--- /dev/null
+/*
+ * Copyright (c) 2009-2012 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 com.jme3.bullet.control;
+
+import com.jme3.bullet.PhysicsSpace;
+import com.jme3.bullet.PhysicsTickListener;
+import com.jme3.bullet.collision.PhysicsRayTestResult;
+import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
+import com.jme3.bullet.collision.shapes.CollisionShape;
+import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
+import com.jme3.bullet.debug.DebugTools;
+import com.jme3.bullet.objects.PhysicsRigidBody;
+import com.jme3.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.math.FastMath;
+import com.jme3.math.Quaternion;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.scene.Spatial;
+import com.jme3.scene.control.Control;
+import com.jme3.util.TempVars;
+import java.io.IOException;
+import java.util.List;
+import java.util.logging.Level;
+import java.util.logging.Logger;
+
+/**
+ * This is intended to be a replacement for the internal bullet character class.
+ * A RigidBody with cylinder collision shape is used and its velocity is set
+ * continuously, a ray test is used to check if the character is on the ground.
+ *
+ * The character keeps his own local coordinate system which adapts based on the
+ * gravity working on the character so the character will always stand upright.
+ *
+ * Forces in the local x/z plane are dampened while those in the local y
+ * direction are applied fully (e.g. jumping, falling).
+ *
+ * @author normenhansen
+ */
+public class BetterCharacterControl extends AbstractPhysicsControl implements PhysicsTickListener {
+
+ protected static final Logger logger = Logger.getLogger(BetterCharacterControl.class.getName());
+ protected PhysicsRigidBody rigidBody;
+ protected float radius;
+ protected float height;
+ protected float mass;
+ protected float duckedFactor = 0.6f;
+ /**
+ * Local up direction, derived from gravity.
+ */
+ protected final Vector3f localUp = new Vector3f(0, 1, 0);
+ /**
+ * Local absolute z-forward direction, derived from gravity and UNIT_Z,
+ * updated continuously when gravity changes.
+ */
+ protected final Vector3f localForward = new Vector3f(0, 0, 1);
+ /**
+ * Local z-forward quaternion for the "local absolute" z-forward direction.
+ */
+ protected final Quaternion localForwardRotation = new Quaternion(Quaternion.DIRECTION_Z);
+ /**
+ * Is a z-forward vector based on the view direction and the current local
+ * x/z plane.
+ */
+ protected final Vector3f viewDirection = new Vector3f(0, 0, 1);
+ /**
+ * Stores final spatial location, corresponds to RigidBody location.
+ */
+ protected final Vector3f location = new Vector3f();
+ /**
+ * Stores final spatial rotation, is a z-forward rotation based on the view
+ * direction and the current local x/z plane. See also rotatedViewDirection.
+ */
+ protected final Quaternion rotation = new Quaternion(Quaternion.DIRECTION_Z);
+ protected final Vector3f rotatedViewDirection = new Vector3f(0, 0, 1);
+ protected final Vector3f walkDirection = new Vector3f();
+ protected final Vector3f jumpForce;
+ protected final Vector3f physicsDampening = new Vector3f(0.3f, 0, 0.3f);
+ protected final Vector3f scale = new Vector3f(1, 1, 1);
+ protected final Vector3f velocity = new Vector3f();
+ protected boolean jump = false;
+ protected boolean onGround = false;
+ protected boolean ducked = false;
+ protected boolean wantToUnDuck = false;
+
+ /**
+ * Only used for serialization, do not use this constructor.
+ */
+ public BetterCharacterControl() {
+ jumpForce = new Vector3f();
+ }
+
+ /**
+ * Creates a new character with the given properties. Note that to avoid
+ * issues the final height when ducking should be larger than 2x radius. The
+ * jumpForce will be set to an upwards force of 5x mass.
