Alter chasecamera

When I look through the code it seems like russian dolls, you keep finding something inside something else.

I wanted to alter the controls of the 3rd or 4th flagrush tutorial so that the cube can be tilted up or down,

preferably with the mouse instead of the keys

I went looking through all the code and couldnt even find the bit where it specifies W as the key to move forward.

I looked through

                          com.input.keybinding and those kind of files.

Could someone please post a simple demo with or without importing simplegame (preferably without) where you can alter the direction of a cube by moving the mouse and the cube moves fowards  by itself?

Loooooool… russian dolls xD, that's excactly how it is. Very good analogy.

A friend of mine who is a modellerer, calls programming "canoefuck" XD, by which he means slow and complicated activity.

You can get the cameras rotation by cam.getRotation(); and use this to rotate you cube somehow. the cam.getRotation().getRotation(2); will return the z-orientation vector of the camera as Vector3f.

Then u can use the someNode.setLocalRotation(… I'm not sure how to set it right since i'm a jme noob and dont understand Quaterions and Matrices.

If u just want to rotate your cube using mouse and not relative to camera then i think you should use MouseInput. Altough i havent used it, i think its use should be similar to KeyInput, I saw it used in some code I was diggin throuh… after checking the javadoc, I found these classes, that i think you might also find useful.



I recommend also to find some example files where MouseInput is used, i think.

CHECK OUT THE jmetest.input.; package lots of examples there

u might also check jmetest.TutorialGuide.

I hope i was able to help you, since I've heard JME has great community, but I haven't gotten any replies to half of my posts.

thanks, i can do some more digging i suppose  :?

Ive done 3D programming in other languages that was a lot easier (blitz3d) but it was windows only.

Thats why I got into Java.

Could someone please post a simple demo with or without importing simplegame (preferably without) where you can alter the direction of a cube by moving the mouse and the cube moves fowards  by itself?

I used GameControls and a RotationController to rotate the player.
If you want to camera to follow the player, you could also just create a CameraNode and attach it to the player.

import com.jme.bounding.BoundingBox;
import com.jme.input.InputHandler;
import com.jme.input.controls.GameControlManager;
import com.jme.input.controls.binding.MouseAxisBinding;
import com.jme.input.controls.controller.Axis;
import com.jme.input.controls.controller.RotationController;
import com.jme.math.FastMath;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.Controller;
import com.jme.scene.Node;
import com.jme.scene.shape.Arrow;
import com.jme.scene.shape.Box;
import com.jme.scene.shape.Sphere;
import com.jme.scene.state.MaterialState;

public class TestSimpleRotation extends SimpleGame {
    private Node playerNode;
    protected void simpleInitGame() {
        // remove simple games controls
        input = new InputHandler();

        // create the floor and attach it to the scene
        Box floor = new Box("floor", new Vector3f(), 100, 1, 100);
        floor.setModelBound(new BoundingBox());
        MaterialState ms = display.getRenderer().createMaterialState();
        // create the player and attach it to the scene
        playerNode = createPlayer();
        // create a simple anonymous controller to move the player continously forward
        playerNode.addController(new Controller() {
            float speed = 5;
            public void update(float time) {
                // move player forward
        // set up game controls using the mouse axis (try MouseOffsetBinding as an alternative)
        GameControlManager gm = new GameControlManager();
        gm.addControl("rot_left").addBinding(new MouseAxisBinding(MouseAxisBinding.AXIS_X, true));
        gm.addControl("rot_right").addBinding(new MouseAxisBinding(MouseAxisBinding.AXIS_X, false));
        // create a rotation controller using the game controls
        RotationController rotatePlayer = new RotationController(playerNode,
                gm.getControl("rot_left"), gm.getControl("rot_right"), 1, Axis.Y);
        // set the cam above the player and look at him
        cam.setLocation(new Vector3f(0, 20, -5));
        cam.lookAt(playerNode.getLocalTranslation().clone(), Vector3f.UNIT_Y);

    // create a blue sphere with a Arrow pointing into the players direction
    private Node createPlayer() {
        playerNode = new Node("playerNode");
        Sphere player = new Sphere("player", new Vector3f(), 10, 10, 1);
        player.setModelBound(new BoundingBox());
        Arrow arrow = new Arrow("arr", 2, 0.3f);
        arrow.setLocalRotation(new Quaternion().fromAngleAxis(FastMath.DEG_TO_RAD * 90, Vector3f.UNIT_X));
        arrow.setModelBound(new BoundingBox());
        arrow.getLocalTranslation().addLocal(0, 0, 2);

        MaterialState msp = display.getRenderer().createMaterialState();

        playerNode.getLocalTranslation().addLocal(0, 2f, 0);
        return playerNode;
    protected void simpleUpdate() {
        cam.lookAt(playerNode.getLocalTranslation().clone(), Vector3f.UNIT_Y);
    public static void main(String[] args) {
        TestSimpleRotation game = new TestSimpleRotation();

hey nice demo, thanks