1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33 package jme3test.helloworld; 34 35 import com.jme3.app.SimpleApplication; 36 import com.jme3.collision.CollisionResult; 37 import com.jme3.collision.CollisionResults; 38 import com.jme3.font.BitmapText; 39 import com.jme3.input.KeyInput; 40 import com.jme3.input.MouseInput; 41 import com.jme3.input.controls.ActionListener; 42 import com.jme3.input.controls.KeyTrigger; 43 import com.jme3.input.controls.MouseButtonTrigger; 44 import com.jme3.light.DirectionalLight; 45 import com.jme3.material.Material; 46 import com.jme3.math.ColorRGBA; 47 import com.jme3.math.Ray; 48 import com.jme3.math.Vector3f; 49 import com.jme3.scene.Geometry; 50 import com.jme3.scene.Node; 51 import com.jme3.scene.Spatial; 52 import com.jme3.scene.shape.Box; 53 import 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. */ 57 public class HelloPicking extends SimpleApplication { 58 main(String[] args)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 simpleInitApp()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. */ initKeys()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 */ makeCube(String name, float x, float y, float z)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. */ makeFloor()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". */ initMark()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. */ initCrossHairs()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 makeCharacter()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