+ *
+ * @param radius
+ * @param height
+ * @param mass
+ */
+ public BetterCharacterControl(float radius, float height, float mass) {
+ this.radius = radius;
+ this.height = height;
+ this.mass = mass;
+ rigidBody = new PhysicsRigidBody(getShape(), mass);
+ jumpForce = new Vector3f(0, mass * 5, 0);
+ rigidBody.setAngularFactor(0);
+ }
+
+ @Override
+ public void update(float tpf) {
+ super.update(tpf);
+ rigidBody.getPhysicsLocation(location);
+ //rotation has been set through viewDirection
+ applyPhysicsTransform(location, rotation);
+ debugTools.setPinkArrow(location, localForward);
+ }
+ private DebugTools debugTools = null;
+
+ public void setDebugTools(DebugTools debugTools) {
+ this.debugTools = debugTools;
+ }
+
+ @Override
+ public void render(RenderManager rm, ViewPort vp) {
+ super.render(rm, vp);
+ debugTools.show(rm, vp);
+ }
+
+ /**
+ * Used internally, don't call manually
+ *
+ * @param space
+ * @param tpf
+ */
+ public void prePhysicsTick(PhysicsSpace space, float tpf) {
+ checkOnGround();
+ if (wantToUnDuck && checkCanUnDuck()) {
+ setHeightPercent(1);
+ wantToUnDuck = false;
+ ducked = false;
+ }
+
+ //TODO: this damping (physicsInfluence) is not framerate decoupled
+// Vector3f physicsPlane = localForwardRotation.mult(physicsDampening);
+// Vector3f counter = velocity.mult(physicsPlane).negateLocal().multLocal(tpf * 100.0f);
+// velocity.addLocal(counter);
+// debugTools.setGreenArrow(location, counter);
+
+ debugTools.setBlueArrow(location, walkDirection);
+
+ float designatedVelocity = walkDirection.length();
+ if (designatedVelocity > 0) {
+ TempVars vars = TempVars.get();
+ Vector3f localWalkDirection = vars.vect1;
+ //normalize walkdirection
+ localWalkDirection.set(walkDirection).normalizeLocal();
+ //check for the existing velocity in the desired direction
+ float existingVelocity = velocity.dot(localWalkDirection);
+ //calculate the final velocity in the desired direction
+ float finalVelocity = designatedVelocity - existingVelocity;
+ localWalkDirection.multLocal(finalVelocity);
+ //add resulting vector to existing velocity
+ debugTools.setYellowArrow(location, localWalkDirection);
+ velocity.addLocal(localWalkDirection);
+ vars.release();
+ } else {
+ debugTools.setYellowArrow(location, Vector3f.ZERO);
+ }
+ rigidBody.setLinearVelocity(velocity);
+ if (jump) {
+ //TODO: precalculate jump force
+ TempVars vars = TempVars.get();
+ Vector3f rotatedJumpForce = vars.vect1;
+ rotatedJumpForce.set(jumpForce);
+ rigidBody.applyImpulse(localForwardRotation.multLocal(rotatedJumpForce), Vector3f.ZERO);
+ jump = false;
+ vars.release();
+ }
+ }
+
+ /**
+ * Used internally, don't call manually
+ *
+ * @param space
+ * @param tpf
+ */
+ public void physicsTick(PhysicsSpace space, float tpf) {
+ rigidBody.getLinearVelocity(velocity);
+ debugTools.setRedArrow(location, velocity);
+ }
+
+ /**
+ * Move the character somewhere. Note the character also takes the location
+ * of any spatial its being attached to in the moment it is attached.
+ *
+ * @param vec The new character location.
+ */
+ public void warp(Vector3f vec) {
+ setPhysicsLocation(vec);
+ }
+
+ /**
+ * Makes the character jump with the set jump force.
+ */
+ public void jump() {
+ //TODO: debounce over some frames
+ if (!onGround) {
+ return;
+ }
+ jump = true;
+ }
+
+ /**
+ * Set the jump force as a Vector3f. The jump force is local to the
+ * characters coordinate system, which normally is always z-forward (in
+ * world coordinates, parent coordinates when set to applyLocalPhysics)
+ *
+ * @param jumpForce The new jump force
+ */
+ public void setJumpForce(Vector3f jumpForce) {
+ this.jumpForce.set(jumpForce);
+ }
+
+ /**
+ * Gets the current jump force. The default is 5 * character mass in y
+ * direction.
+ *
+ * @return
+ */
+ public Vector3f getJumpForce() {
+ return jumpForce;
+ }
+
+ /**
+ * Check if the character is on the ground. This is determined by a ray test
+ * in the center of the character and might return false even if the
+ * character is not falling yet.
+ *
+ * @return
+ */
+ public boolean isOnGround() {
+ return onGround;
+ }
+
+ /**
+ * Toggle character ducking. When ducked the characters capsule collision
+ * shape height will be multiplied by duckedFactor to make the capsule
+ * smaller. When unducking, the character will check with a ray test if it
+ * can in fact unduck and only do so when its possible. You can check the
+ * state of the unducking by checking isDucked().
