Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Overview of this book

jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine's library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze."jMonkeyEngine 3.0 Beginner's Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book.From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects.You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more.From Zero to Hero, start your journey to make your game idea a reality.
Table of Contents (20 chapters)
jMonkeyEngine 3.0 Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – pick a brick (crosshairs with ray casting)


You want the player to aim and click one of the cubes. You want to identify the selected cube, and make it rotate.

  1. Start by implementing the AnalogListener object on the Analog() method to test for our left-click action, MAPPING_ROTATE. Remember, we chose the AnalogListener object because rotation is a continuous motion.

    private AnalogListener analogListener = new AnalogListener() {
        public void onAnalog(String name, float intensity, float tpf) {
            if (name.equals(MAPPING_ROTATE)) {
                // implement action here
            }   
        }
    };
  2. To identify what was clicked, we use methods from the com.jme3.collision package. Replace the implement action here comment with the following code; first we create an empty results list.

    CollisionResults results = new CollisionResults();
  3. We aim at an invisible line (a so called com.jme3.math.ray) straight from the camera location forward in the camera direction.

    Ray ray = new Ray(cam.getLocation...