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
parent
5461d56ac6
commit
b8d1073014
@ -0,0 +1,21 @@ |
||||
/* |
||||
* To change this template, choose Tools | Templates |
||||
* and open the template in the editor. |
||||
*/ |
||||
package com.jme3.terrain.heightmap; |
||||
|
||||
/** |
||||
* |
||||
* @author Anthyon |
||||
*/ |
||||
public interface Namer { |
||||
|
||||
/** |
||||
* Gets a name for a heightmap tile given it's cell id |
||||
* @param x |
||||
* @param y |
||||
* @return |
||||
*/ |
||||
public String getName(int x, int y); |
||||
|
||||
} |
@ -0,0 +1,248 @@ |
||||
package jme3test.terrain; |
||||
|
||||
import java.util.ArrayList; |
||||
import java.util.List; |
||||
|
||||
import com.jme3.app.SimpleApplication; |
||||
import com.jme3.app.state.ScreenshotAppState; |
||||
import com.jme3.bullet.BulletAppState; |
||||
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape; |
||||
import com.jme3.bullet.collision.shapes.HeightfieldCollisionShape; |
||||
import com.jme3.bullet.control.CharacterControl; |
||||
import com.jme3.bullet.control.RigidBodyControl; |
||||
import com.jme3.input.KeyInput; |
||||
import com.jme3.input.controls.ActionListener; |
||||
import com.jme3.input.controls.KeyTrigger; |
||||
import com.jme3.material.Material; |
||||
import com.jme3.math.ColorRGBA; |
||||
import com.jme3.math.Vector3f; |
||||
import com.jme3.renderer.Camera; |
||||
import com.jme3.terrain.geomipmap.TerrainGrid; |
||||
import com.jme3.terrain.geomipmap.TerrainLodControl; |
||||
import com.jme3.terrain.geomipmap.TerrainQuad; |
||||
import com.jme3.terrain.heightmap.FractalHeightMapGrid; |
||||
import com.jme3.terrain.heightmap.ImageBasedHeightMapGrid; |
||||
import com.jme3.terrain.heightmap.Namer; |
||||
import com.jme3.texture.Texture; |
||||
import com.jme3.texture.Texture.WrapMode; |
||||
import org.novyon.noise.ShaderUtils; |
||||
import org.novyon.noise.basis.FilteredBasis; |
||||
import org.novyon.noise.filter.IterativeFilter; |
||||
import org.novyon.noise.filter.OptimizedErode; |
||||
import org.novyon.noise.filter.PerturbFilter; |
||||
import org.novyon.noise.filter.SmoothFilter; |
||||
import org.novyon.noise.fractal.FractalSum; |
||||
import org.novyon.noise.modulator.NoiseModulator; |
||||
|
||||
public class TerrainFractalGridTest extends SimpleApplication { |
||||
|
||||
private Material mat_terrain; |
||||
private TerrainQuad terrain; |
||||
private float grassScale = 64; |
||||
private float dirtScale = 16; |
||||
private float rockScale = 128; |
||||
private boolean usePhysics = true; |
||||
|
||||
public static void main(final String[] args) { |
||||
TerrainFractalGridTest app = new TerrainFractalGridTest(); |
||||
app.start(); |
||||
} |
||||
private CharacterControl player3; |
||||
private FractalSum base; |
||||
private PerturbFilter perturb; |
||||
private OptimizedErode therm; |
||||
private SmoothFilter smooth; |
||||
private IterativeFilter iterate; |
||||
|
||||
@Override |
||||
public void simpleInitApp() { |
||||
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/grid/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("slopeColorMap", rock); |
||||
this.mat_terrain.setFloat("slopeTileFactor", 32); |
||||
|
||||
this.mat_terrain.setFloat("terrainSize", 513); |
||||
|
||||
this.base = new FractalSum(); |
||||
this.base.setRoughness(0.7f); |
||||
this.base.setFrequency(1.0f); |
||||
this.base.setAmplitude(1.0f); |
||||
this.base.setLacunarity(2.12f); |
||||
this.base.setOctaves(8); |
||||
this.base.setScale(0.02125f); |
||||
this.base.addModulator(new NoiseModulator() { |
||||
|
||||
@Override |
||||
public float value(float... in) { |
||||
return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); |
||||
} |
||||
}); |
||||
|
||||
FilteredBasis ground = new FilteredBasis(this.base); |
||||
|
||||
this.perturb = new PerturbFilter(); |
||||
this.perturb.setMagnitude(0.119f); |
||||
|
||||
this.therm = new OptimizedErode(); |
||||
this.therm.setRadius(5); |
||||
this.therm.setTalus(0.011f); |
||||
|
||||
this.smooth = new SmoothFilter(); |
||||
this.smooth.setRadius(1); |
||||
this.smooth.setEffect(0.7f); |
||||
|
||||
this.iterate = new IterativeFilter(); |
||||
this.iterate.addPreFilter(this.perturb); |
||||
this.iterate.addPostFilter(this.smooth); |
||||
this.iterate.setFilter(this.therm); |
||||
this.iterate.setIterations(1); |
||||
|
||||
