Player Movement using a control

I have been working on a control for player movement but I have not been able to get it to work. There are a couple of methods that I have attempted to control the player movement with but for some reason none of them are working in my control. At one point I had the rotation working a little, but it was not working quite right and I cant figure out what I changed that made it stop working.

Currently the player movement is controlled by the bullet app state which sets up correctly but does nothing after it drops the player into the scene.

This is most of the moveControl file which is supposed to manage all player movement. This file is instanced in simpleInitiateApp() as shown in the second code section. I only left out some set and get methods which are clearly described by their names.


public void registerWithInput(InputManager inputManager){

this.inputManager = inputManager;

inputManager.addMapping("Player_Left", new MouseAxisTrigger(MouseInput.AXIS_X, true),

new KeyTrigger(KeyInput.KEY_LEFT));

inputManager.addMapping("Player_Right", new MouseAxisTrigger(MouseInput.AXIS_X, false),

new KeyTrigger(KeyInput.KEY_RIGHT));

inputManager.addMapping("Player_Up", new MouseAxisTrigger(MouseInput.AXIS_Y, false),

new KeyTrigger(KeyInput.KEY_UP));

inputManager.addMapping("Player_Down", new MouseAxisTrigger(MouseInput.AXIS_Y, true),

new KeyTrigger(KeyInput.KEY_DOWN));

inputManager.addMapping("Player_Forward", new KeyTrigger(KeyInput.KEY_W));

inputManager.addMapping("Player_Backward", new KeyTrigger(KeyInput.KEY_S));

inputManager.addMapping("Player_StrafeLeft", new KeyTrigger(KeyInput.KEY_A));

inputManager.addMapping("Player_StrafeRight", new KeyTrigger(KeyInput.KEY_D));

inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));

inputManager.addListener(this, mappings);


//method one:

public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Player_StrafeLeft")) {
if (value) { left = true; } else { left = false; }
} else if (binding.equals("Player_StrafeRight")) {
if (value) { right = true; } else { right = false; }
} else if (binding.equals("Player_Forward")) {
if (value) { up = true; } else { up = false; }
} else if (binding.equals("Player_Backward")) {
if (value) { down = true; } else { down = false; }
} else if (binding.equals("Jump")) {

playerDirection.set(Vector3f.ZERO.add(getDirection().x , 0, getDirection().z));
Vector3f playerLeft = getLeft().clone().multLocal(0.4f);
walkDirection.set(0, 0, 0);
if (left) { walkDirection.addLocal(playerLeft); }
if (right) { walkDirection.addLocal(playerLeft.negate()); }
if (up) { walkDirection.addLocal(playerDirection); }
if (down) { walkDirection.addLocal(playerDirection.negate()); }

//method two:

public void onAnalog(String name, float value, float tpf) {

if (!moveEnabled) {
if (name.equals("Player_Left")){
rotatePlayer(value, getUp());
}else if (name.equals("Player_Right")){
rotatePlayer(-value, getUp());
}else if (name.equals("Player_Up")){
rotatePlayer(-value, getLeft());
}else if (name.equals("Player_Down")){
rotatePlayer(value, getLeft());
}else if (name.equals("Player_Forward")){
movePlayer(value, false);
}else if (name.equals("Player_Backward")){
movePlayer(-value, false);
}else if (name.equals("Player_StrafeLeft")){
movePlayer(value, true);
}else if (name.equals("Player_StrafeRight")){
movePlayer(-value, true);

private void movePlayer(float value, boolean b) {
Vector3f vel = new Vector3f();
Vector3f pos = spatial.getLocalTranslation().clone();
sideways = b;

if (sideways){
vel.multLocal(value * moveSpeed);

walkDirection.addLocal(vel); //this line is unnecessary if walkDirection is not modified anywhere else.

//this is a second possible way within this methodto handle movement but I would rather use the one above as I don't have to handle physics elsewhere.

private void rotatePlayer(float value, Vector3f axis) {
Matrix3f mat = new Matrix3f();
mat.fromAngleNormalAxis(rotationSpeed * value, axis);

Vector3f up = getUp();
Vector3f left = getLeft();
Vector3f dir = getDirection();

mat.mult(up, up);
mat.mult(left, left);
mat.mult(dir, dir);

Quaternion q = new Quaternion();
q.fromAxes(left, up, dir);


Here are all of the parts of the simple initiate app that affect player movement:


CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
playerControl = new CharacterControl(capsuleShape, 0.05f);
playerControl.setPhysicsLocation(new Vector3f(0, 10, 30));
//TODO: fix fall speed acceleration


//Create the player node
playerNode = new PlayerNode();
moveControl = new PlayerMoveControl(bulletAppState, inputManager, playerControl);

I am probably missing something really simple but after hours of searching for the problem I just can't seem to find it.

Any help fixing this is greatly appreciated thanks.

I figured out how I got the player to drop into the scene I added a call to controlUpdate() in the simpleUpdate() method. The control update method currently just updates the physics location it does not take input into account. How do I get and handle input inside of a control? I think that is the only actual problem I am having and the rest are just side effects.

if you never attach the player node the control will never be called

I am sure that was part of the problem thanks. It still does not respond to input though. :frowning:


The Listeners in my control class are never called when the program is run. How do I fix that?