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- /*
- * Copyright (c) 2009-2021 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- package jme3test.helloworld;
- import com.jme3.app.SimpleApplication;
- import com.jme3.asset.TextureKey;
- import com.jme3.bullet.BulletAppState;
- import com.jme3.bullet.control.RigidBodyControl;
- import com.jme3.font.BitmapText;
- import com.jme3.input.MouseInput;
- import com.jme3.input.controls.ActionListener;
- import com.jme3.input.controls.MouseButtonTrigger;
- import com.jme3.material.Material;
- import com.jme3.math.Vector2f;
- import com.jme3.math.Vector3f;
- import com.jme3.scene.Geometry;
- import com.jme3.scene.shape.Box;
- import com.jme3.scene.shape.Sphere;
- import com.jme3.scene.shape.Sphere.TextureMode;
- import com.jme3.texture.Texture;
- import com.jme3.texture.Texture.WrapMode;
- /**
- * Example 12 - how to give objects physical properties so they bounce and fall.
- * @author base code by double1984, updated by zathras
- */
- public class HelloPhysics extends SimpleApplication {
- public static void main(String args[]) {
- HelloPhysics app = new HelloPhysics();
- app.start();
- }
- /** Prepare the Physics Application State (jBullet) */
- private BulletAppState bulletAppState;
- /** Prepare Materials */
- private Material wall_mat;
- private Material stone_mat;
- private Material floor_mat;
- /** Prepare geometries for bricks and cannon balls. */
- private static final Box box;
- private static final Sphere sphere;
- private static final Box floor;
-
- /** dimensions used for bricks and wall */
- private static final float brickLength = 0.48f;
- private static final float brickWidth = 0.24f;
- private static final float brickHeight = 0.12f;
- static {
- /* Initialize the cannonball geometry */
- sphere = new Sphere(32, 32, 0.4f, true, false);
- sphere.setTextureMode(TextureMode.Projected);
- /* Initialize the brick geometry */
- box = new Box(brickLength, brickHeight, brickWidth);
- box.scaleTextureCoordinates(new Vector2f(1f, .5f));
- /* Initialize the floor geometry */
- floor = new Box(10f, 0.1f, 5f);
- floor.scaleTextureCoordinates(new Vector2f(3, 6));
- }
- @Override
- public void simpleInitApp() {
- /* Set up Physics Game */
- bulletAppState = new BulletAppState();
- stateManager.attach(bulletAppState);
- /* Configure cam to look at scene */
- cam.setLocation(new Vector3f(0, 4f, 6f));
- cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
- /* Initialize the scene, materials, inputs, and physics space */
- initInputs();
- initMaterials();
- initWall();
- initFloor();
- initCrossHairs();
- }
- /** Add InputManager action: Left click triggers shooting. */
- private void initInputs() {
- inputManager.addMapping("shoot",
- new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
- inputManager.addListener(actionListener, "shoot");
- }
- /**
- * Every time the shoot action is triggered, a new cannon ball is produced.
- * The ball is set up to fly from the camera position in the camera direction.
- */
- final private ActionListener actionListener = new ActionListener() {
- @Override
- public void onAction(String name, boolean keyPressed, float tpf) {
- if (name.equals("shoot") && !keyPressed) {
- makeCannonBall();
- }
- }
- };
- /** Initialize the materials used in this scene. */
- public void initMaterials() {
- wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
- TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
- key.setGenerateMips(true);
- Texture tex = assetManager.loadTexture(key);
- wall_mat.setTexture("ColorMap", tex);
- stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
- TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
- key2.setGenerateMips(true);
- Texture tex2 = assetManager.loadTexture(key2);
- stone_mat.setTexture("ColorMap", tex2);
- floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
- TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
- key3.setGenerateMips(true);
- Texture tex3 = assetManager.loadTexture(key3);
- tex3.setWrap(WrapMode.Repeat);
- floor_mat.setTexture("ColorMap", tex3);
- }
- /** Make a solid floor and add it to the scene. */
- public void initFloor() {
- Geometry floor_geo = new Geometry("Floor", floor);
- floor_geo.setMaterial(floor_mat);
- floor_geo.setLocalTranslation(0, -0.1f, 0);
- this.rootNode.attachChild(floor_geo);
- /* Make the floor physical with mass 0.0f! */
- RigidBodyControl floor_phy = new RigidBodyControl(0.0f);
- floor_geo.addControl(floor_phy);
- bulletAppState.getPhysicsSpace().add(floor_phy);
- }
- /** This loop builds a wall out of individual bricks. */
- public void initWall() {
- float startpt = brickLength / 4;
- float height = 0;
- for (int j = 0; j < 15; j++) {
- for (int i = 0; i < 6; i++) {
- Vector3f vt =
- new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0);
- makeBrick(vt);
- }
- startpt = -startpt;
- height += 2 * brickHeight;
- }
- }
- /** This method creates one individual physical brick. */
- private void makeBrick(Vector3f loc) {
- /* Create a brick geometry and attach it to the scene graph. */
- Geometry brick_geo = new Geometry("brick", box);
- brick_geo.setMaterial(wall_mat);
- rootNode.attachChild(brick_geo);
- /* Position the brick geometry. */
- brick_geo.setLocalTranslation(loc);
- /* Make brick physical with a mass > 0. */
- RigidBodyControl brick_phy = new RigidBodyControl(2f);
- /* Add physical brick to physics space. */
- brick_geo.addControl(brick_phy);
- bulletAppState.getPhysicsSpace().add(brick_phy);
- }
- /** This method creates one individual physical cannon ball.
- * By default, the ball is accelerated and flies
- * from the camera position in the camera direction.*/
- public void makeCannonBall() {
- /* Create a cannonball geometry and attach to scene graph. */
- Geometry ball_geo = new Geometry("cannon ball", sphere);
- ball_geo.setMaterial(stone_mat);
- rootNode.attachChild(ball_geo);
- /* Position the cannonball. */
- ball_geo.setLocalTranslation(cam.getLocation());
- /* Make the ball physical with a mass > 0.0f */
- RigidBodyControl ball_phy = new RigidBodyControl(1f);
- /* Add physical ball to physics space. */
- ball_geo.addControl(ball_phy);
- bulletAppState.getPhysicsSpace().add(ball_phy);
- /* Accelerate the physical ball to shoot it. */
- ball_phy.setLinearVelocity(cam.getDirection().mult(25));
- }
- /** A plus sign used as crosshairs to help the player with aiming.*/
- protected void initCrossHairs() {
- setDisplayStatView(false);
- //guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
- BitmapText ch = new BitmapText(guiFont, false);
- ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
- ch.setText("+"); // fake crosshairs :)
- ch.setLocalTranslation( // center
- settings.getWidth() / 2,
- settings.getHeight() / 2, 0);
- guiNode.attachChild(ch);
- }
- }
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