Introduced a new Namer class, so the heightmap tiles' names can be generated independent from the terrain system.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7595 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
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/* |
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* To change this template, choose Tools | Templates |
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* and open the template in the editor. |
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*/ |
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package com.jme3.terrain.heightmap; |
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/** |
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* |
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* @author Anthyon |
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*/ |
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public interface Namer { |
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/** |
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* Gets a name for a heightmap tile given it's cell id |
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* @param x |
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* @param y |
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* @return |
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*/ |
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public String getName(int x, int y); |
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} |
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package jme3test.terrain; |
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import java.util.ArrayList; |
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import java.util.List; |
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import com.jme3.app.SimpleApplication; |
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import com.jme3.app.state.ScreenshotAppState; |
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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.HeightfieldCollisionShape; |
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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.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.ColorRGBA; |
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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.terrain.geomipmap.TerrainGrid; |
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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.FractalHeightMapGrid; |
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import com.jme3.terrain.heightmap.ImageBasedHeightMapGrid; |
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import com.jme3.terrain.heightmap.Namer; |
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import com.jme3.texture.Texture; |
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import com.jme3.texture.Texture.WrapMode; |
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import org.novyon.noise.ShaderUtils; |
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import org.novyon.noise.basis.FilteredBasis; |
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import org.novyon.noise.filter.IterativeFilter; |
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import org.novyon.noise.filter.OptimizedErode; |
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import org.novyon.noise.filter.PerturbFilter; |
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import org.novyon.noise.filter.SmoothFilter; |
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import org.novyon.noise.fractal.FractalSum; |
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import org.novyon.noise.modulator.NoiseModulator; |
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public class TerrainFractalGridTest extends SimpleApplication { |
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private Material mat_terrain; |
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private TerrainQuad terrain; |
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private float grassScale = 64; |
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private float dirtScale = 16; |
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private float rockScale = 128; |
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private boolean usePhysics = true; |
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public static void main(final String[] args) { |
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TerrainFractalGridTest app = new TerrainFractalGridTest(); |
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app.start(); |
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} |
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private CharacterControl player3; |
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private FractalSum base; |
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private PerturbFilter perturb; |
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private OptimizedErode therm; |
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private SmoothFilter smooth; |
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private IterativeFilter iterate; |
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@Override |
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public void simpleInitApp() { |
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this.flyCam.setMoveSpeed(100f); |
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ScreenshotAppState state = new ScreenshotAppState(); |
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this.stateManager.attach(state); |
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// TERRAIN TEXTURE material
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this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); |
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// Parameters to material:
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// regionXColorMap: X = 1..4 the texture that should be appliad to state X
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// regionX: a Vector3f containing the following information:
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// regionX.x: the start height of the region
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// regionX.y: the end height of the region
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// regionX.z: the texture scale for the region
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// it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
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// slopeColorMap: the texture to be used for cliffs, and steep mountain sites
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// slopeTileFactor: the texture scale for slopes
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// terrainSize: the total size of the terrain (used for scaling the texture)
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// GRASS texture
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Texture grass = this.assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); |
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grass.setWrap(WrapMode.Repeat); |
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this.mat_terrain.setTexture("region1ColorMap", grass); |
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this.mat_terrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); |
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// DIRT texture
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Texture dirt = this.assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); |
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dirt.setWrap(WrapMode.Repeat); |
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this.mat_terrain.setTexture("region2ColorMap", dirt); |
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this.mat_terrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); |
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// ROCK texture
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Texture rock = this.assetManager.loadTexture("Textures/Terrain/grid/rock.jpg"); |
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rock.setWrap(WrapMode.Repeat); |
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this.mat_terrain.setTexture("region3ColorMap", rock); |
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this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); |
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this.mat_terrain.setTexture("slopeColorMap", rock); |
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this.mat_terrain.setFloat("slopeTileFactor", 32); |
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this.mat_terrain.setFloat("terrainSize", 513); |
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this.base = new FractalSum(); |
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this.base.setRoughness(0.7f); |
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this.base.setFrequency(1.0f); |
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this.base.setAmplitude(1.0f); |
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this.base.setLacunarity(2.12f); |
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this.base.setOctaves(8); |
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this.base.setScale(0.02125f); |
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this.base.addModulator(new NoiseModulator() { |
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@Override |
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public float value(float... in) { |
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return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); |
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} |
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}); |
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FilteredBasis ground = new FilteredBasis(this.base); |
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this.perturb = new PerturbFilter(); |
