Ejemplo n.º 1
0
 @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());
 }
Ejemplo n.º 2
0
 private void addCharacter(PhysicsCharacter node) {
   if (physicsCharacters.containsKey(node.getObjectId())) {
     logger.log(Level.WARNING, "Character {0} already exists in PhysicsSpace, cannot add.", node);
     return;
   }
   physicsCharacters.put(node.getObjectId(), node);
   logger.log(
       Level.FINE, "Adding character {0} to physics space.", Long.toHexString(node.getObjectId()));
   addCharacterObject(physicsSpaceId, node.getObjectId());
   addAction(physicsSpaceId, node.getControllerId());
   //        dynamicsWorld.addCollisionObject(node.getObjectId(),
   // CollisionFilterGroups.CHARACTER_FILTER, (short) (CollisionFilterGroups.STATIC_FILTER |
   // CollisionFilterGroups.DEFAULT_FILTER));
   //        dynamicsWorld.addAction(node.getControllerId());
 }
Ejemplo n.º 3
0
 private void removeCharacter(PhysicsCharacter node) {
   if (!physicsCharacters.containsKey(node.getObjectId())) {
     logger.log(
         Level.WARNING, "Character {0} does not exist in PhysicsSpace, cannot remove.", node);
     return;
   }
   physicsCharacters.remove(node.getObjectId());
   logger.log(
       Level.FINE,
       "Removing character {0} from physics space.",
       Long.toHexString(node.getObjectId()));
   removeAction(physicsSpaceId, node.getControllerId());
   removeCharacterObject(physicsSpaceId, node.getObjectId());
   //        dynamicsWorld.removeAction(node.getControllerId());
   //        dynamicsWorld.removeCollisionObject(node.getObjectId());
 }
Ejemplo n.º 4
0
  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("basic.scene", 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);
  }
Ejemplo n.º 5
0
  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();
    }
  }