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/*
* Copyright (c) 2009-2011 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.monkeyzone.controls;

import com.jme3.bullet.control.CharacterControl;
import com.jme3.math.Vector3f;
import com.jme3.monkeyzone.Globals;
import com.jme3.monkeyzone.messages.ActionMessage;
import com.jme3.network.Client;
import com.jme3.network.physicssync.PhysicsSyncManager;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;

/**
* Automomous character control, implements the AutonomousControl interface and
* controls a character if available on the spatial.
* @author normenhansen
*/
public class AutonomousCharacterControl extends NetworkedAutonomousControl {

private float checkRadius = 2;
private float speed = 10f * Globals.PHYSICS_FPS;
private Vector3f targetLocation = new Vector3f();
private Vector3f vector = new Vector3f();
private Vector3f vector2 = new Vector3f();
private boolean moving = false;
private CharacterControl characterControl;
private Vector3f aimDirection = new Vector3f(Vector3f.UNIT_Z);

public AutonomousCharacterControl() {
}

public AutonomousCharacterControl(Client client, long entityId) {
super(client, entityId);
}

@Override
public void doAimAt(Vector3f direction) {
aimDirection.set(direction);
// characterControl.setViewDirection(direction);
}

@Override
public Vector3f getAimDirection() {
return aimDirection;
}

@Override
public void doMoveTo(Vector3f location) {
targetLocation.set(location);
characterControl.getPhysicsLocation(vector);
vector2.set(targetLocation);
vector2.subtractLocal(vector);
float distance = vector2.length();
if (distance > checkRadius) {
moving = true;
}
}

@Override
public void doPerformAction(int action, boolean activate) {
if (activate && action == ActionMessage.JUMP_ACTION) {
characterControl.jump();
}
}

@Override
public void setSpatial(Spatial spatial) {
this.spatial = spatial;
if (spatial == null) {
return;
}
NavigationControl navControl = spatial.getControl(NavigationControl.class);
if (navControl != null) {
checkRadius = navControl.getEntityRadius();
}
Float spatialSpeed = (Float) spatial.getUserData("Speed");
if (spatialSpeed != null) {
speed = spatialSpeed * Globals.PHYSICS_FPS;
}
characterControl = spatial.getControl(CharacterControl.class);
}

@Override
public boolean isMoving() {
return moving;
}

@Override
public Vector3f getTargetLocation() {
return targetLocation;
}

@Override
public Vector3f getLocation() {
return characterControl.getPhysicsLocation(vector);
}

@Override
public void update(float tpf) {
if (!moving || !enabled) {
return;
}
characterControl.getPhysicsLocation(vector);
vector2.set(targetLocation);
vector2.subtractLocal(vector);
float distance = vector2.length();
if (distance <= checkRadius) {
moving = false;
characterControl.setWalkDirection(Vector3f.ZERO);
} else {
vector2.y = 0;
vector2.normalizeLocal();
characterControl.setViewDirection(vector2);
vector2.multLocal(speed);
characterControl.setWalkDirection(vector2);
}
}

public void render(RenderManager rm, ViewPort vp) {
}
}

Change log

r107 by normen667 on Apr 20, 2011   Diff
- use Ferrari as Buggy is broken somehow
- add "Enter" command, make your Ogre
enter the Ferrari and watch the vehicle
steering AI fail miserably ;)
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Older revisions

r103 by normen667 on Mar 18, 2011   Diff
- Move to new SpiderMonkey API
r73 by normen667 on Feb 13, 2011   Diff
- allow disabling entities
- enter/exit vehicles on enter instead
of switching to vehicle
r58 by normen667 on Feb 11, 2011   Diff
- add first version of AI framework
- try enabling sounds in effects
All revisions of this file

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