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this.perturb.setMagnitude(0.119f); |
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this.therm = new OptimizedErode(); |
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this.therm.setRadius(5); |
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this.therm.setTalus(0.011f); |
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this.smooth = new SmoothFilter(); |
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this.smooth.setRadius(1); |
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this.smooth.setEffect(0.7f); |
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this.iterate = new IterativeFilter(); |
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this.iterate.addPreFilter(this.perturb); |
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this.iterate.addPostFilter(this.smooth); |
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this.iterate.setFilter(this.therm); |
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this.iterate.setIterations(1); |
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ground.addPreFilter(this.iterate); |
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this.terrain = new TerrainGrid("terrain", 65, 257, new FractalHeightMapGrid(ground, null, 256f)); |
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this.terrain.setMaterial(this.mat_terrain); |
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this.terrain.setLocalTranslation(0, 0, 0); |
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this.terrain.setLocalScale(2f, 1f, 2f); |
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this.rootNode.attachChild(this.terrain); |
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List<Camera> cameras = new ArrayList<Camera>(); |
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cameras.add(this.getCamera()); |
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TerrainLodControl control = new TerrainLodControl(this.terrain, cameras); |
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this.terrain.addControl(control); |
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BulletAppState bulletAppState = new BulletAppState(); |
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stateManager.attach(bulletAppState); |
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this.getCamera().setLocation(new Vector3f(0, 256, 0)); |
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this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); |
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if (usePhysics) { |
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RigidBodyControl body = new RigidBodyControl(new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale()), 0); |
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terrain.addControl(body); |
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bulletAppState.getPhysicsSpace().add(terrain); |
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CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1); |
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this.player3 = new CharacterControl(capsuleShape, 0.5f); |
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this.player3.setJumpSpeed(20); |
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this.player3.setFallSpeed(30); |
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this.player3.setGravity(30); |
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this.player3.setPhysicsLocation(new Vector3f(0, 256, 0)); |
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bulletAppState.getPhysicsSpace().add(this.player3); |
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} |
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this.initKeys(); |
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} |
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private void initKeys() { |
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// You can map one or several inputs to one named action
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this.inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A)); |
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this.inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D)); |
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this.inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W)); |
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this.inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S)); |
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this.inputManager.addMapping("Jumps", new KeyTrigger(KeyInput.KEY_SPACE)); |
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this.inputManager.addListener(this.actionListener, "Lefts"); |
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this.inputManager.addListener(this.actionListener, "Rights"); |
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this.inputManager.addListener(this.actionListener, "Ups"); |
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this.inputManager.addListener(this.actionListener, "Downs"); |
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this.inputManager.addListener(this.actionListener, "Jumps"); |
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} |
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private boolean left; |
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private boolean right; |
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private boolean up; |
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private boolean down; |
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private final ActionListener actionListener = new ActionListener() { |
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@Override |
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public void onAction(final String name, final boolean keyPressed, final float tpf) { |
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if (name.equals("Lefts")) { |
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if (keyPressed) { |
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TerrainFractalGridTest.this.left = true; |
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} else { |
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TerrainFractalGridTest.this.left = false; |
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} |
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} else if (name.equals("Rights")) { |
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if (keyPressed) { |
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TerrainFractalGridTest.this.right = true; |
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} else { |
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TerrainFractalGridTest.this.right = false; |
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} |
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} else if (name.equals("Ups")) { |
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if (keyPressed) { |
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TerrainFractalGridTest.this.up = true; |
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} else { |
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TerrainFractalGridTest.this.up = false; |
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} |
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} else if (name.equals("Downs")) { |
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if (keyPressed) { |
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TerrainFractalGridTest.this.down = true; |
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} else { |
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TerrainFractalGridTest.this.down = false; |
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} |
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} else if (name.equals("Jumps")) { |
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TerrainFractalGridTest.this.player3.jump(); |
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} |
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} |
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}; |
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private final Vector3f walkDirection = new Vector3f(); |
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@Override |
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public void simpleUpdate(final float tpf) { |
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Vector3f camDir = this.cam.getDirection().clone().multLocal(0.6f); |
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Vector3f camLeft = this.cam.getLeft().clone().multLocal(0.4f); |
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this.walkDirection.set(0, 0, 0); |
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if (this.left) { |
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this.walkDirection.addLocal(camLeft); |
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} |
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if (this.right) { |
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this.walkDirection.addLocal(camLeft.negate()); |
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} |
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if (this.up) { |
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this.walkDirection.addLocal(camDir); |
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} |
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if (this.down) { |
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this.walkDirection.addLocal(camDir.negate()); |
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} |
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if (usePhysics) { |
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this.player3.setWalkDirection(this.walkDirection); |
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this.cam.setLocation(this.player3.getPhysicsLocation()); |
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} |
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} |
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} |
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