1/*
2 * Copyright (c) 2009-2010 jMonkeyEngine
3 * All rights reserved.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are
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10 *   notice, this list of conditions and the following disclaimer.
11 *
12 * * Redistributions in binary form must reproduce the above copyright
13 *   notice, this list of conditions and the following disclaimer in the
14 *   documentation and/or other materials provided with the distribution.
15 *
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17 *   may be used to endorse or promote products derived from this software
18 *   without specific prior written permission.
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20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31 */
32
33package jme3test.bullet;
34
35import com.jme3.app.SimpleApplication;
36import com.jme3.asset.plugins.HttpZipLocator;
37import com.jme3.asset.plugins.ZipLocator;
38import com.jme3.bullet.BulletAppState;
39import com.jme3.bullet.PhysicsSpace;
40import com.jme3.bullet.collision.shapes.SphereCollisionShape;
41import com.jme3.bullet.control.RigidBodyControl;
42import com.jme3.bullet.objects.PhysicsCharacter;
43import com.jme3.input.KeyInput;
44import com.jme3.input.controls.ActionListener;
45import com.jme3.input.controls.KeyTrigger;
46import com.jme3.light.AmbientLight;
47import com.jme3.light.DirectionalLight;
48import com.jme3.material.MaterialList;
49import com.jme3.math.ColorRGBA;
50import com.jme3.math.Vector3f;
51import com.jme3.scene.Node;
52import com.jme3.scene.plugins.ogre.OgreMeshKey;
53import java.io.File;
54
55public class TestQ3 extends SimpleApplication implements ActionListener {
56
57    private BulletAppState bulletAppState;
58    private Node gameLevel;
59    private PhysicsCharacter player;
60    private Vector3f walkDirection = new Vector3f();
61    private static boolean useHttp = false;
62    private boolean left=false,right=false,up=false,down=false;
63
64    public static void main(String[] args) {
65        File file = new File("quake3level.zip");
66        if (!file.exists()) {
67            useHttp = true;
68        }
69        TestQ3 app = new TestQ3();
70        app.start();
71    }
72
73    public void simpleInitApp() {
74        bulletAppState = new BulletAppState();
75        stateManager.attach(bulletAppState);
76        flyCam.setMoveSpeed(100);
77        setupKeys();
78
79        this.cam.setFrustumFar(2000);
80
81        DirectionalLight dl = new DirectionalLight();
82        dl.setColor(ColorRGBA.White.clone().multLocal(2));
83        dl.setDirection(new Vector3f(-1, -1, -1).normalize());
84        rootNode.addLight(dl);
85
86        AmbientLight am = new AmbientLight();
87        am.setColor(ColorRGBA.White.mult(2));
88        rootNode.addLight(am);
89
90        // load the level from zip or http zip
91        if (useHttp) {
92            assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/quake3level.zip", HttpZipLocator.class.getName());
93        } else {
94            assetManager.registerLocator("quake3level.zip", ZipLocator.class.getName());
95        }
96
97        // create the geometry and attach it
98        MaterialList matList = (MaterialList) assetManager.loadAsset("Scene.material");
99        OgreMeshKey key = new OgreMeshKey("main.meshxml", matList);
100        gameLevel = (Node) assetManager.loadAsset(key);
101        gameLevel.setLocalScale(0.1f);
102
103        // add a physics control, it will generate a MeshCollisionShape based on the gameLevel
104        gameLevel.addControl(new RigidBodyControl(0));
105
106        player = new PhysicsCharacter(new SphereCollisionShape(5), .01f);
107        player.setJumpSpeed(20);
108        player.setFallSpeed(30);
109        player.setGravity(30);
110
111        player.setPhysicsLocation(new Vector3f(60, 10, -60));
112
113        rootNode.attachChild(gameLevel);
114
115        getPhysicsSpace().addAll(gameLevel);
116        getPhysicsSpace().add(player);
117    }
118
119    private PhysicsSpace getPhysicsSpace(){
120        return bulletAppState.getPhysicsSpace();
121    }
122
123    @Override
124    public void simpleUpdate(float tpf) {
125        Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
126        Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
127        walkDirection.set(0,0,0);
128        if(left)
129            walkDirection.addLocal(camLeft);
130        if(right)
131            walkDirection.addLocal(camLeft.negate());
132        if(up)
133            walkDirection.addLocal(camDir);
134        if(down)
135            walkDirection.addLocal(camDir.negate());
136        player.setWalkDirection(walkDirection);
137        cam.setLocation(player.getPhysicsLocation());
138    }
139
140    private void setupKeys() {
141        inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
142        inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
143        inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
144        inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
145        inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
146        inputManager.addListener(this,"Lefts");
147        inputManager.addListener(this,"Rights");
148        inputManager.addListener(this,"Ups");
149        inputManager.addListener(this,"Downs");
150        inputManager.addListener(this,"Space");
151    }
152
153    public void onAction(String binding, boolean value, float tpf) {
154
155        if (binding.equals("Lefts")) {
156            if(value)
157                left=true;
158            else
159                left=false;
160        } else if (binding.equals("Rights")) {
161            if(value)
162                right=true;
163            else
164                right=false;
165        } else if (binding.equals("Ups")) {
166            if(value)
167                up=true;
168            else
169                up=false;
170        } else if (binding.equals("Downs")) {
171            if(value)
172                down=true;
173            else
174                down=false;
175        } else if (binding.equals("Space")) {
176            player.jump();
177        }
178    }
179}
180