+ *
+ * @param enabled
+ */
+ public void setDucked(boolean enabled) {
+ if (enabled) {
+ setHeightPercent(duckedFactor);
+ ducked = true;
+ wantToUnDuck = false;
+ } else {
+ if (checkCanUnDuck()) {
+ setHeightPercent(1);
+ ducked = false;
+ } else {
+ wantToUnDuck = true;
+ }
+ }
+ }
+
+ /**
+ * Check if the character is ducking, either due to user input or due to
+ * unducking being impossible at the moment (obstacle above).
+ *
+ * @return
+ */
+ public boolean isDucked() {
+ return ducked;
+ }
+
+ /**
+ * Sets the height multiplication factor for ducking.
+ *
+ * @param factor The factor by which the height should be multiplied when
+ * ducking
+ */
+ public void setDuckedFactor(float factor) {
+ duckedFactor = factor;
+ }
+
+ /**
+ * Gets the height multiplication factor for ducking.
+ *
+ * @return
+ */
+ public float getDuckedFactor() {
+ return duckedFactor;
+ }
+
+ /**
+ * Sets the walk direction of the character. This parameter is framerate
+ * independent and the character will move continuously in the direction
+ * given by the vector with the speed given by the vector length in m/s.
+ *
+ * @param vec The movement direction and speed in m/s
+ */
+ public void setWalkDirection(Vector3f vec) {
+ walkDirection.set(vec);
+ }
+
+ /**
+ * Gets the current walk direction and speed of the character. The length of
+ * the vector defines the speed.
+ *
+ * @return
+ */
+ public Vector3f getWalkDirection() {
+ return walkDirection;
+ }
+
+ /**
+ * Sets the view direction for the character. Note this only defines the
+ * rotation of the spatial in the local x/z plane of the character.
+ *
+ * @param vec
+ */
+ public void setViewDirection(Vector3f vec) {
+ viewDirection.set(vec);
+ updateLocalViewDirection();
+ }
+
+ /**
+ * Gets the current view direction, note this doesn't need to correspond
+ * with the spatials forward direction.
+ *
+ * @return
+ */
+ public Vector3f getViewDirection() {
+ return viewDirection;
+ }
+
+ /**
+ * Realign the local forward vector to given direction vector, if null is
+ * supplied Vector3f.UNIT_Z is used. Input vector has to be perpendicular to
+ * current gravity vector. This normally only needs to be called when the
+ * gravity direction changed continuously and the local forward vector is
+ * off due to drift. E.g. after walking around on a sphere "planet" for a
+ * while and then going back to a y-up coordinate system the local z-forward
+ * might not be 100% alinged with Z axis.
+ *
+ * @param vec The new forward vector, has to be perpendicular to the current
+ * gravity vector!
+ */
+ public void resetForward(Vector3f vec) {
+ localForward.set(vec);
+ updateLocalCoordinateSystem();
+ }
+
+ /**
+ * Get the current linear velocity along the three axes of the character.
+ * This is prepresented in world coordinates, parent coordinates when the
+ * control is set to applyLocalPhysics.
+ *
+ * @return The current linear velocity of the character
+ */
+ public Vector3f getVelocity() {
+ return velocity;
+ }
+
+ /**
+ * Set the gravity for this character. Note that this also realigns the
+ * local coordinate system of the character so that continuous changes in
+ * gravity direction are possible while maintaining a sensible control over
+ * the character.
+ *
+ * @param gravity
+ */
+ public void setGravity(Vector3f gravity) {
+ rigidBody.setGravity(gravity);
+ localUp.set(gravity).normalizeLocal().negateLocal();
+ updateLocalCoordinateSystem();
+ }
+
+ /**
+ * Get the current gravity of the character.
+ *
+ * @return
+ */
+ public Vector3f getGravity() {
+ return rigidBody.getGravity();
+ }
+
+ /**
+ * Get the current gravity of the character.
+ *
+ * @param store The vector to store the result in
+ * @return
+ */
+ public Vector3f getGravity(Vector3f store) {
+ return rigidBody.getGravity(store);
+ }
+
+ /**
+ * This actually sets a new collision shape to the character to change the
+ * height of the capsule.
+ *
+ * @param percent
+ */
+ protected void setHeightPercent(float percent) {
+ scale.setY(percent);
+ rigidBody.setCollisionShape(getShape());
+ }
+
+ /**
+ * This checks if the character is on the ground by doing a ray test.