ground.addPreFilter(this.iterate); |
||||
|
||||
this.terrain = new TerrainGrid("terrain", 65, 257, new FractalHeightMapGrid(ground, null, 256f)); |
||||
|
||||
this.terrain.setMaterial(this.mat_terrain); |
||||
this.terrain.setLocalTranslation(0, 0, 0); |
||||
this.terrain.setLocalScale(2f, 1f, 2f); |
||||
this.rootNode.attachChild(this.terrain); |
||||
|
||||
List<Camera> cameras = new ArrayList<Camera>(); |
||||
cameras.add(this.getCamera()); |
||||
TerrainLodControl control = new TerrainLodControl(this.terrain, cameras); |
||||
this.terrain.addControl(control); |
||||
|
||||
BulletAppState bulletAppState = new BulletAppState(); |
||||
stateManager.attach(bulletAppState); |
||||
|
||||
|
||||
this.getCamera().setLocation(new Vector3f(0, 256, 0)); |
||||
|
||||
this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f)); |
||||
|
||||
if (usePhysics) { |
||||
RigidBodyControl body = new RigidBodyControl(new HeightfieldCollisionShape(terrain.getHeightMap(), terrain.getLocalScale()), 0); |
||||
terrain.addControl(body); |
||||
bulletAppState.getPhysicsSpace().add(terrain); |
||||
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(0.5f, 1.8f, 1); |
||||
this.player3 = new CharacterControl(capsuleShape, 0.5f); |
||||
this.player3.setJumpSpeed(20); |
||||
this.player3.setFallSpeed(30); |
||||
this.player3.setGravity(30); |
||||
|
||||
this.player3.setPhysicsLocation(new Vector3f(0, 256, 0)); |
||||
|
||||
bulletAppState.getPhysicsSpace().add(this.player3); |
||||
} |
||||
this.initKeys(); |
||||
} |
||||
|
||||
private void initKeys() { |
||||
// You can map one or several inputs to one named action
|
||||
this.inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A)); |
||||
this.inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D)); |
||||
this.inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W)); |
||||
this.inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S)); |
||||
this.inputManager.addMapping("Jumps", new KeyTrigger(KeyInput.KEY_SPACE)); |
||||
this.inputManager.addListener(this.actionListener, "Lefts"); |
||||
this.inputManager.addListener(this.actionListener, "Rights"); |
||||
this.inputManager.addListener(this.actionListener, "Ups"); |
||||
this.inputManager.addListener(this.actionListener, "Downs"); |
||||
this.inputManager.addListener(this.actionListener, "Jumps"); |
||||
} |
||||
|
||||
private boolean left; |
||||
private boolean right; |
||||
private boolean up; |
||||
private boolean down; |
||||
private final ActionListener actionListener = new ActionListener() { |
||||
|
||||
@Override |
||||
public void onAction(final String name, final boolean keyPressed, final float tpf) { |
||||
if (name.equals("Lefts")) { |
||||
if (keyPressed) { |
||||
TerrainFractalGridTest.this.left = true; |
||||
} else { |
||||
TerrainFractalGridTest.this.left = false; |
||||
} |
||||
} else if (name.equals("Rights")) { |
||||
if (keyPressed) { |
||||
TerrainFractalGridTest.this.right = true; |
||||
} else { |
||||
TerrainFractalGridTest.this.right = false; |
||||
} |
||||
} else if (name.equals("Ups")) { |
||||
if (keyPressed) { |
||||
TerrainFractalGridTest.this.up = true; |
||||
} else { |
||||
TerrainFractalGridTest.this.up = false; |
||||
} |
||||
} else if (name.equals("Downs")) { |
||||
if (keyPressed) { |
||||
TerrainFractalGridTest.this.down = true; |
||||
} else { |
||||
TerrainFractalGridTest.this.down = false; |
||||
} |
||||
} else if (name.equals("Jumps")) { |
||||
TerrainFractalGridTest.this.player3.jump(); |
||||
} |
||||
} |
||||
}; |
||||
private final Vector3f walkDirection = new Vector3f(); |
||||
|
||||
@Override |
||||
public void simpleUpdate(final float tpf) { |
||||
Vector3f camDir = this.cam.getDirection().clone().multLocal(0.6f); |
||||
Vector3f camLeft = this.cam.getLeft().clone().multLocal(0.4f); |
||||
this.walkDirection.set(0, 0, 0); |
||||
if (this.left) { |
||||
this.walkDirection.addLocal(camLeft); |
||||
} |
||||
if (this.right) { |
||||
this.walkDirection.addLocal(camLeft.negate()); |
||||
} |
||||
if (this.up) { |
||||
this.walkDirection.addLocal(camDir); |
||||
} |
||||
if (this.down) { |
||||
this.walkDirection.addLocal(camDir.negate()); |
||||
} |
||||
|
||||
if (usePhysics) { |
||||
this.player3.setWalkDirection(this.walkDirection); |
||||
this.cam.setLocation(this.player3.getPhysicsLocation()); |
||||
} |
||||
} |
||||
} |
Loading…
Reference in new issue