When you hold X the object is pulled up by gravity when you let go gravity pulls it down, but if I wait for the cube to stop moving (completely) and hold X it’s not affected by it, it just sits there like I never even held X but I did. Is this a bug?
Here is the code: [java]package mygame;
import com.jme3.app.SimpleApplication;
import com.jme3.app.SimpleApplication;
import com.jme3.bounding.BoundingBox;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionObject;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.font.BitmapText;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.AnalogListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
import java.util.ArrayList;
import java.util.List;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
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.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
/**
- Example 9 - How to make walls and floors solid.
- This collision code uses Physics and a custom Action Listener.
-
@author normen, with edits by Zathras
/
public class Main extends SimpleApplication
implements ActionListener {
private Spatial sceneModel;
private BulletAppState bulletAppState;
private RigidBodyControl landscape;
private BoxCollisionShape boxShape = new BoxCollisionShape(new Vector3f(04.25f,4.25f,4.25f));
private Node obstacle;
private CapsuleCollisionShape obstacleCollisionShape = new CapsuleCollisionShape(3.5f, 3.5f);
private SphereCollisionShape boxCollisionShape;
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();
app.start();
}
protected Geometry box_geo;
public void simpleInitApp() {
/* Set up Physics /
bulletAppState = new BulletAppState();
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();
// We load the scene from the zip file and adjust its size.
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
sceneModel.setLocalScale(2f);
sceneModel.setLocalTranslation(0,-7,0);
// 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) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
Box box = new Box( new Vector3f(0,0,0),4.25f, 4.25f, 4.25f);
Material mat1 = new Material(assetManager,
"Common/MatDefs/Misc/Unshaded.j3md");
Geometry boxGeometry = new Geometry("Box", box);
boxGeometry.setMaterial(mat1);
mat1.setColor("Color", ColorRGBA.Gray);
obstacle = new Node("obstacle");
obstacle.rotate(3, 0, 2);
obstacle.move(0,5,0);
RigidBodyControl bodyControl = new RigidBodyControl(boxShape, 1);
obstacle.addControl(bodyControl);
bulletAppState.getPhysicsSpace().add(obstacle);
rootNode.attachChild(obstacle);
obstacle.attachChild(boxGeometry);
Box b = new Box(1,1,1);
box_geo = new Geometry("Box", b);
box_geo.setMaterial(mat1);
box_geo.addControl(new RigidBodyControl( 1.0f ));
rootNode.attachChild(box_geo);
bulletAppState.getPhysicsSpace().add(box_geo);
// 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, 10, 40));
// 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("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("Gravity", new KeyTrigger(KeyInput.KEY_X));
inputManager.addListener(this, "Gravity");
inputManager.addListener(this, "Left");
inputManager.addListener(this, "Right");
inputManager.addListener(this, "Up");
inputManager.addListener(this, "Down");
inputManager.addListener(this, "Jump");
}
/* 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")) {
left = value;
} else if (binding.equals("Right")) {
right = value;
} else if (binding.equals("Up")) {
up = value;
} else if (binding.equals("Down")) {
down = value;
} else if (binding.equals("Jump")) {
player.jump();
} else if (binding.equals("Gravity")) {
if (value) {
box_geo.getControl(RigidBodyControl.class).setGravity(new Vector3f(0,10,0));
} else {
box_geo.getControl(RigidBodyControl.class).setGravity(new Vector3f(0,-10,0));
}
}
}
/**
- 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());
box_geo.getControl(RigidBodyControl.class).setFriction(4.0f);
}
}[/java]