Java Jmonkey碰撞检测

Java Jmonkey碰撞检测,java,collision,jmonkeyengine,Java,Collision,Jmonkeyengine,我对Jmonkey编程不熟悉,我想问一个关于碰撞交互的问题,因为我的代码似乎发现了可能来自地形的碰撞,我不知道如何解决这个问题。我的目标是,如果玩家与敌人的鬼魂控件发生碰撞,并将消息显示为输出,那么他将成为第一个被检测到的人。我的代码显示持续冲突,然后它崩溃 package test; //imports... public class test extends SimpleApplication implements ActionListener,PhysicsTickListener{

我对Jmonkey编程不熟悉,我想问一个关于碰撞交互的问题,因为我的代码似乎发现了可能来自地形的碰撞,我不知道如何解决这个问题。我的目标是,如果玩家与敌人的鬼魂控件发生碰撞,并将消息显示为输出,那么他将成为第一个被检测到的人。我的代码显示持续冲突,然后它崩溃

package test;

//imports...

public class test extends SimpleApplication
implements ActionListener,PhysicsTickListener{
    private MotionPath path;
    private MotionPath path2;
    private MotionTrack motionTrack;
    private MotionTrack motionTrack2;
    private AnimChannel channel2;
    private AnimControl control2;
    private AnimControl control3;
    private AnimChannel channel3;
    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;
    private GhostControl ghost;
    static test app;
    Material matMarker;
    public static void main(String[] args) {
        app = new test();
        app.start();

    }
    float displacement=60;
    int score = 0;
    int robotHealth=0;
    Geometry mark;
    Node shootables;
    Node pickUpObject1;
    BitmapText hudText;
    @Override
    public void simpleInitApp() {

        createScene();
        enemies();
        pickUptype1();
        initCrossHairs(); // a "+" in the middle of the screen to help aiming
        initKeys();       // load custom key mappings
        initMark();       // a red sphere to mark the hit



        hudText = new BitmapText(guiFont, false);
        hudText.setSize(guiFont.getCharSet().getRenderedSize());      // font size
        hudText.setColor(ColorRGBA.Red);                             // font color

        hudText.setLocalTranslation(600, 700, 0); // position
        guiNode.attachChild(hudText);


        DirectionalLight sun2 = new DirectionalLight();
        sun2.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
        int width = settings.getWidth();           //width is the width of the gui
        int height = settings.getHeight();         //height is the height of the gui
    }


    protected Geometry makeCube(String name, float x, float y, float z) {
        Box box = new Box(new Vector3f(x, y, z), 3f, 3f, 3f);
        Geometry cube = new Geometry(name, box);

        Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
        mat1.setTexture("ColorMap", tex_ml);
        cube.setMaterial(mat1);

        return cube;
    }

    private PhysicsSpace getPhysicsSpace() {
        return bulletAppState.getPhysicsSpace();
    }

    /**
    * 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) {
        hudText.setText("SCORE \n" + "    " + score);// the text
        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());
        path.setCycle(true); // Make path a complete circuit
        path2.setCycle(true);
        motionTrack.setLoopMode(LoopMode.Loop);
        motionTrack2.setLoopMode(LoopMode.Loop);

    }

    public Node robot(){

        Node monster = (Node) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
        monster.scale(1.5f, 1.5f, 1.5f);
        monster.rotate(0.0f, -3.0f, 0.0f);
        // Create a appropriate physical shape for it

        return monster;
    }


    public void createScene(){

        /** Set up Physics */
        bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);
        //bulletAppState.getPhysicsSpace().enableDebug(assetManager);

        flyCam.setMoveSpeed(100);
        setUpKeys();


        terrain = new TerrainQuad("my terrain", 65, 513, heightmap.getHeightMap());


        /** 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((Node) terrain);
        landscape = new RigidBodyControl(terrainShape, 0);
        terrain.addControl(landscape);


        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(145f, -28f, 10f));
        player.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_01);
        player.addCollideWithGroup(PhysicsCollisionObject.COLLISION_GROUP_01);


        setUpLight();
        rootNode.attachChild(SkyFactory.createSky( assetManager,
        "Textures/Sky/Bright/BrightSky.dds", false));
    }


    public void enemies(){

        shootables = new Node("Shootables");
        rootNode.attachChild(shootables);


        Node Robot1 = robot();
        Node Robot2 = robot();


        CapsuleCollisionShape capsule = new CapsuleCollisionShape(4f, 10f);
        RigidBodyControl robot1Cap = new RigidBodyControl(capsule, 0.01f);

        Robot1.addControl(robot1Cap);


        getPhysicsSpace().add(robot1Cap);

        bulletAppState.getPhysicsSpace().add(robot1Cap);
        bulletAppState.getPhysicsSpace().enableDebug(assetManager);

        robot1Cap.setMass(100f);
        robot1Cap.setKinematic(true);

