Hey guys,
So i’m very new to Jmonkey, and I wanted to make a first person game to navigate through a house. I made the rooms using Autodesk Maya and imported it into Jmonkey. I made a terrain and and added the model in the scene. Everything is working just fine except for one thing. The player passes through the walls instead of considering it a solid obstacle. How can I fix this?
This is the code:
package mygame;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
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.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.system.AppSettings;
import com.jme3.texture.Texture;
import com.jme3.util.SkyFactory;
public class Main extends SimpleApplication
implements ActionListener{
private Spatial levelOne;
private BulletAppState bulletAppState;
private RigidBodyControl landscape;
private CharacterControl player;
private Vector3f walkDirection = new Vector3f();
private boolean left = false, right = false, up = false, down = false;
public static void main(String[] args) {
Main app = new Main();
//some presets
AppSettings settings = new AppSettings(true);
settings.setResolution(1280,720);
settings.setFrameRate(60);
//settings.setFullscreen(true);
app.setSettings(settings);
//app.setShowSettings(false);
app.setPauseOnLostFocus(true);
app.start();
}
public void simpleInitApp() {
//don't show stats
setDisplayFps(false);
setDisplayStatView(false);
/** Set up Physics */
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);//for bullets
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// We re-use the flyby camera for rotation, while positioning is handled by physics
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
flyCam.setMoveSpeed(100);
setUpKeys();
setUpLight();
setUpSky();
//Preload Levels
levelOne = assetManager.loadModel("Scenes/myScene.j3o");
levelOne.setLocalScale(5f);
//Set up physics and add level/player to scenegraph
setLevel(levelOne);
}
private void setLevel(Spatial level) {
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass zero.
CollisionShape sceneShape =
CollisionShapeFactory.createMeshShape((Node) level);
landscape = new RigidBodyControl(sceneShape, 0);
level.addControl(landscape);
// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
player = new CharacterControl(capsuleShape, 0.05f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(0, 14, 120));
// We attach the scene and the player to the rootnode and the physics space,
// to make them appear in the game world.
rootNode.attachChild(level);
bulletAppState.getPhysicsSpace().add(landscape);
bulletAppState.getPhysicsSpace().add(player);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(3.3f));
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White);
dl.setDirection(new Vector3f(1.5f, -2, 2).normalizeLocal());
rootNode.addLight(dl);
}
/** We over-write some navigational key mappings here, so we can
* add physics-controlled walking and jumping: */
private void setUpKeys() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping("Quit", new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addListener(this, "Left");
inputManager.addListener(this, "Right");
inputManager.addListener(this, "Up");
inputManager.addListener(this, "Down");
inputManager.addListener(this, "Jump");
inputManager.addListener(this, "Quit"); // listen for ESC key to close game
}
private void setUpSky() {
Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/west.jpg");
Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/east.jpg");
Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/north.jpg");
Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/south.jpg");
Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/up.jpg");
Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/down.jpg");
Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
rootNode.attachChild(sky);
}
/** These are our custom actions triggered by key presses.
* We do not walk yet, we just keep track of the direction the user pressed. */
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Left")) {
if (value) { left = true; } else { left = false; }
} else if (binding.equals("Right")) {
if (value) { right = true; } else { right = false; }
} else if (binding.equals("Up")) {
if (value) { up = true; } else { up = false; }
} else if (binding.equals("Down")) {
if (value) { down = true; } else { down = false; }
} else if (binding.equals("Jump")) {
player.jump();
} else if (binding.equals("Quit")) {
stop(); // simple way to close game
}
}
/**
* This is the main event loop--walking happens here.
* We check in which direction the player is walking by interpreting
* the camera direction forward (camDir) and to the side (camLeft).
* The setWalkDirection() command is what lets a physics-controlled player walk.
* We also make sure here that the camera moves with player.
*/
@Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
walkDirection.set(0, 0, 0);
if (left) { walkDirection.addLocal(camLeft); }
if (right) { walkDirection.addLocal(camLeft.negate()); }
if (up) { walkDirection.addLocal(camDir); }
if (down) { walkDirection.addLocal(camDir.negate()); }
player.setWalkDirection(walkDirection);
cam.setLocation(player.getPhysicsLocation());
}
}
Thanks