+ */
+ protected void checkOnGround() {
+ TempVars vars = TempVars.get();
+ Vector3f location = vars.vect1;
+ Vector3f rayVector = vars.vect2;
+ float height = getFinalHeight();
+ location.set(localUp).multLocal(height).addLocal(this.location);
+ rayVector.set(localUp).multLocal(-height - FastMath.ZERO_TOLERANCE).addLocal(location);
+ debugTools.setMagentaArrow(location, rayVector.subtract(location));
+ List<PhysicsRayTestResult> results = space.rayTest(location, rayVector);
+ vars.release();
+ for (PhysicsRayTestResult physicsRayTestResult : results) {
+ if (!physicsRayTestResult.getCollisionObject().equals(rigidBody)) {
+ onGround = true;
+ return;
+ }
+ }
+ onGround = false;
+ }
+
+ /**
+ * This checks if the character can go from ducked to unducked state by
+ * doing a ray test.
+ */
+ protected boolean checkCanUnDuck() {
+ TempVars vars = TempVars.get();
+ Vector3f location = vars.vect1;
+ Vector3f rayVector = vars.vect2;
+ location.set(localUp).multLocal(FastMath.ZERO_TOLERANCE).addLocal(this.location);
+ rayVector.set(localUp).multLocal(height + FastMath.ZERO_TOLERANCE).addLocal(location);
+ debugTools.setMagentaArrow(location, rayVector.subtract(location));
+ List<PhysicsRayTestResult> results = space.rayTest(location, rayVector);
+ vars.release();
+ for (PhysicsRayTestResult physicsRayTestResult : results) {
+ if (!physicsRayTestResult.getCollisionObject().equals(rigidBody)) {
+ return false;
+ }
+ }
+ debugTools.setMagentaArrow(location, Vector3f.ZERO);
+ return true;
+ }
+
+ /**
+ * Gets a new collision shape based on the current scale parameter. The
+ * created collisionshape is a capsule collision shape that is attached to a
+ * compound collision shape with an offset to set the object center at the
+ * bottom of the capsule.
+ *
+ * @return
+ */
+ protected CollisionShape getShape() {
+ //TODO: cleanup size mess..
+ CapsuleCollisionShape capsuleCollisionShape = new CapsuleCollisionShape(getFinalRadius(), (getFinalHeight() - (2 * getFinalRadius())));
+ CompoundCollisionShape compoundCollisionShape = new CompoundCollisionShape();
+ Vector3f addLocation = new Vector3f(0, (getFinalHeight() / 2.0f), 0);
+ compoundCollisionShape.addChildShape(capsuleCollisionShape, addLocation);
+ return compoundCollisionShape;
+ }
+
+ /**
+ * Gets the scaled height.
+ *
+ * @return
+ */
+ protected float getFinalHeight() {
+ return height * scale.getY();
+ }
+
+ /**
+ * Gets the scaled radius.
+ *
+ * @return
+ */
+ protected float getFinalRadius() {
+ return radius * scale.getZ();
+ }
+
+ /**
+ * Updates the local coordinate system from the localForward and localUp
+ * vectors, adapts localForward, sets localForwardRotation quaternion to
+ * local z-forward rotation.
+ */
+ protected void updateLocalCoordinateSystem() {
+ //gravity vector has possibly changed, calculate new world forward (UNIT_Z)
+ calculateNewForward(localForwardRotation, localForward, localUp);
+ rigidBody.setPhysicsRotation(localForwardRotation);
+ updateLocalViewDirection();
+ }
+
+ /**
+ * Updates the local x/z-flattened view direction and the corresponding
+ * rotation quaternion for the spatial.
+ */
+ protected void updateLocalViewDirection() {
+ //update local rotation quaternion to use for view rotation
+ localForwardRotation.multLocal(rotatedViewDirection.set(viewDirection));
+ calculateNewForward(rotation, rotatedViewDirection, localUp);
+ }
+
+ /**
+ * This method works similar to Camera.lookAt but where lookAt sets the
+ * priority on the direction, this method sets the priority on the up vector
+ * so that the result direction vector and rotation is guaranteed to be
+ * perpendicular to the up vector.
