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apps: add TestBrickTower and TestBrickWall (adapted from jme3-examples)
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/* | ||
* Copyright (c) 2009-2021 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; | ||
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/* | ||
* Copyright (c) 2009-2012 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. | ||
*/ | ||
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||
import com.jme3.app.SimpleApplication; | ||
import com.jme3.asset.TextureKey; | ||
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.font.BitmapText; | ||
import com.jme3.input.MouseInput; | ||
import com.jme3.input.controls.ActionListener; | ||
import com.jme3.input.controls.MouseButtonTrigger; | ||
import com.jme3.material.Material; | ||
import com.jme3.math.Vector2f; | ||
import com.jme3.math.Vector3f; | ||
import com.jme3.renderer.queue.RenderQueue.ShadowMode; | ||
import com.jme3.scene.Geometry; | ||
import com.jme3.scene.shape.Box; | ||
import com.jme3.scene.shape.Sphere; | ||
import com.jme3.scene.shape.Sphere.TextureMode; | ||
import com.jme3.texture.Texture; | ||
import com.jme3.texture.Texture.WrapMode; | ||
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/** | ||
* | ||
* @author double1984 (tower mod by atom) | ||
*/ | ||
public class TestBrickTower extends SimpleApplication { | ||
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final private int bricksPerLayer = 8; | ||
final private int brickLayers = 30; | ||
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final private static float brickWidth = .75f, brickHeight = .25f, brickDepth = .25f; | ||
final private float radius = 3f; | ||
private float angle = 0; | ||
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private Material mat; | ||
private Material mat2; | ||
private Material mat3; | ||
private Sphere bullet; | ||
private Box brick; | ||
private SphereCollisionShape bulletCollisionShape; | ||
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private BulletAppState bulletAppState; | ||
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public static void main(String args[]) { | ||
TestBrickTower f = new TestBrickTower(); | ||
f.start(); | ||
} | ||
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@Override | ||
public void simpleInitApp() { | ||
bulletAppState = new BulletAppState(); | ||
// bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL); | ||
// bulletAppState.setEnabled(false); | ||
stateManager.attach(bulletAppState); | ||
bullet = new Sphere(32, 32, 0.4f, true, false); | ||
bullet.setTextureMode(TextureMode.Projected); | ||
bulletCollisionShape = new SphereCollisionShape(0.4f); | ||
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brick = new Box(brickWidth, brickHeight, brickDepth); | ||
brick.scaleTextureCoordinates(new Vector2f(1f, .5f)); | ||
initMaterial(); | ||
initTower(); | ||
initFloor(); | ||
initCrossHairs(); | ||
this.cam.setLocation(new Vector3f(0, 25f, 8f)); | ||
cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0)); | ||
cam.setFrustumFar(80); | ||
inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT)); | ||
inputManager.addListener(actionListener, "shoot"); | ||
rootNode.setShadowMode(ShadowMode.Off); | ||
} | ||
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private PhysicsSpace getPhysicsSpace() { | ||
return bulletAppState.getPhysicsSpace(); | ||
} | ||
final private ActionListener actionListener = new ActionListener() { | ||
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@Override | ||
public void onAction(String name, boolean keyPressed, float tpf) { | ||
if (name.equals("shoot") && !keyPressed) { | ||
Geometry bulletGeometry = new Geometry("bullet", bullet); | ||
bulletGeometry.setMaterial(mat2); | ||
bulletGeometry.setShadowMode(ShadowMode.CastAndReceive); | ||
bulletGeometry.setLocalTranslation(cam.getLocation()); | ||
// RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1); | ||
RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1); | ||
bulletNode.setLinearVelocity(cam.getDirection().mult(25)); | ||
bulletGeometry.addControl(bulletNode); | ||
rootNode.attachChild(bulletGeometry); | ||
getPhysicsSpace().add(bulletNode); | ||
} | ||
} | ||
}; | ||
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public void initTower() { | ||
double tempX = 0; | ||
double tempY = 0; | ||
double tempZ = 0; | ||
angle = 0f; | ||
for (int i = 0; i < brickLayers; i++){ | ||
// Increment rows | ||
if(i!=0) | ||
tempY+=brickHeight*2; | ||
else | ||
tempY=brickHeight; | ||
// Alternate brick seams | ||
angle = 360.0f / bricksPerLayer * i/2f; | ||
for (int j = 0; j < bricksPerLayer; j++){ | ||
tempZ = Math.cos(Math.toRadians(angle))*radius; | ||
tempX = Math.sin(Math.toRadians(angle))*radius; | ||
System.out.println("x="+((float)(tempX))+" y="+((float)(tempY))+" z="+(float)(tempZ)); | ||
Vector3f vt = new Vector3f((float)(tempX), (float)(tempY), (float)(tempZ)); | ||
// Add crenelation | ||
if (i==brickLayers-1){ | ||
if (j%2 == 0){ | ||
addBrick(vt); | ||
} | ||
} | ||
// Create main tower | ||
else { | ||
addBrick(vt); | ||
} | ||
angle += 360.0/bricksPerLayer; | ||
} | ||
} | ||
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} | ||
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public void initFloor() { | ||
Box floorBox = new Box(10f, 0.1f, 5f); | ||
floorBox.scaleTextureCoordinates(new Vector2f(3, 6)); | ||
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Geometry floor = new Geometry("floor", floorBox); | ||
floor.setMaterial(mat3); | ||
floor.setShadowMode(ShadowMode.Receive); | ||
floor.setLocalTranslation(0, 0, 0); | ||
floor.addControl(new RigidBodyControl(0)); | ||
this.rootNode.attachChild(floor); | ||
this.getPhysicsSpace().add(floor); | ||
} | ||
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public void initMaterial() { | ||
mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | ||
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg"); | ||
key.setGenerateMips(true); | ||
Texture tex = assetManager.loadTexture(key); | ||
mat.setTexture("ColorMap", tex); | ||
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mat2 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | ||
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG"); | ||
key2.setGenerateMips(true); | ||
Texture tex2 = assetManager.loadTexture(key2); | ||
mat2.setTexture("ColorMap", tex2); | ||
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mat3 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); | ||
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg"); | ||
key3.setGenerateMips(true); | ||
Texture tex3 = assetManager.loadTexture(key3); | ||
tex3.setWrap(WrapMode.Repeat); | ||
mat3.setTexture("ColorMap", tex3); | ||
} | ||
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public void addBrick(Vector3f ori) { | ||
Geometry brickGeometry = new Geometry("brick", brick); | ||
brickGeometry.setMaterial(mat); | ||
brickGeometry.setLocalTranslation(ori); | ||
brickGeometry.rotate(0f, (float)Math.toRadians(angle) , 0f ); | ||
brickGeometry.addControl(new RigidBodyControl(1.5f)); | ||
brickGeometry.setShadowMode(ShadowMode.CastAndReceive); | ||
brickGeometry.getControl(RigidBodyControl.class).setFriction(1.6f); | ||
this.rootNode.attachChild(brickGeometry); | ||
this.getPhysicsSpace().add(brickGeometry); | ||
} | ||
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protected void initCrossHairs() { | ||
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt"); | ||
BitmapText ch = new BitmapText(guiFont); | ||
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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