        CapsuleCollisionShape capsule2 = new CapsuleCollisionShape(4f, 10f);
        RigidBodyControl robot2Cap = new RigidBodyControl(capsule, 0.01f);

        Robot2.addControl(robot2Cap);

        getPhysicsSpace().add(robot2Cap);

        bulletAppState.getPhysicsSpace().add(robot2Cap);
        bulletAppState.getPhysicsSpace().enableDebug(assetManager);

        robot2Cap.setMass(100f);
        robot2Cap.setKinematic(true);

        ghost = new GhostControl(
        new BoxCollisionShape(new Vector3f(8f,8f,8f)));  // a box-shaped ghost
        Robot1.addControl(ghost);

        ghost.setCollisionGroup(PhysicsCollisionObject.COLLISION_GROUP_01);
        ghost.setCollideWithGroups(PhysicsCollisionObject.COLLISION_GROUP_01);


        getPhysicsSpace().add(ghost);

        getPhysicsSpace().addTickListener(this);

        control2 = Robot1.getControl(AnimControl.class);
        channel2 = control2.createChannel();
        channel2.setAnim("Walk");

        control3 = Robot2.getControl(AnimControl.class);
        channel3 = control3.createChannel();
        channel3.setAnim("Walk");
        path = new MotionPath();

        path.addWayPoint(new Vector3f(500f,-83f,3f));
        path.addWayPoint(new Vector3f(350f,-79f, 3f));
        path.enableDebugShape(assetManager,rootNode);

        // Initialize our motionTrack object
        motionTrack = new MotionTrack(Robot1, path);

        motionTrack.setDirectionType(MotionTrack.Direction.Path);
        // Enable the motionTrack
        motionTrack.setEnabled(true);


        path2 = new MotionPath();



        path2.addWayPoint(new Vector3f(180f,-50f,-100f));
        path2.addWayPoint(new Vector3f(200f, -55f, -30f));
        path2.enableDebugShape(assetManager,rootNode);

        // Initialize our motionTrack object
        motionTrack2 = new MotionTrack(Robot2, path2);
        motionTrack2.setDirectionType(MotionTrack.Direction.Path);
        // Enable the motionTrack
        motionTrack2.setEnabled(true);

        shootables.attachChild(Robot1);
        shootables.attachChild(Robot2);


    }

    public void physicsTick(PhysicsSpace space, float f) {
        if (ghost.getOverlappingObjects().size() > 0) {
            final Vector3f bPoint = ghost.getPhysicsLocation();
            try {
                app.enqueue(new Callable<Boolean>() {
                    public Boolean call() throws Exception {
                        app.addMarker(bPoint);
                        return true;
                    }
                });
            } catch (Exception ex) {
            }
        }
    }


    public void pickUptype1(){
        pickUpObject1 = new Node("pickUpObject1");
        rootNode.attachChild(pickUpObject1);


        Node cube1 = new Node();
        cube1.attachChild(makeCube("the Deputy", 220f, -63f, -150f));
        Node cube2 = new Node();
        cube2.attachChild(makeCube("the Deputy2", 410f, -89f, -270f));


        RigidBodyControl floor_phy = new RigidBodyControl(0.0f);
        cube1.addControl(floor_phy);

        RigidBodyControl floor_phy2 = new RigidBodyControl(0.0f);
        cube2.addControl(floor_phy2);
        bulletAppState.getPhysicsSpace().add(floor_phy);
        bulletAppState.getPhysicsSpace().add(floor_phy2);
        pickUpObject1.attachChild(cube1);
        pickUpObject1.attachChild(cube2);
    }