+ *
+ * @param rotation The rotation to set the result on or null to create a new
+ * Quaternion, this will be set to the new "z-forward" rotation if not null
+ * @param direction The direction to base the new look direction on, will be
+ * set to the new direction
+ * @param worldUpVector The up vector to use, the result direction will be
+ * perpendicular to this
+ * @return
+ */
+ protected final void calculateNewForward(Quaternion rotation, Vector3f direction, Vector3f worldUpVector) {
+ if (direction == null) {
+ return;
+ }
+ TempVars vars = TempVars.get();
+ Vector3f newLeft = vars.vect1;
+ Vector3f newLeftNegate = vars.vect2;
+
+ newLeft.set(worldUpVector).crossLocal(direction).normalizeLocal();
+ if (newLeft.equals(Vector3f.ZERO)) {
+ if (direction.x != 0) {
+ newLeft.set(direction.y, -direction.x, 0f).normalizeLocal();
+ } else {
+ newLeft.set(0f, direction.z, -direction.y).normalizeLocal();
+ }
+ logger.log(Level.INFO, "Zero left for direction {0}, up {1}", new Object[]{direction, worldUpVector});
+ }
+ newLeftNegate.set(newLeft).negateLocal();
+ direction.set(worldUpVector).crossLocal(newLeftNegate).normalizeLocal();
+ if (direction.equals(Vector3f.ZERO)) {
+ direction.set(Vector3f.UNIT_Z);
+ logger.log(Level.INFO, "Zero left for left {0}, up {1}", new Object[]{newLeft, worldUpVector});
+ }
+ if (rotation != null) {
+ rotation.fromAxes(newLeft, worldUpVector, direction);
+ }
+ vars.release();
+ }
+
+ /**
+ * This is implemented from AbstractPhysicsControl and called when the
+ * spatial is attached for example.
+ *
+ * @param vec
+ */
+ @Override
+ protected void setPhysicsLocation(Vector3f vec) {
+ rigidBody.setPhysicsLocation(vec);
+ location.set(vec);
+ }
+
+ /**
+ * We set the current spatial as UserObject so the user can find his
+ * spatial.
+ *
+ * @param spatial
+ */
+ @Override
+ public void setSpatial(Spatial spatial) {
+ super.setSpatial(spatial);
+ rigidBody.setUserObject(spatial);
+ }
+
+ /**
+ * This is implemented from AbstractPhysicsControl and called when the
+ * spatial is attached for example. We don't set the actual physics rotation
+ * but the view rotation here. It might actually be altered by the
+ * calculateNewForward method.
+ *
+ * @param quat
+ */
+ @Override
+ protected void setPhysicsRotation(Quaternion quat) {
+ rotation.set(quat);
+ rotation.multLocal(rotatedViewDirection.set(viewDirection));
+ updateLocalViewDirection();
+ }
+
+ /**
+ * This is implemented from AbstractPhysicsControl and called when the
+ * control is supposed to add all objects to the physics space.
+ *
+ * @param space
+ */
+ @Override
+ protected void addPhysics(PhysicsSpace space) {
+ space.getGravity(localUp).normalizeLocal().negateLocal();
+ updateLocalCoordinateSystem();
+
+ space.addCollisionObject(rigidBody);
+ space.addTickListener(this);
+ }
+
+ /**
+ * This is implemented from AbstractPhysicsControl and called when the
+ * control is supposed to remove all objects from the physics space.
