private void initPlayer() { playerControl = new CharacterControl( new CapsuleCollisionShape( (cubesSettings.getBlockSize() / 2), cubesSettings.getBlockSize() * 2), 0.05f); playerControl.setJumpSpeed(25); playerControl.setFallSpeed(20); playerControl.setGravity(70); playerControl.setPhysicsLocation( new Vector3f(5, terrainSize.getY() + 5, 5).mult(cubesSettings.getBlockSize())); bulletAppState.getPhysicsSpace().add(playerControl); }
@Override public void simpleInitApp() { /** Set up Physics */ bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); // bulletAppState.getPhysicsSpace().enableDebug(assetManager); flyCam.setMoveSpeed(100); 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/splat/alphamap.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/Terrain/splat/dirt.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/road.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/splat/mountains512.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, -100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); /** 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 static * RigidBodyControl with mass zero.*/ terrain.addControl(new RigidBodyControl(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(20); player.setFallSpeed(30); player.setGravity(30); player.setPhysicsLocation(new Vector3f(-10, 10, 10)); // 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); }
@Override public void simpleInitApp() { File file = new File("TerrainGridTestData.zip"); if (!file.exists()) { assetManager.registerLocator( "http://jmonkeyengine.googlecode.com/files/TerrainGridTestData.zip", HttpZipLocator.class); } else { assetManager.registerLocator("TerrainGridTestData.zip", ZipLocator.class); } this.flyCam.setMoveSpeed(100f); ScreenshotAppState state = new ScreenshotAppState(); this.stateManager.attach(state); // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data // nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); // ROCK texture Texture rock = this.assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region3ColorMap", rock); this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("region4ColorMap", rock); this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); this.mat_terrain.setTexture("slopeColorMap", rock); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 129); // quad.getHeightMap(), terrain.getLocalScale()), 0 AssetTileLoader grid = new AssetTileLoader(assetManager, "testgrid", "TerrainGrid"); this.terrain = new TerrainGrid("terrain", 65, 257, grid); this.terrain.setMaterial(this.mat_terrain); this.terrain.setLocalTranslation(0, 0, 0); this.terrain.setLocalScale(2f, 1f, 2f); // try { // BinaryExporter.getInstance().save(terrain, new // File("/Users/normenhansen/Documents/Code/jme3/engine/src/test-data/TerrainGrid/" // + "TerrainGrid.j3o")); // } catch (IOException ex) { // Logger.getLogger(TerrainFractalGridTest.class.getName()).log(Level.SEVERE, null, // ex); // } this.rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainGridLodControl(this.terrain, getCamera()); control.setLodCalculator(new DistanceLodCalculator(65, 2.7f)); // patch size, and a multiplier this.terrain.addControl(control); final BulletAppState bulletAppState = new BulletAppState(); stateManager.attach(bulletAppState); this.getCamera().updateLocation(new Vector3f(0, 256, 0)); this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); if (usePhysics) { CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1); player3 = new CharacterControl(capsuleShape, 0.5f); player3.setJumpSpeed(20); player3.setFallSpeed(10); player3.setGravity(10); player3.setPhysicsLocation( new Vector3f(cam.getCamera().getLocation().x, 256, cam.getCamera().getLocation().z)); bulletAppState.getPhysicsSpace().add(player3); terrain.addListener( new TerrainGridListener() { public void gridMoved(Vector3f newCenter) {} public void tileAttached(Vector3f cell, TerrainQuad quad) { while (quad.getControl(RigidBodyControl.class) != null) { quad.removeControl(RigidBodyControl.class); } quad.addControl( new RigidBodyControl( new HeightfieldCollisionShape(quad.getHeightMap(), terrain.getLocalScale()), 0)); bulletAppState.getPhysicsSpace().add(quad); } public void tileDetached(Vector3f cell, TerrainQuad quad) { if (quad.getControl(RigidBodyControl.class) != null) { bulletAppState.getPhysicsSpace().remove(quad); quad.removeControl(RigidBodyControl.class); } } }); } this.initKeys(); }