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+/*
+ * Copyright (c) 2009-2010 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 jme3test.bullet;
+
+import com.jme3.app.SimpleApplication;
+import com.jme3.bounding.BoundingBox;
+import com.jme3.bullet.BulletAppState;
+import com.jme3.bullet.PhysicsSpace;
+import com.jme3.bullet.collision.shapes.CollisionShape;
+import com.jme3.bullet.control.VehicleControl;
+import com.jme3.bullet.objects.VehicleWheel;
+import com.jme3.bullet.util.CollisionShapeFactory;
+import com.jme3.input.KeyInput;
+import com.jme3.input.controls.ActionListener;
+import com.jme3.input.controls.KeyTrigger;
+import com.jme3.light.DirectionalLight;
+import com.jme3.math.FastMath;
+import com.jme3.math.Matrix3f;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.queue.RenderQueue.ShadowMode;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.Node;
+import com.jme3.scene.Spatial;
+import com.jme3.shadow.BasicShadowRenderer;
+
+public class TestFancyCar extends SimpleApplication implements ActionListener {
+
+ private BulletAppState bulletAppState;
+ private VehicleControl player;
+ private VehicleWheel fr, fl, br, bl;
+ private Node node_fr, node_fl, node_br, node_bl;
+ private float wheelRadius;
+ private float steeringValue = 0;
+ private float accelerationValue = 0;
+ private Node carNode;
+
+ public static void main(String[] args) {
+ TestFancyCar app = new TestFancyCar();
+ app.start();
+ }
+
+ private void setupKeys() {
+ inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_H));
+ inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_K));
+ inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_U));
+ inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_J));
+ inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
+ inputManager.addMapping("Reset", new KeyTrigger(KeyInput.KEY_RETURN));
+ inputManager.addListener(this, "Lefts");
+ inputManager.addListener(this, "Rights");
+ inputManager.addListener(this, "Ups");
+ inputManager.addListener(this, "Downs");
+ inputManager.addListener(this, "Space");
+ inputManager.addListener(this, "Reset");
+ }
+
+ @Override
+ public void simpleInitApp() {
+ bulletAppState = new BulletAppState();
+ stateManager.attach(bulletAppState);
+// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
+ if (settings.getRenderer().startsWith("LWJGL")) {
+ BasicShadowRenderer bsr = new BasicShadowRenderer(assetManager, 512);
+ bsr.setDirection(new Vector3f(-0.5f, -0.3f, -0.3f).normalizeLocal());
+ viewPort.addProcessor(bsr);
+ }
+ cam.setFrustumFar(150f);
+ flyCam.setMoveSpeed(10);
+
+ setupKeys();
+ PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
+// setupFloor();
+ buildPlayer();
+
+ DirectionalLight dl = new DirectionalLight();
+ dl.setDirection(new Vector3f(-0.5f, -1f, -0.3f).normalizeLocal());
+ rootNode.addLight(dl);
+
+ dl = new DirectionalLight();
+ dl.setDirection(new Vector3f(0.5f, -0.1f, 0.3f).normalizeLocal());
+ rootNode.addLight(dl);
+ }
+
+ private PhysicsSpace getPhysicsSpace() {
+ return bulletAppState.getPhysicsSpace();
+ }
+
+// public void setupFloor() {
+// Material mat = assetManager.loadMaterial("Textures/Terrain/BrickWall/BrickWall.j3m");
+// mat.getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat);
+//// mat.getTextureParam("NormalMap").getTextureValue().setWrap(WrapMode.Repeat);
+//// mat.getTextureParam("ParallaxMap").getTextureValue().setWrap(WrapMode.Repeat);
+//
+// Box floor = new Box(Vector3f.ZERO, 140, 1f, 140);
+// floor.scaleTextureCoordinates(new Vector2f(112.0f, 112.0f));
+// Geometry floorGeom = new Geometry("Floor", floor);
+// floorGeom.setShadowMode(ShadowMode.Receive);
+// floorGeom.setMaterial(mat);
+//
+// PhysicsNode tb = new PhysicsNode(floorGeom, new MeshCollisionShape(floorGeom.getMesh()), 0);
+// tb.setLocalTranslation(new Vector3f(0f, -6, 0f));
+//// tb.attachDebugShape(assetManager);
+// rootNode.attachChild(tb);
+// getPhysicsSpace().add(tb);
+// }
+
+ private Geometry findGeom(Spatial spatial, String name) {
+ if (spatial instanceof Node) {
+ Node node = (Node) spatial;
+ for (int i = 0; i < node.getQuantity(); i++) {
+ Spatial child = node.getChild(i);
+ Geometry result = findGeom(child, name);
+ if (result != null) {
+ return result;
+ }
+ }
+ } else if (spatial instanceof Geometry) {
+ if (spatial.getName().startsWith(name)) {
+ return (Geometry) spatial;
+ }
+ }
+ return null;
+ }
+
+ private void buildPlayer() {
+ float stiffness = 120.0f;//200=f1 car
+ float compValue = 0.2f; //(lower than damp!)