+ *
+ * @param space
+ */
+ @Override
+ protected void removePhysics(PhysicsSpace space) {
+ space.removeCollisionObject(rigidBody);
+ space.removeTickListener(this);
+ }
+
+ public Control cloneForSpatial(Spatial spatial) {
+ BetterCharacterControl control = new BetterCharacterControl(radius, height, mass);
+ control.setJumpForce(jumpForce);
+ control.setSpatial(spatial);
+ return control;
+ }
+
+ @Override
+ public void write(JmeExporter ex) throws IOException {
+ super.write(ex);
+ OutputCapsule oc = ex.getCapsule(this);
+ oc.write(radius, "radius", 1);
+ oc.write(height, "height", 1);
+ oc.write(mass, "mass", 1);
+ oc.write(jumpForce, "jumpForce", new Vector3f(0, mass * 5, 0));
+ }
+
+ @Override
+ public void read(JmeImporter im) throws IOException {
+ super.read(im);
+ InputCapsule in = im.getCapsule(this);
+ this.radius = in.readFloat("radius", 1);
+ this.height = in.readFloat("height", 2);
+ this.mass = in.readFloat("mass", 80);
+ this.jumpForce.set((Vector3f) in.readSavable("jumpForce", new Vector3f(0, mass * 5, 0)));
+ rigidBody = new PhysicsRigidBody(getShape(), mass);
+ jumpForce.set(new Vector3f(0, mass * 5, 0));
+ rigidBody.setAngularFactor(0);
+ }
+}
--- /dev/null
+/*\r
+ * Copyright (c) 2009-2012 jMonkeyEngine All rights reserved. <p/>\r
+ * Redistribution and use in source and binary forms, with or without\r
+ * modification, are permitted provided that the following conditions are met:\r
+ * \r
+ * * Redistributions of source code must retain the above copyright notice,\r
+ * this list of conditions and the following disclaimer. <p/> * Redistributions\r
+ * in binary form must reproduce the above copyright notice, this list of\r
+ * conditions and the following disclaimer in the documentation and/or other\r
+ * materials provided with the distribution. <p/> * Neither the name of\r
+ * 'jMonkeyEngine' nor the names of its contributors may be used to endorse or\r
+ * promote products derived from this software without specific prior written\r
+ * permission. <p/> THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND\r
+ * CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT\r
+ * NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A\r
+ * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR\r
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\r
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\r
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;\r
+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,\r
+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR\r
+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF\r
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r
+ */\r
+package jme3test.bullet;\r
+\r
+import com.jme3.app.SimpleApplication;\r
+import com.jme3.bullet.BulletAppState;\r
+import com.jme3.bullet.PhysicsSpace;\r
+import com.jme3.bullet.collision.shapes.MeshCollisionShape;\r
+import com.jme3.bullet.control.BetterCharacterControl;\r
+import com.jme3.bullet.control.RigidBodyControl;\r
+import com.jme3.bullet.debug.DebugTools;\r
+import com.jme3.input.KeyInput;\r
+import com.jme3.input.controls.ActionListener;\r
+import com.jme3.input.controls.KeyTrigger;\r
+import com.jme3.material.Material;\r
+import com.jme3.math.FastMath;\r
+import com.jme3.math.Quaternion;\r
+import com.jme3.math.Vector3f;\r
+import com.jme3.renderer.RenderManager;\r
+import com.jme3.scene.CameraNode;\r
+import com.jme3.scene.Geometry;\r
+import com.jme3.scene.Node;\r
+import com.jme3.scene.control.CameraControl.ControlDirection;\r
+import com.jme3.scene.shape.Sphere;\r
+import com.jme3.system.AppSettings;\r
+\r
+/**\r
+ * A walking physical character followed by a 3rd person camera. (No animation.)\r
+ *\r
+ * @author normenhansen, zathras\r
+ */\r
+public class TestBetterCharacter extends SimpleApplication implements ActionListener {\r
+\r
+ private BulletAppState bulletAppState;\r
+ private BetterCharacterControl physicsCharacter;\r
+ private Node characterNode;\r
+ private CameraNode camNode;\r
+ boolean rotate = false;\r
