fixed imports in HelloTerrain, and made the same changes as in HelloCollision in HelloTerrainCollision
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10726 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -38,7 +38,6 @@ import com.jme3.terrain.geomipmap.TerrainLodControl;
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import com.jme3.terrain.geomipmap.TerrainQuad;
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import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
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import com.jme3.terrain.heightmap.AbstractHeightMap;
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import com.jme3.terrain.heightmap.HillHeightMap; // second example
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import com.jme3.terrain.heightmap.ImageBasedHeightMap;
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import com.jme3.texture.Texture;
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import com.jme3.texture.Texture.WrapMode;
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@ -35,17 +35,14 @@ package jme3test.helloworld;
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import com.jme3.app.SimpleApplication;
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import com.jme3.bullet.BulletAppState;
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import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
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import com.jme3.bullet.collision.shapes.CollisionShape;
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import com.jme3.bullet.control.CharacterControl;
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import com.jme3.bullet.control.RigidBodyControl;
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import com.jme3.bullet.util.CollisionShapeFactory;
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import com.jme3.input.KeyInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.KeyTrigger;
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import com.jme3.material.Material;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.scene.Node;
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import com.jme3.terrain.geomipmap.TerrainLodControl;
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import com.jme3.terrain.geomipmap.TerrainQuad;
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import com.jme3.terrain.heightmap.AbstractHeightMap;
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@ -70,6 +67,10 @@ public class HelloTerrainCollision extends SimpleApplication
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private boolean left = false, right = false, up = false, down = false;
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private TerrainQuad terrain;
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private Material mat_terrain;
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//Temporary vectors used on each frame.
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//They here to avoid instanciating new vectors on each frame
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private Vector3f camDir = new Vector3f();
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private Vector3f camLeft = new Vector3f();
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public static void main(String[] args) {
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HelloTerrainCollision app = new HelloTerrainCollision();
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@ -205,17 +206,25 @@ public class HelloTerrainCollision extends SimpleApplication
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* The setWalkDirection() command is what lets a physics-controlled player walk.
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* We also make sure here that the camera moves with player.
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*/
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@Override
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public void simpleUpdate(float tpf) {
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Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
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Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
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walkDirection.set(0, 0, 0);
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if (left) { walkDirection.addLocal(camLeft); }
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if (right) { walkDirection.addLocal(camLeft.negate()); }
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if (up) { walkDirection.addLocal(camDir); }
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if (down) { walkDirection.addLocal(camDir.negate()); }
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player.setWalkDirection(walkDirection);
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cam.setLocation(player.getPhysicsLocation());
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}
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@Override
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public void simpleUpdate(float tpf) {
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camDir.set(cam.getDirection()).multLocal(0.6f);
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camLeft.set(cam.getLeft()).multLocal(0.4f);
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walkDirection.set(0, 0, 0);
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if (left) {
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walkDirection.addLocal(camLeft);
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}
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if (right) {
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walkDirection.addLocal(camLeft.negate());
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}
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if (up) {
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walkDirection.addLocal(camDir);
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}
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if (down) {
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walkDirection.addLocal(camDir.negate());
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}
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player.setWalkDirection(walkDirection);
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cam.setLocation(player.getPhysicsLocation());
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}
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}
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