainCollision();
- app.start();
- }
- @Override
- public void simpleInitApp() {
- /** Set up Physics */
- bulletAppState = new BulletAppState();
- stateManager.attach(bulletAppState);
- //Uncomment for debugging.
- //bulletAppState.setDebugEnabled(true);
- flyCam.setMoveSpeed(100);
- setUpKeys();
- /** 1. Create terrain material and load four textures into it. */
- mat_terrain = new Material(assetManager,
- "Common/MatDefs/Terrain/Terrain.j3md");
- /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
- mat_terrain.setTexture("Alpha", assetManager.loadTexture(
- "Textures/Terrain/splat/alphamap.png"));
- /** 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);
- /** 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);
- /** 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);
- /** 2. Create the height map */
- AbstractHeightMap heightmap = null;
- Texture heightMapImage = assetManager.loadTexture(
- "Textures/Terrain/splat/mountains512.png");
- heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
- heightmap.load();
- /** 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());
- /** 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);
- /** 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);
- /** 6. Add physics:
- * We set up collision detection for the scene by creating a static
- * RigidBodyControl with mass zero.
- */
- terrain.addControl(new RigidBodyControl(0));
- /**
- * 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.setPhysicsLocation(new Vector3f(-10, 10, 10));
- // 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);
- // You can change the gravity of individual physics objects after they are
- // added to the PhysicsSpace.
- player.setGravity(new Vector3f(0,-30f,0));
- }
- /** 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");
- }
- /** 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(new Vector3f(0,20f,0));
- }
- }
- /**
- * 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());
- }
- }</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>To try this code, create a <code><span class="menuseq"><b class="menu">New Project</b> <i class="fa fa-angle-right caret"></i> <b class="submenu">JME3</b> <i class="fa fa-angle-right caret"></i> <b class="menuitem">BasicGame</b></span></code> using the default settings. Paste the sample code over the pregenerated Main.java class. Change the package to ‘mygame’ if necessary. Open the <code><span class="menuseq"><b class="menu">File</b> <i class="fa fa-angle-right caret"></i> <b class="submenu">Project Properties</b> <i class="fa fa-angle-right caret"></i> <b class="menuitem">Libraries</b></span></code> and add the <code>jme3-test-data</code> library to make certain you have all the files.</p>
- </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"><a class="anchor" href="#understanding-the-code"></a>Understanding the Code</h2>
- <div class="sectionbody">
- <div class="sect2">
- <h3 id="the-terrain-code"><a class="anchor" href="#the-terrain-code"></a>The Terrain Code</h3>
- <div class="paragraph">
- <p>Read <a href="../../tutorials/beginner/hello_terrain.html" class="xref page">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"><a class="anchor" href="#the-collision-detection-code"></a>The Collision Detection Code</h3>
- <div class="paragraph">
- <p>Read <a href="../../tutorials/beginner/hello_collision.html" class="xref page">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>
- </li>
- </ol>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">player.setWalkDirection(walkDirection);</code></pre>
- </div>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <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"><a class="anchor" href="#combining-the-two"></a>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="highlightjs highlight"><code class="language-java hljs" data-lang="java">/** 6. Add physics: */
- terrain.addControl(new RigidBodyControl(0));</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>You attach the <code>terrain</code> and the first-person <code>player</code> to the rootNode, and to the physics space, to make them appear in the game world.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java"> bulletAppState.getPhysicsSpace().add(terrain);
- bulletAppState.getPhysicsSpace().add(player);</code></pre>
- </div>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="conclusion"><a class="anchor" href="#conclusion"></a>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 something 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="../../tutorials/beginner/hello_terrain.html" class="xref page">Hello Terrain</a>,</p>
- </li>
- <li>
- <p><a href="../terrain/terrain.html" class="xref page">Terrain</a></p>
- </li>
- </ul>
- </div>
- </div>
- </div>
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