+ private Vector3f walkDirection = new Vector3f(0, 0, 0);\r
+ private Vector3f viewDirection = new Vector3f(0, 0, 1);\r
+ boolean leftStrafe = false, rightStrafe = false, forward = false, backward = false,\r
+ leftRotate = false, rightRotate = false;\r
+ private Vector3f normalGravity = new Vector3f(0, -9.81f, 0);\r
+ private Geometry planet;\r
+\r
+ public static void main(String[] args) {\r
+ TestBetterCharacter app = new TestBetterCharacter();\r
+ AppSettings settings = new AppSettings(true);\r
+ settings.setRenderer(AppSettings.LWJGL_OPENGL2);\r
+ settings.setAudioRenderer(AppSettings.LWJGL_OPENAL);\r
+ app.setSettings(settings);\r
+ app.start();\r
+ }\r
+\r
+ @Override\r
+ public void simpleInitApp() {\r
+ //setup keyboard mapping\r
+ setupKeys();\r
+\r
+ // activate physics\r
+ bulletAppState = new BulletAppState();\r
+ stateManager.attach(bulletAppState);\r
+ bulletAppState.setDebugEnabled(true);\r
+\r
+ // init a physics test scene\r
+ PhysicsTestHelper.createPhysicsTestWorldSoccer(rootNode, assetManager, bulletAppState.getPhysicsSpace());\r
+ PhysicsTestHelper.createBallShooter(this, rootNode, bulletAppState.getPhysicsSpace());\r
+ setupPlanet();\r
+\r
+ // Create a node for the character model\r
+ characterNode = new Node("character node");\r
+ characterNode.setLocalTranslation(new Vector3f(4, 5, 2));\r
+\r
+ // Add a character control to the node so we can add other things and\r
+ // control the model rotation\r
+ physicsCharacter = new BetterCharacterControl(0.3f, 2.5f, 8f);\r
+ physicsCharacter.setDebugTools(new DebugTools(assetManager));\r
+ characterNode.addControl(physicsCharacter);\r
+ getPhysicsSpace().add(physicsCharacter);\r
+\r
+ // Load model, attach to character node\r
+ Node model = (Node) assetManager.loadModel("Models/Jaime/Jaime.j3o");\r
+ model.setLocalScale(1.50f);\r
+ characterNode.attachChild(model);\r
+\r
+ // Add character node to the rootNode\r
+ rootNode.attachChild(characterNode);\r
+\r
+ // Set forward camera node that follows the character, only used when\r
+ // view is "locked"\r
+ camNode = new CameraNode("CamNode", cam);\r
+ camNode.setControlDir(ControlDirection.SpatialToCamera);\r
+ camNode.setLocalTranslation(new Vector3f(0, 2, -6));\r
+ Quaternion quat = new Quaternion();\r
+ // These coordinates are local, the camNode is attached to the character node!\r
+ quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y);\r
+ camNode.setLocalRotation(quat);\r
+ characterNode.attachChild(camNode);\r
+ // Disable by default, can be enabled via keyboard shortcut\r
+ camNode.setEnabled(false);\r
+ }\r
+\r
+ @Override\r
+ public void simpleUpdate(float tpf) {\r
+ // Apply planet gravity to character if close enough (see below)\r
+ checkPlanetGravity();\r
+\r
+ // Get current forward and left vectors of model by using its rotation\r
+ // to rotate the unit vectors\r
+ Vector3f modelForwardDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_Z);\r
+ Vector3f modelLeftDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_X);\r
+\r
+ // WalkDirection is global!\r
+ // You *can* make your character fly with this.\r
+ walkDirection.set(0, 0, 0);\r
+ if (leftStrafe) {\r
+ walkDirection.addLocal(modelLeftDir.mult(3));\r
+ } else if (rightStrafe) {\r
+ walkDirection.addLocal(modelLeftDir.negate().multLocal(3));\r
+ }\r
+ if (forward) {\r
+ walkDirection.addLocal(modelForwardDir.mult(3));\r
+ } else if (backward) {\r
+ walkDirection.addLocal(modelForwardDir.negate().multLocal(3));\r
+ }\r
+ physicsCharacter.setWalkDirection(walkDirection);\r
+\r
+ // ViewDirection is local to characters physics system!\r
+ // The final world rotation depends on the gravity and on the state of\r
+ // setApplyPhysicsLocal()\r
+ if (leftRotate) {\r
+ Quaternion rotateL = new Quaternion().fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y);\r
+ rotateL.multLocal(viewDirection);\r
+ } else if (rightRotate) {\r
+ Quaternion rotateR = new Quaternion().fromAngleAxis(-FastMath.PI * tpf, Vector3f.UNIT_Y);\r
+ rotateR.multLocal(viewDirection);\r
+ }\r