+ float dampValue = 0.3f;
+ final float mass = 400;
+
+ //Load model and get chassis Geometry
+ carNode = (Node)assetManager.loadModel("Models/Ferrari/Car.scene");
+ carNode.setShadowMode(ShadowMode.Cast);
+ Geometry chasis = findGeom(carNode, "Car");
+ BoundingBox box = (BoundingBox) chasis.getModelBound();
+
+ //Create a hull collision shape for the chassis
+ CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis);
+
+ //Create a vehicle control
+ player = new VehicleControl(carHull, mass);
+ carNode.addControl(player);
+
+ //Setting default values for wheels
+ player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
+ player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
+ player.setSuspensionStiffness(stiffness);
+ player.setMaxSuspensionForce(10000);
+
+ //Create four wheels and add them at their locations
+ //note that our fancy car actually goes backwards..
+ Vector3f wheelDirection = new Vector3f(0, -1, 0);
+ Vector3f wheelAxle = new Vector3f(-1, 0, 0);
+
+ Geometry wheel_fr = findGeom(carNode, "WheelFrontRight");
+ wheel_fr.center();
+ box = (BoundingBox) wheel_fr.getModelBound();
+ wheelRadius = box.getYExtent();
+ float back_wheel_h = (wheelRadius * 1.7f) - 1f;
+ float front_wheel_h = (wheelRadius * 1.9f) - 1f;
+ player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
+ wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
+
+ Geometry wheel_fl = findGeom(carNode, "WheelFrontLeft");
+ wheel_fl.center();
+ box = (BoundingBox) wheel_fl.getModelBound();
+ player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
+ wheelDirection, wheelAxle, 0.2f, wheelRadius, true);
+
+ Geometry wheel_br = findGeom(carNode, "WheelBackRight");
+ wheel_br.center();
+ box = (BoundingBox) wheel_br.getModelBound();
+ player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
+ wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
+
+ Geometry wheel_bl = findGeom(carNode, "WheelBackLeft");
+ wheel_bl.center();
+ box = (BoundingBox) wheel_bl.getModelBound();
+ player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
+ wheelDirection, wheelAxle, 0.2f, wheelRadius, false);
+
+ player.getWheel(2).setFrictionSlip(4);
+ player.getWheel(3).setFrictionSlip(4);
+
+ rootNode.attachChild(carNode);
+ getPhysicsSpace().add(player);
+ }
+
+ public void onAction(String binding, boolean value, float tpf) {
+ if (binding.equals("Lefts")) {
+ if (value) {
+ steeringValue += .5f;
+ } else {
+ steeringValue += -.5f;
+ }
+ player.steer(steeringValue);
+ } else if (binding.equals("Rights")) {
+ if (value) {
+ steeringValue += -.5f;
+ } else {
+ steeringValue += .5f;
+ }
+ player.steer(steeringValue);
+ } //note that our fancy car actually goes backwards..
+ else if (binding.equals("Ups")) {
+ if (value) {
+ accelerationValue -= 800;
+ } else {
+ accelerationValue += 800;
+ }
+ player.accelerate(accelerationValue);
+ player.setCollisionShape(CollisionShapeFactory.createDynamicMeshShape(findGeom(carNode, "Car")));
+ } else if (binding.equals("Downs")) {
+ if (value) {
+ player.brake(40f);
+ } else {
+ player.brake(0f);
+ }
+ } else if (binding.equals("Reset")) {
+ if (value) {
+ System.out.println("Reset");
+ player.setPhysicsLocation(Vector3f.ZERO);
+ player.setPhysicsRotation(new Matrix3f());
+ player.setLinearVelocity(Vector3f.ZERO);
+ player.setAngularVelocity(Vector3f.ZERO);
+ player.resetSuspension();
+ } else {
+ }
+ }
+ }
+
+ @Override
+ public void simpleUpdate(float tpf) {
+ cam.lookAt(carNode.getWorldTranslation(), Vector3f.UNIT_Y);
+ }
+}