Package com.xeiam.proprioceptron.jme.hello

Source Code of com.xeiam.proprioceptron.jme.hello.HelloPicking

/**
* Copyright 2012 MANC LLC.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*    http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.xeiam.proprioceptron.jme.hello;

import com.jme3.app.SimpleApplication;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;

/**
* Sample 8 - how to let the user pick (select) objects in the scene using the mouse or key presses. Can be used for shooting, opening doors, etc.
*/
public class HelloPicking extends SimpleApplication {

  public static void main(String[] args) {

    HelloPicking app = new HelloPicking();
    app.start();
  }

  Node shootables;
  Geometry mark;

  @Override
  public void simpleInitApp() {

    initCrossHairs(); // a "+" in the middle of the screen to help aiming
    initKeys(); // load custom key mappings
    initMark(); // a red sphere to mark the hit

    /** create four colored boxes and a floor to shoot at: */
    shootables = new Node("Shootables");
    rootNode.attachChild(shootables);
    shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));
    shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f));
    shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f));
    shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f));
    shootables.attachChild(makeFloor());
  }

  /** Declaring the "Shoot" action and mapping to its triggers. */
  private void initKeys() {

    inputManager.addMapping("Shoot", new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar
        new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); // trigger 2: left-button click
    inputManager.addListener(actionListener, "Shoot");
  }

  /** Defining the "Shoot" action: Determine what was hit and how to respond. */
  private ActionListener actionListener = new ActionListener() {

    @Override
    public void onAction(String name, boolean keyPressed, float tpf) {

      if (name.equals("Shoot") && !keyPressed) {
        // 1. Reset results list.
        CollisionResults results = new CollisionResults();
        // 2. Aim the ray from cam loc to cam direction.
        Ray ray = new Ray(cam.getLocation(), cam.getDirection());
        // 3. Collect intersections between Ray and Shootables in results list.
        shootables.collideWith(ray, results);
        // 4. Print the results
        System.out.println("----- Collisions? " + results.size() + "-----");
        for (int i = 0; i < results.size(); i++) {
          // For each hit, we know distance, impact point, name of geometry.
          float dist = results.getCollision(i).getDistance();
          Vector3f pt = results.getCollision(i).getContactPoint();
          String hit = results.getCollision(i).getGeometry().getName();
          System.out.println("* Collision #" + i);
          System.out.println("  You shot " + hit + " at " + pt + ", " + dist + " wu away.");
        }
        // 5. Use the results (we mark the hit object)
        if (results.size() > 0) {
          // The closest collision point is what was truly hit:
          CollisionResult closest = results.getClosestCollision();
          // Let's interact - we mark the hit with a red dot.
          mark.setLocalTranslation(closest.getContactPoint());
          rootNode.attachChild(mark);
        } else {
          // No hits? Then remove the red mark.
          rootNode.detachChild(mark);
        }
      }
    }
  };

  /** A cube object for target practice */
  protected Geometry makeCube(String name, float x, float y, float z) {

    Box box = new Box(new Vector3f(x, y, z), 1, 1, 1);
    Geometry cube = new Geometry(name, box);
    Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat1.setColor("Color", ColorRGBA.randomColor());
    cube.setMaterial(mat1);
    return cube;
  }

  /** A floor to show that the "shot" can go through several objects. */
  protected Geometry makeFloor() {

    Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15);
    Geometry floor = new Geometry("the Floor", box);
    Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mat1.setColor("Color", ColorRGBA.Gray);
    floor.setMaterial(mat1);
    return floor;
  }

  /** A red ball that marks the last spot that was "hit" by the "shot". */
  protected void initMark() {

    Sphere sphere = new Sphere(30, 30, 0.2f);
    mark = new Geometry("BOOM!", sphere);
    Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    mark_mat.setColor("Color", ColorRGBA.Red);
    mark.setMaterial(mark_mat);
  }

  /** A centred plus sign to help the player aim. */
  protected void initCrossHairs() {

    guiNode.detachAllChildren();
    guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
    BitmapText ch = new BitmapText(guiFont, false);
    ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
    ch.setText("+"); // crosshairs
    ch.setLocalTranslation( // center
        settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2, settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);
    guiNode.attachChild(ch);
  }
}
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