Hello! I got a problem when i try to enable collision to a box. I followed the HelloCollision Tutorial and i simply copy-pasted the code which makes the scene solid so i can create the similar for the box. But i get the error “The method addControl(Control) in the type Spatial is not applicable for the arguments (CollisionShape)”.
Am i doing something wrong?I searched but i couldn’t find something similar.
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.font.BitmapText;
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;
/**
- 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 blue;
private Spatial sceneModel;
private RigidBodyControl boxCol;
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);
initCrossHairs();
setUpKeys();
setUpLight();
// We load the scene from the zip file and adjust its size.
assetManager.registerLocator("town.zip", ZipLocator.class.getName());
sceneModel = assetManager.loadModel("main.scene");
Box box1 = new Box( new Vector3f(1,1,1), 1,1,1);
blue = new Geometry("Box", box1);
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.Blue);
blue.setMaterial(mat1);
blue.scale(10f);
rootNode.attachChild(blue);
// sceneModel.setLocalScale(0.5f);
// 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);
CollisionShape boxShape=
CollisionShapeFactory.createMeshShape(blue);
boxCol= new RigidBodyControl(boxShape, 0);
blue.addControl(boxShape);
// 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(50);
player.setGravity(50);
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(boxCol);
bulletAppState.getPhysicsSpace().add(landscape);
bulletAppState.getPhysicsSpace().add(player);
}
private void setUpLight() {
// We add light so we see the scene
AmbientLight ambLight = new AmbientLight();
ambLight.setColor(ColorRGBA.White);
rootNode.addLight(ambLight);
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_J));
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());
}
protected void initCrossHairs() {
guiNode.detachAllChildren();
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
BitmapText ch = new BitmapText(guiFont, false);
ch.setSize(guiFont.getCharSet().getRenderedSize() * 3);
ch.setText("."); // crosshairs
ch.setLocalTranslation( // center
settings.getWidth()/2 - guiFont.getCharSet().getRenderedSize()/32,
settings.getHeight()/2 + ch.getLineHeight()/2, 0);
guiNode.attachChild(ch);
}
}[/java]