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31 */
32
33package jme3test.helloworld;
34
35import com.jme3.app.SimpleApplication;
36import com.jme3.collision.CollisionResult;
37import com.jme3.collision.CollisionResults;
38import com.jme3.font.BitmapText;
39import com.jme3.input.KeyInput;
40import com.jme3.input.MouseInput;
41import com.jme3.input.controls.ActionListener;
42import com.jme3.input.controls.KeyTrigger;
43import com.jme3.input.controls.MouseButtonTrigger;
44import com.jme3.light.DirectionalLight;
45import com.jme3.material.Material;
46import com.jme3.math.ColorRGBA;
47import com.jme3.math.Ray;
48import com.jme3.math.Vector3f;
49import com.jme3.scene.Geometry;
50import com.jme3.scene.Node;
51import com.jme3.scene.Spatial;
52import com.jme3.scene.shape.Box;
53import com.jme3.scene.shape.Sphere;
54
55/** Sample 8 - how to let the user pick (select) objects in the scene
56 * using the mouse or key presses. Can be used for shooting, opening doors, etc. */
57public class HelloPicking extends SimpleApplication {
58
59  public static void main(String[] args) {
60    HelloPicking app = new HelloPicking();
61    app.start();
62  }
63  Node shootables;
64  Geometry mark;
65
66  @Override
67  public void simpleInitApp() {
68    initCrossHairs(); // a "+" in the middle of the screen to help aiming
69    initKeys();       // load custom key mappings
70    initMark();       // a red sphere to mark the hit
71
72    /** create four colored boxes and a floor to shoot at: */
73    shootables = new Node("Shootables");
74    rootNode.attachChild(shootables);
75    shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));
76    shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f));
77    shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f));
78    shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f));
79    shootables.attachChild(makeFloor());
80    shootables.attachChild(makeCharacter());
81  }
82
83  /** Declaring the "Shoot" action and mapping to its triggers. */
84  private void initKeys() {
85    inputManager.addMapping("Shoot",
86      new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar
87      new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click
88    inputManager.addListener(actionListener, "Shoot");
89  }
90  /** Defining the "Shoot" action: Determine what was hit and how to respond. */
91  private ActionListener actionListener = new ActionListener() {
92
93    public void onAction(String name, boolean keyPressed, float tpf) {
94      if (name.equals("Shoot") && !keyPressed) {
95        // 1. Reset results list.
96        CollisionResults results = new CollisionResults();
97        // 2. Aim the ray from cam loc to cam direction.
98        Ray ray = new Ray(cam.getLocation(), cam.getDirection());
99        // 3. Collect intersections between Ray and Shootables in results list.
100        shootables.collideWith(ray, results);
101        // 4. Print the results
102        System.out.println("----- Collisions? " + results.size() + "-----");
103        for (int i = 0; i < results.size(); i++) {
104          // For each hit, we know distance, impact point, name of geometry.
105          float dist = results.getCollision(i).getDistance();
106          Vector3f pt = results.getCollision(i).getContactPoint();
107          String hit = results.getCollision(i).getGeometry().getName();
108          System.out.println("* Collision #" + i);
109          System.out.println("  You shot " + hit + " at " + pt + ", " + dist + " wu away.");
110        }
111        // 5. Use the results (we mark the hit object)
112        if (results.size() > 0) {
113          // The closest collision point is what was truly hit:
114          CollisionResult closest = results.getClosestCollision();
115          // Let's interact - we mark the hit with a red dot.
116          mark.setLocalTranslation(closest.getContactPoint());
117          rootNode.attachChild(mark);
118        } else {
119          // No hits? Then remove the red mark.
120          rootNode.detachChild(mark);
121        }
122      }
123    }
124  };
125
126  /** A cube object for target practice */
127  protected Geometry makeCube(String name, float x, float y, float z) {
128    Box box = new Box(new Vector3f(x, y, z), 1, 1, 1);
129    Geometry cube = new Geometry(name, box);
130    Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
131    mat1.setColor("Color", ColorRGBA.randomColor());
132    cube.setMaterial(mat1);
133    return cube;
134  }
135
136  /** A floor to show that the "shot" can go through several objects. */
137  protected Geometry makeFloor() {
138    Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15);
139    Geometry floor = new Geometry("the Floor", box);
140    Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
141    mat1.setColor("Color", ColorRGBA.Gray);
142    floor.setMaterial(mat1);
143    return floor;
144  }
145
146  /** A red ball that marks the last spot that was "hit" by the "shot". */
147  protected void initMark() {
148    Sphere sphere = new Sphere(30, 30, 0.2f);
149    mark = new Geometry("BOOM!", sphere);
150    Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
151    mark_mat.setColor("Color", ColorRGBA.Red);
152    mark.setMaterial(mark_mat);
153  }
154
155  /** A centred plus sign to help the player aim. */
156  protected void initCrossHairs() {
157    guiNode.detachAllChildren();
158    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
159    BitmapText ch = new BitmapText(guiFont, false);
160    ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
161    ch.setText("+"); // crosshairs
162    ch.setLocalTranslation( // center
163      settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,
164      settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
165    guiNode.attachChild(ch);
166  }
167
168  protected Spatial makeCharacter() {
169    // load a character from jme3test-test-data
170    Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
171    golem.scale(0.5f);
172    golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);
173
174    // We must add a light to make the model visible
175    DirectionalLight sun = new DirectionalLight();
176    sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
177    golem.addLight(sun);
178    return golem;
179  }
180}
181