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* Copyright (c) 2009-2010 jMonkeyEngine
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* * Redistributions in binary form must reproduce the above copyright
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* without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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package jme3test.bullet;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.plugins.HttpZipLocator;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.objects.PhysicsCharacter;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.MaterialList;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.plugins.ogre.OgreMeshKey;
import java.io.File;
public class TestQ3 extends SimpleApplication implements ActionListener {
private BulletAppState bulletAppState;
private Node gameLevel;
private PhysicsCharacter player;
private Vector3f walkDirection = new Vector3f();
private static boolean useHttp = false;
private boolean left=false,right=false,up=false,down=false;
public static void main(String[] args) {
File file = new File("quake3level.zip");
if (!file.exists()) {
useHttp = true;
}
TestQ3 app = new TestQ3();
app.start();
}
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
flyCam.setMoveSpeed(100);
setupKeys();
this.cam.setFrustumFar(2000);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White.clone().multLocal(2));
dl.setDirection(new Vector3f(-1, -1, -1).normalize());
rootNode.addLight(dl);
AmbientLight am = new AmbientLight();
am.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(am);
// load the level from zip or http zip
if (useHttp) {
assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/quake3level.zip", HttpZipLocator.class.getName());
} else {
assetManager.registerLocator("quake3level.zip", ZipLocator.class.getName());
}
// create the geometry and attach it
MaterialList matList = (MaterialList) assetManager.loadAsset("Scene.material");
OgreMeshKey key = new OgreMeshKey("main.meshxml", matList);
gameLevel = (Node) assetManager.loadAsset(key);
gameLevel.setLocalScale(0.1f);
// add a physics control, it will generate a MeshCollisionShape based on the gameLevel
gameLevel.addControl(new RigidBodyControl(0));
player = new PhysicsCharacter(new SphereCollisionShape(5), .01f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(60, 10, -60));
rootNode.attachChild(gameLevel);
getPhysicsSpace().addAll(gameLevel);
getPhysicsSpace().add(player);
}
private PhysicsSpace getPhysicsSpace(){
return bulletAppState.getPhysicsSpace();
}
@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());
}
private void setupKeys() {
inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this,"Lefts");
inputManager.addListener(this,"Rights");
inputManager.addListener(this,"Ups");
inputManager.addListener(this,"Downs");
inputManager.addListener(this,"Space");
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Lefts")) {
if(value)
left=true;
else
left=false;
} else if (binding.equals("Rights")) {
if(value)
right=true;
else
right=false;
} else if (binding.equals("Ups")) {
if(value)
up=true;
else
up=false;
} else if (binding.equals("Downs")) {
if(value)
down=true;
else
down=false;
} else if (binding.equals("Space")) {
player.jump();
}
}
}