JME基础教程代码分析13物理碰撞

package com.hello;


import com.jme3.app.SimpleApplication;

import com.jme3.asset.TextureKey;

import com.jme3.bullet.BulletAppState;

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.shadow.BasicShadowRenderer;

import com.jme3.texture.Texture;

import com.jme3.texture.Texture.WrapMode;

 

/**

 * Example 12 - how to give objects physical properties so they bounce and fall.

 * @author base code by double1984, updated by zathras

 */

public class HelloPhysics extends SimpleApplication {

 

  public static void main(String args[]) {

    HelloPhysics app = new HelloPhysics();

    app.start();

  }

 

  /** Prepare the Physics Application State (jBullet) */

  private BulletAppState bulletAppState;

 

  /** Activate custom rendering of shadows */

  //激活自定义呈现的阴影,基本阴影渲染对象

  BasicShadowRenderer bsr;

 

  /** Prepare Materials */

  Material wall_mat;

  Material stone_mat;

  Material floor_mat;

 

  /** Prepare geometries and physical nodes for bricks and cannon balls. */

  //三个刚体对象

  private RigidBodyControl    brick_phy;

  private static final Box    box;

  private RigidBodyControl    ball_phy;

  private static final Sphere sphere;

  private RigidBodyControl    floor_phy;

  private static final Box    floor;

 

  /** dimensions used for bricks and wall */

  private static final float brickLength = 0.48f;

  private static final float brickWidth  = 0.24f;

  private static final float brickHeight = 0.12f;

 

  static {

  //初始化三个几何体

    /** Initialize the cannon ball geometry */

    sphere = new Sphere(32, 32, 0.4f, true, false);

    sphere.setTextureMode(TextureMode.Projected);

    /** Initialize the brick geometry */

    box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);

    box.scaleTextureCoordinates(new Vector2f(1f, .5f));

    /** Initialize the floor geometry */

    floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);

    floor.scaleTextureCoordinates(new Vector2f(3, 6));

  }

 

  @Override

  public void simpleInitApp() {

    /** Set up Physics Game */

  //又是一个弹道物理应用状态

    bulletAppState = new BulletAppState();

    stateManager.attach(bulletAppState);

    /** Configure cam to look at scene */

    //相机位置

    cam.setLocation(new Vector3f(0, 6f, 6f));

    cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));

    //锥角距离

    cam.setFrustumFar(15);

    /** Add InputManager action: Left click triggers shooting. */

    inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));

    inputManager.addListener(actionListener, "shoot");

    /** Initialize the scene, materials, and physics space */

    initMaterials();

    initWall();

    initFloor();

    initCrossHairs();

    initShadows();

  }

 

  /**

   * Every time the shoot action is triggered, a new cannon ball is produced.

   * The ball is set up to fly from the camera position in the camera direction.

   */

  private ActionListener actionListener = new ActionListener() {

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

      if (name.equals("shoot") && !keyPressed) {

        makeCannonBall();

      }

    }

  };

 

  /** Initialize the materials used in this scene. */

  public void initMaterials() {

    wall_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);

    wall_mat.setTexture("ColorMap", tex);

 

    stone_mat = 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);

    stone_mat.setTexture("ColorMap", tex2);

 

    floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");

    TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.png");

    key3.setGenerateMips(true);

    Texture tex3 = assetManager.loadTexture(key3);

    tex3.setWrap(WrapMode.Repeat);

    floor_mat.setTexture("ColorMap", tex3);

  }

 

  /** Make a solid floor and add it to the scene. */

  public void initFloor() {

    Geometry floor_geo = new Geometry("Floor", floor);

    floor_geo.setMaterial(floor_mat);

    floor_geo.setShadowMode(ShadowMode.Receive);

    floor_geo.setLocalTranslation(0, -0.1f, 0);

    this.rootNode.attachChild(floor_geo);

    /* Make the floor physical with mass 0.0f! */

    floor_phy = new RigidBodyControl(0.0f);

    floor_geo.addControl(floor_phy);

    bulletAppState.getPhysicsSpace().add(floor_phy);

  }

 

  /** This loop builds a wall out of individual bricks. */

  public void initWall() {

    float startpt = brickLength / 4;

    float height = 0;

    for (int j = 0; j < 15; j++) {

      for (int i = 0; i < 4; i++) {

        Vector3f vt =

         new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 0);

        makeBrick(vt);

      }

      startpt = -startpt;

      height += 2 * brickHeight;

    }

  }

 

  /** Activate shadow casting and light direction */

  //初始阴影的方法

  private void initShadows() {

    bsr = new BasicShadowRenderer(assetManager, 256);

    bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());

    //可视范围加载处理器

    viewPort.addProcessor(bsr);

    // Default mode is Off -- Every node declares own shadow mode!

    rootNode.setShadowMode(ShadowMode.Off);

  }

 

  /** This method creates one individual physical brick. */

  public void makeBrick(Vector3f loc) {

    /** Create a brick geometry and attach to scene graph. */

    Geometry brick_geo = new Geometry("brick", box);

    brick_geo.setMaterial(wall_mat);

    rootNode.attachChild(brick_geo);

    /** Position the brick geometry and activate shadows */

    brick_geo.setLocalTranslation(loc);

    brick_geo.setShadowMode(ShadowMode.CastAndReceive);

    /** Make brick physical with a mass > 0.0f. */

    brick_phy = new RigidBodyControl(2f);

    /** Add physical brick to physics space. */

    brick_geo.addControl(brick_phy);

    bulletAppState.getPhysicsSpace().add(brick_phy);

  }

 

  /** This method creates one individual physical cannon ball.

   * By defaul, the ball is accelerated and flies

   * from the camera position in the camera direction.*/

  public void makeCannonBall() {

    /** Create a cannon ball geometry and attach to scene graph. */

    Geometry ball_geo = new Geometry("cannon ball", sphere);

    ball_geo.setMaterial(stone_mat);

    rootNode.attachChild(ball_geo);

    /** Position the cannon ball and activate shadows */

   //制作了一个可抛出的球体,位置放在相机位置

    ball_geo.setLocalTranslation(cam.getLocation());

    //阴影模式是建造和接受

    ball_geo.setShadowMode(ShadowMode.CastAndReceive);

    /** Make the ball physcial with a mass > 0.0f */

    //给球体加个质量1

    ball_phy = new RigidBodyControl(1f);

    /** Add physical ball to physics space. */

    ball_geo.addControl(ball_phy);

    //加到物理空间

    bulletAppState.getPhysicsSpace().add(ball_phy);

    /** Accelerate the physcial ball to shoot it. */

    //从相机方向产生的矢量线速度,矢量乘数25

    ball_phy.setLinearVelocity(cam.getDirection().mult(25));

  }

 

  /** A plus sign used as crosshairs to help the player with aiming.*/

  //在gui节点画个加号作为瞄准器

  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("+");        // fake crosshairs :)

    ch.setLocalTranslation( // center

      settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 * 2,

      settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);

    guiNode.attachChild(ch);

  }

}

posted on 2011-08-12 11:33  苏桓(osbert)  阅读(760)  评论(0编辑  收藏  举报

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