Hello! I’m using the code of the HelloCollision tutorial to figure out some things. My problem is that if i change the scene to something i made , my scene shows up all in black,but with the town.zip scene it gives me a low light ,but visible (with colors etc), scene. I got commented out the directional light to test it. My code :
[java]package main;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
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;
/**
- Example 9 - How to make walls and floors solid.
- This version uses Physics and a custom Action Listener.
-
@author normen, with edits by Zathras
/
public class Collision extends SimpleApplication
implements ActionListener{
private Spatial sceneModel;
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) {
Collision app = new Collision();
app.start();
}
public void simpleInitApp() {
/* Set up Physics /
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
// We re-use the flyby camera control for rotation, while positioning is handled by physics
viewPort.setBackgroundColor(new ColorRGBA(0.7f,0.8f,1f,1f));
flyCam.setMoveSpeed(500);
setUpKeys();
setUpLight();
// We load the scene from the zip file and adjust its size.
// assetManager.registerLocator("town.zip", ZipLocator.class.getName());
sceneModel = assetManager.loadModel("Models/scene/scene.obj");
// sceneModel = assetManager.loadModel("main.scene");
sceneModel.setLocalScale(0.5f);
sceneModel.move(-20,0,0);
// We set up collision detection for the scene by creating a
// compound collision shape and a static physics node with mass zero.
CollisionShape sceneShape =
CollisionShapeFactory.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
// We set up collision detection for the player by creating
// a capsule collision shape and a physics character node.
// The physics character node 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, 10, 0));
// We attach the scene and the player to the rootnode and the physics space,
// to make them appear in the game world.
rootNode.attachChild(sceneModel);
bulletAppState.getPhysicsSpace().add(landscape);
bulletAppState.getPhysicsSpace().add(player);
}
private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(al);
// DirectionalLight dl = new DirectionalLight();
// dl.setColor(ColorRGBA.White);
// dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).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.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Jumps", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "Lefts");
inputManager.addListener(this, "Rights");
inputManager.addListener(this, "Ups");
inputManager.addListener(this, "Downs");
inputManager.addListener(this, "Jumps");
}
/* 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("Lefts")) {
left = value;
} else if (binding.equals("Rights")) {
right = value;
} else if (binding.equals("Ups")) {
up = value;
} else if (binding.equals("Downs")) {
down = value;
} else if (binding.equals("Jumps")) {
player.jump();
}
}
/**
- 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) {
System.out.println(player.getPhysicsLocation());
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());
}
}[/java]