+ physicsCharacter.setViewDirection(viewDirection);\r
+ fpsText.setText("Touch da ground = " + physicsCharacter.isOnGround());\r
+ if (!lockView) {\r
+ cam.lookAt(characterNode.getWorldTranslation().add(new Vector3f(0, 2, 0)), Vector3f.UNIT_Y);\r
+ }\r
+ }\r
+\r
+ private void setupPlanet() {\r
+ Material material = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");\r
+ material.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));\r
+ //immovable sphere with mesh collision shape\r
+ Sphere sphere = new Sphere(64, 64, 20);\r
+ planet = new Geometry("Sphere", sphere);\r
+ planet.setMaterial(material);\r
+ planet.setLocalTranslation(30, -15, 30);\r
+ planet.addControl(new RigidBodyControl(new MeshCollisionShape(sphere), 0));\r
+ rootNode.attachChild(planet);\r
+ getPhysicsSpace().add(planet);\r
+ }\r
+\r
+ private void checkPlanetGravity() {\r
+ Vector3f planetDist = planet.getWorldTranslation().subtract(characterNode.getWorldTranslation());\r
+ if (planetDist.length() < 24) {\r
+ physicsCharacter.setGravity(planetDist.normalizeLocal().multLocal(9.81f));\r
+ } else {\r
+ physicsCharacter.setGravity(normalGravity);\r
+ }\r
+ }\r
+\r
+ private PhysicsSpace getPhysicsSpace() {\r
+ return bulletAppState.getPhysicsSpace();\r
+ }\r
+\r
+ public void onAction(String binding, boolean value, float tpf) {\r
+ if (binding.equals("Strafe Left")) {\r
+ if (value) {\r
+ leftStrafe = true;\r
+ } else {\r
+ leftStrafe = false;\r
+ }\r
+ } else if (binding.equals("Strafe Right")) {\r
+ if (value) {\r
+ rightStrafe = true;\r
+ } else {\r
+ rightStrafe = false;\r
+ }\r
+ } else if (binding.equals("Rotate Left")) {\r
+ if (value) {\r
+ leftRotate = true;\r
+ } else {\r
+ leftRotate = false;\r
+ }\r
+ } else if (binding.equals("Rotate Right")) {\r
+ if (value) {\r
+ rightRotate = true;\r
+ } else {\r
+ rightRotate = false;\r
+ }\r
+ } else if (binding.equals("Walk Forward")) {\r
+ if (value) {\r
+ forward = true;\r
+ } else {\r
+ forward = false;\r
+ }\r
+ } else if (binding.equals("Walk Backward")) {\r
+ if (value) {\r
+ backward = true;\r
+ } else {\r
+ backward = false;\r
+ }\r
+ } else if (binding.equals("Jump")) {\r
+ physicsCharacter.jump();\r
+ } else if (binding.equals("Duck")) {\r
+ if (value) {\r
+ physicsCharacter.setDucked(true);\r
+ } else {\r
+ physicsCharacter.setDucked(false);\r
+ }\r
+ } else if (binding.equals("Lock View")) {\r
+ if (value && lockView) {\r
+ lockView = false;\r
+ } else if (value && !lockView) {\r
+ lockView = true;\r
+ }\r
+ flyCam.setEnabled(!lockView);\r
+ camNode.setEnabled(lockView);\r
+ }\r
+ }\r
+ private boolean lockView = false;\r
+\r
+ private void setupKeys() {\r
+ inputManager.addMapping("Strafe Left",\r
+ new KeyTrigger(KeyInput.KEY_U),\r
+ new KeyTrigger(KeyInput.KEY_Z));\r
+ inputManager.addMapping("Strafe Right",\r
+ new KeyTrigger(KeyInput.KEY_O),\r
+ new KeyTrigger(KeyInput.KEY_X));\r
+ inputManager.addMapping("Rotate Left",\r
+ new KeyTrigger(KeyInput.KEY_J),\r
+ new KeyTrigger(KeyInput.KEY_LEFT));\r
+ inputManager.addMapping("Rotate Right",\r
+ new KeyTrigger(KeyInput.KEY_L),\r
+ new KeyTrigger(KeyInput.KEY_RIGHT));\r
+ inputManager.addMapping("Walk Forward",\r
+ new KeyTrigger(KeyInput.KEY_I),\r
+ new KeyTrigger(KeyInput.KEY_UP));\r
+ inputManager.addMapping("Walk Backward",\r
+ new KeyTrigger(KeyInput.KEY_K),\r
+ new KeyTrigger(KeyInput.KEY_DOWN));\r
+ inputManager.addMapping("Jump",\r
+ new KeyTrigger(KeyInput.KEY_F),\r
+ new KeyTrigger(KeyInput.KEY_SPACE));\r
+ inputManager.addMapping("Duck",\r
+ new KeyTrigger(KeyInput.KEY_G),\r
+ new KeyTrigger(KeyInput.KEY_LSHIFT),\r
+ new KeyTrigger(KeyInput.KEY_RSHIFT));\r
+ inputManager.addMapping("Lock View",\r
+ new KeyTrigger(KeyInput.KEY_RETURN));\r
+ inputManager.addListener(this, "Strafe Left", "Strafe Right");\r
+ inputManager.addListener(this, "Rotate Left", "Rotate Right");\r
+ inputManager.addListener(this, "Walk Forward", "Walk Backward");\r
+ inputManager.addListener(this, "Jump", "Duck", "Lock View");\r
+ }\r
+\r
+ @Override\r
+ public void simpleRender(RenderManager rm) {\r
+ }\r
+}\r