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mirror of https://github.com/Dejvino/roadtrip synced 2024-11-12 20:17:30 +00:00

Added NPCs walking around.

This commit is contained in:
Dejvino 2016-12-31 23:12:20 +01:00
parent 17cecdcf2b
commit e1f20c7adb
13 changed files with 258 additions and 2 deletions

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// Material genrated by blender2ogre 0.5.8
material Material
{
receive_shadows on
technique
{
pass Material
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture person.png
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
}
}

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<scene exported_by="dejvino" export_time="1483218291.9523585" formatVersion="1.0.1" previous_export_time="1483218209.9221447" >
<nodes >
<node name="Cube" >
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<rotation qz="-0.000000" qw="1.000000" qx="0.000000" qy="0.000000" />
<scale y="1.642234" z="0.377920" x="0.377920" />
<game >
<sensors />
<actuators />
</game>
<entity damping_trans="0.02539999969303608" meshFile="Cube.mesh" ghost="False" friction_y="1.0" lock_rot_x="False" mass="1.0" anisotropic_friction="False" actor="False" lock_trans_z="False" lock_rot_z="False" name="Cube" lock_trans_y="False" mass_radius="1.0" damping_rot="0.1589999943971634" velocity_max="0.0" velocity_min="0.0" lock_trans_x="False" lock_rot_y="False" friction_x="1.0" physics_type="STATIC" inertia_tensor="0.4000000059604645" friction_z="1.0" />
</node>
</nodes>
<externals >
<item type="material" >
<file name="P:\Development\roadtrip\assets-src\Models\Material.material" />
</item>
</externals>
<environment >
<colourAmbient g="0.0" r="0.0" b="0.0" />
<colourBackground g="0.05087608844041824" r="0.05087608844041824" b="0.05087608844041824" />
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</environment>
</scene>

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#
#Sat Dec 31 22:05:36 CET 2016
ORIGINAL_PATH=Models/person.scene

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assets/Models/person.png Normal file

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@ -5,6 +5,8 @@ import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.BoxCollisionShape;
import com.jme3.bullet.collision.shapes.CompoundCollisionShape;
import com.jme3.bullet.control.BetterCharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.control.VehicleControl;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
@ -17,6 +19,7 @@ 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.Cylinder;
/**
@ -25,6 +28,7 @@ import com.jme3.scene.shape.Cylinder;
*/
public class RoadTrip extends SimpleApplication implements ActionListener {
public static boolean DEBUG = false;//true;
final int WEAK = 1;
final int TRUCK = 2;
final int SPORT = 3;
@ -51,7 +55,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
public void simpleInitApp() {
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
bulletAppState.getPhysicsSpace().enableDebug(assetManager);
if (DEBUG) bulletAppState.getPhysicsSpace().enableDebug(assetManager);
PhysicsTestHelper.createPhysicsTestWorld(rootNode, assetManager, bulletAppState.getPhysicsSpace());
setupKeys();
buildPlayer();
@ -61,6 +65,12 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
getPhysicsSpace().addAll(map);
vehicle.setPhysicsLocation(new Vector3f(5f, 30f, 5f));
addPerson();
addPerson();
addPerson();
addPerson();
addPerson();
}
private PhysicsSpace getPhysicsSpace(){
@ -87,7 +97,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
private void buildPlayer() {
Material mat = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
mat.setColor("Color", ColorRGBA.Red);
mat.setColor("Color", ColorRGBA.Black);
//create a compound shape and attach the BoxCollisionShape for the car body at 0,1,0
//this shifts the effective center of mass of the BoxCollisionShape to 0,-1,0
@ -127,6 +137,12 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
float xOff = 1.6f;
float zOff = 2f;
Geometry carBody = new Geometry("car body", new Box(new Vector3f(0.0f, 1f, 0.0f), 1.4f, 0.5f, 3.6f));
Material matBody = new Material(getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
matBody.setColor("Color", ColorRGBA.Red);
carBody.setMaterial(matBody);
vehicleNode.attachChild(carBody);
Cylinder wheelMesh = new Cylinder(16, 16, radius, radius * 0.2f, true);
Node node1 = new Node("wheel 1 node");
@ -207,6 +223,7 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
accelerationForce = 20000f;
brakeForce = 200f;
}
mat.getAdditionalRenderState().setWireframe(false);
}
@Override
@ -285,4 +302,25 @@ public class RoadTrip extends SimpleApplication implements ActionListener {
}
}
}
private void addPerson() {
Spatial personModel = assetManager.loadModel("Models/person.j3o");
Node person = new Node("person");
person.attachChild(personModel);
BetterCharacterControl personControl = new BetterCharacterControl(1f, 4f, 10f);
/*personModel.setLocalTranslation(0f, -1f, 0f);
BoxCollisionShape personShape = new BoxCollisionShape(new Vector3f(0.5f, 2f, 0.5f));
RigidBodyControl personControl = new RigidBodyControl(personShape, 80f);/**/
person.addControl(personControl);
/**/personControl.setJumpForce(new Vector3f(0,5f,0));
personControl.setGravity(new Vector3f(0,1f,0));
personControl.warp(new Vector3f(10f + (float)Math.random() * 10f, 30f, 12f + (float)Math.random() * 10f));/**/
//personControl.setPhysicsLocation(new Vector3f(10f, 30f, 12f));
getPhysicsSpace().add(personControl);
getPhysicsSpace().addAll(person);
rootNode.attachChild(person);
Vector3f dir = new Vector3f((float)Math.random() * 2f - 1f, 0f, (float)Math.random() * 2f - 1f);
personControl.setViewDirection(dir);
personControl.setWalkDirection(dir);
}
}