JMonkeyEngine : Collision detection on dynamically loaded models
Asked Answered
M

1

6

I am learning JME3 and I managed to create my own height map and modifying some of the example code, etc. Now, I created a very simple 4-wall roofless room with Blender, exported it as a Wavefront .Obj file and loaded it unto my scene (I attacked it to the terrain node.

Now, my terrain has a collision detection applied so the player can move and jump around, but it can also walk right through the walls of my model. All the examples I can find loads an already pre-built scene, and I'm still clueless as to why the player goes right through the loaded model?

Sorry for the big code, but I couldn't see how else I could do otherwise. The physics is applied at the section /** 6. Add physics: */ :

public class Main extends SimpleApplication
        implements ActionListener {

    private BulletAppState bulletAppState;
    private RigidBodyControl landscape;
    private CharacterControl player;
    private Vector3f walkDirection = new Vector3f();
    private boolean left = false, right = false, up = false, down = false;
    private TerrainQuad terrain;
    private Material mat_terrain;

    public static void main(String[] args) {
        AppSettings settings = new AppSettings(true);
        settings.setResolution(1366, 768);
        settings.setFullscreen(true);

        Main app = new Main();
        app.setSettings(settings);
        app.setShowSettings(false);
        app.start();
    }

    @Override
    public void simpleInitApp() {
        /** Set up Physics */
        bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);
        //bulletAppState.getPhysicsSpace().enableDebug(assetManager);

        flyCam.setMoveSpeed(200);
        setUpKeys();

        /** 1. Create terrain material and load four textures into it. */
        mat_terrain = new Material(assetManager, "Common/MatDefs/Terrain/Terrain.j3md");

        /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
        mat_terrain.setTexture("Alpha", assetManager.loadTexture("Textures/terrain/island_1_alpha1.png"));

        /** 1.2) Add GRASS texture into the red layer (Tex1). */
        Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
        grass.setWrap(WrapMode.Repeat);
        mat_terrain.setTexture("Tex1", grass);
        mat_terrain.setFloat("Tex1Scale", 64f);

        /** 1.3) Add DIRT texture into the green layer (Tex2) */
        Texture dirt = assetManager.loadTexture("Textures/rocks.jpg");
        dirt.setWrap(WrapMode.Repeat);
        mat_terrain.setTexture("Tex2", dirt);
        mat_terrain.setFloat("Tex2Scale", 32f);

        /** 1.4) Add ROAD texture into the blue layer (Tex3) */
        Texture rock = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
        rock.setWrap(WrapMode.Repeat);
        mat_terrain.setTexture("Tex3", rock);
        mat_terrain.setFloat("Tex3Scale", 128f);

        /** 2. Create the height map */
        AbstractHeightMap heightmap = null;
        Texture heightMapImage = assetManager.loadTexture("Textures/terrain/island_1.png");
        heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
        heightmap.load();

        /** 3. We have prepared material and heightmap. 
         * Now we create the actual terrain:
         * 3.1) Create a TerrainQuad and name it "my terrain".
         * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
         * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
         * 3.4) As LOD step scale we supply Vector3f(1,1,1).
         * 3.5) We supply the prepared heightmap itself.
         */
        terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());

        /** 4. We give the terrain its material, position & scale it, and attach it. */
        terrain.setMaterial(mat_terrain);
        terrain.setLocalTranslation(0, -170, 0);
        terrain.setLocalScale(2f, 1f, 2f);
        rootNode.attachChild(terrain);

        /** 4.5. Load some models */
        Spatial building = assetManager.loadModel("Models/building1.obj");
        Material mat_default = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
        building.setMaterial(mat_default);
        building.setLocalTranslation(90, 117, 90);
        building.setLocalScale(5f, 5f, 5f);
        terrain.attachChild(building);


        /** 4.6. Load Sky */
        rootNode.attachChild(SkyFactory.createSky(assetManager, "Textures/Sky/Bright/BrightSky.dds", false));

        /** 4.7. Load water */

        // we create a water processor
        SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
        waterProcessor.setReflectionScene(rootNode);

        // we set the water plane
        Vector3f waterLocation = new Vector3f(0, -58, 0);
        waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
        viewPort.addProcessor(waterProcessor);

        // we set wave properties
        waterProcessor.setWaterDepth(50);         // transparency of water
        waterProcessor.setDistortionScale(0.05f); // strength of waves
        waterProcessor.setWaveSpeed(0.05f);       // speed of waves

        // we define the wave size by setting the size of the texture coordinates
        Quad quad = new Quad(1000, 1000);
        quad.scaleTextureCoordinates(new Vector2f(10f, 10f));

        // we create the water geometry from the quad
        Geometry water = new Geometry("water", quad);
        water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
        water.setLocalTranslation(-500, -58, 500);
        water.setShadowMode(ShadowMode.Receive);
        water.setMaterial(waterProcessor.getMaterial());
        rootNode.attachChild(water);

        /** 5. The LOD (level of detail) depends on were the camera is: */
        List<Camera> cameras = new ArrayList<Camera>();
        cameras.add(getCamera());
        TerrainLodControl control = new TerrainLodControl(terrain, cameras);
        terrain.addControl(control);

        /** 6. Add physics: */
        // We set up collision detection for the scene by creating a
        // compound collision shape and a static RigidBodyControl with mass zero.*/
        CollisionShape terrainShape = CollisionShapeFactory.createMeshShape(terrain);
        landscape = new RigidBodyControl(terrainShape, 0);
        terrain.addControl(landscape);
        terrain.addControl(new RigidBodyControl(CollisionShapeFactory.createMeshShape(building), 0));

        // 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(50);
        player.setFallSpeed(70);
        player.setGravity(100);
        player.setPhysicsLocation(new Vector3f(50, 100, 100));

        // We attach the scene and the player to the rootnode and the physics space,
        // to make them appear in the game world.
        bulletAppState.getPhysicsSpace().add(terrain);
        bulletAppState.getPhysicsSpace().add(player);


    }

    /** 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.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")) {
            if (value) {
                left = true;
            } else {
                left = false;
            }
        } else if (binding.equals("Right")) {
            if (value) {
                right = true;
            } else {
                right = false;
            }
        } else if (binding.equals("Up")) {
            if (value) {
                up = true;
            } else {
                up = false;
            }
        } else if (binding.equals("Down")) {
            if (value) {
                down = true;
            } else {
                down = false;
            }
        } else if (binding.equals("Jump")) {
            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) {
        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());
    }
}

So, why isn't my model applied to the collision detection?

Meteoroid answered 25/1, 2012 at 1:58 Comment(0)
M
5

I have found the answer, here. The solution to the problem is this :

  1. Create a CollisionShape. Create a PhysicsControl by supplying the
  2. CollisionShape and mass. E.g. com.jme3.bullet.control.RigidBodyControl
  3. Add the PhysicsControl to the Spatial. Add the PhysicsControl to the
  4. physicsSpace object. Attach the Spatial to the rootNode, as usual.
  5. (Optional) Implement the PhysicsCollisionListener interface to respond to PhysicsCollisionEvents if desired.

Therefore, replace

terrain.attachChild(building);

by

rootNode.attachChild(building);

and adding

bulletAppState.getPhysicsSpace().add(building);
Meteoroid answered 26/1, 2012 at 3:58 Comment(0)

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