}
封装测试;
//进口。。。
公共类测试扩展了SimpleApplication
实现ActionListener、PhysicsTickListener{
私有运动路径;
私有运动路径路径2;
私人运动轨迹;
私人MotionTrack MotionTrack 2;
私人频道2;
私人控制2;
私人控制3;
私人频道3;
私有BulletAppState BulletAppState;
私人刚体控制景观;
私人角色控制玩家;
私有向量3f walkDirection=新向量3f();
私有布尔左=假,右=假,上=假,下=假;
私人地形四重地形;
私人材料材料材料;
私人幽灵控制幽灵;
静态测试应用程序;
材料标记;
公共静态void main(字符串[]args){
app=新测试();
app.start();
}
浮动位移=60;
智力得分=0;
int-robotHealth=0;
几何标志;
节点射击;
节点拾取对象1;
位图文本;
@凌驾
public void simpleInitApp(){
createScene();
敌人();
pickUptype1();
在屏幕中部帮助目标
initKeys();//加载自定义键映射
initMark();//标记命中的红色球体
hudText=新的位图文本(guiFont,false);
hudText.setSize(guiFont.getCharSet().getrenderdSize());//字体大小
hudText.setColor(ColorRGBA.Red);//字体颜色
hudText.setLocalTranslation(600700,0);//位置
guiNode.attachChild(文本);
DirectionalLight sun2=新的DirectionalLight();
sun2.设置方向(新矢量3F(-0.1f,-0.7f,-1.0f));
int width=settings.getWidth();//宽度是gui的宽度
int height=settings.getHeight();//height是gui的高度
}
受保护的几何体makeCube(字符串名称、浮点x、浮点y、浮点z){
长方体=新长方体(新矢量3f(x,y,z),3f,3f,3f);
几何体立方体=新几何体(名称、方框);
材料材料1=新材料(资产管理人,“通用/材料定义/杂项/无阴影.j3md”);
Texture tex_ml=assetManager.loadTexture(“Interface/Logo/Monkey.jpg”);
mat1.setTexture(“彩色贴图”,tex_ml);
立方体材料(mat1);
返回立方体;
}
私有物理空间getPhysicsSpace(){
返回bulletAppState.getPhysicsSpace();
}
/**
*这是主要的事件循环——行走发生在这里。
*我们通过解释来检查玩家朝哪个方向走
*摄像机方向向前(camDir)和向侧面(camLeft)。
*setWalkDirection()命令允许物理控制的玩家行走。
*在这里,我们也要确保相机和播放器一起移动。
*/
@凌驾
公共无效simpleUpdate(浮动tpf){
hudText.setText(“SCORE\n”+“”+SCORE);//文本
向量3f camDir=cam.getDirection().clone().multLocal(0.6f);
Vector3f camLeft=cam.getLeft().clone().multLocal(0.4f);
设置(0,0,0);
if(左){walkDirection.addLocal(camleet);}
if(right){walkDirection.addLocal(camlefit.negate());}
if(up){walkDirection.addLocal(camDir);}
if(down){walkDirection.addLocal(camDir.negate());}
player.setWalkDirection(walkDirection);
setLocation(player.getPhysicsLocation());
path.setCycle(true);//使路径成为完整的电路
路径2.设置周期(真);
motionTrack.setLoopMode(LoopMode.Loop);
motionTrack2.setLoopMode(LoopMode.Loop);
}
公共节点机器人(){
Node monster=(Node)assetManager.loadModel(“Models/Oto/Oto.mesh.xml”);
怪物比例(1.5f,1.5f,1.5f);
怪物。旋转(0.0f,-3.0f,0.0f);
//为其创建适当的物理形状
返回怪物;
}
公共场景(){
/**建立物理学*/
bulletAppState=新bulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);
flyCam.设置移动速度(100);
设置键();
terrain=new TerrainQuad(“我的地形”,65513,heightmap.getHeightMap());
/**6.添加物理:*/
//我们通过创建一个
//复合碰撞形状和质量为零的静态刚体控制*/
碰撞状地形=
CollisionShapeFactory.createMeshShape((节点)地形);
景观=新的刚体控制(地形,0);
地形控制(景观);
囊泡碰撞形状囊泡形状=新囊泡碰撞形状(1.5f,6f,1);
player=新角色控件(capsuleShape,0.05f);
玩家设置跳跃速度(20);
player.setFallSpeed(30);
运动员。设置重力(30);
player.setPhysicsLocation(新矢量3F(145f,-28f,10f));
player.setCollisionGroup(physicCollisionObject.COLLISION\u GROUP\u 01);
player.addCollizeWithGroup(物理集合对象碰撞组01);
setUpLight();
rootNode.attachChild(SkyFactory.createSky)(assetManager,
“纹理/Sky/Bright/BrightSky.dds”,假);
}
公营部门(){
shootables=新节点(“shootables”);
rootNode.attachChild(shootables);
节点Robot1=robot();
节点Robot2=robot();
胶囊碰撞形状胶囊=新胶囊碰撞H
public Boolean call() throws Exception
/*
* adds an enemy and returns a reference to that enemy
*/
Spatial addEnemy()
{
    //Characters are spatials typically in JMonkey
    Spatial enemy=new Spatial(); 
    CapsuleCollisionShape collisionShape=new CapsuleCollisionShape(4.0f, 10.0f);
    CharacterControl characterControl = new CharacterControl(collisionShape, stepHeight);

    enemy.addControl(characterControl);
    getPhysicsSpaceState(characterControl);
    shootables.attachChild(enemy);
}
CharacterControl
//to send keyboard input to the character controller to move it
KeyboardControl 
GunControl
CharacterControl
//does path planning to get a route and steers character control along it
RouteController  
GunControl
//AI to determine where/if I want to walk, what to shoot at, where to aim
BehaviourControl