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  434. <h1 class="page">jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed</h1>
  435. <div class="paragraph">
  436. <p>Parent: <a href="../hello_input_system.html" class="page">jMonkeyEngine 3 Tutorial (5) - Hello Input System</a></p>
  437. </div>
  438. <div class="paragraph">
  439. <p>Here is a sample of a program where the camera accelerates if the key is kept pressed.</p>
  440. </div>
  441. <div class="listingblock">
  442. <div class="content">
  443. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">import com.jme3.app.SimpleApplication;
  444. import com.jme3.bounding.BoundingBox;
  445. import com.jme3.font.BitmapText;
  446. import com.jme3.input.KeyInput;
  447. import com.jme3.input.controls.ActionListener;
  448. import com.jme3.input.controls.KeyTrigger;
  449. import com.jme3.light.DirectionalLight;
  450. import com.jme3.light.PointLight;
  451. import com.jme3.material.Material;
  452. import com.jme3.math.ColorRGBA;
  453. import com.jme3.math.Vector3f;
  454. import com.jme3.scene.Geometry;
  455. import com.jme3.terrain.geomipmap.TerrainLodControl;
  456. import com.jme3.terrain.geomipmap.TerrainQuad;
  457. import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
  458. import com.jme3.terrain.heightmap.AbstractHeightMap;
  459. import com.jme3.terrain.heightmap.ImageBasedHeightMap;
  460. import com.jme3.texture.Texture;
  461. import com.jme3.texture.Texture.WrapMode;
  462. public class Accelerate extends SimpleApplication implements ActionListener {
  463. private TerrainQuad terrain;
  464. Material matTerrain;
  465. Material matWire;
  466. boolean wireframe = false;
  467. boolean triPlanar = false;
  468. boolean wardiso = false;
  469. boolean minnaert = false;
  470. protected BitmapText hintText;
  471. PointLight pl;
  472. Geometry lightMdl;
  473. private float dirtScale = 16;
  474. private enum Actions {
  475. LEFT, RIGHT, UP, DOWN;
  476. }
  477. private final int CAMERA_HEIGHT = 250;
  478. private final int STARTING_CAM_SPEED = 1;
  479. private final Vector3f CAM_DIRECTION = new Vector3f(0, -0.3f, 1f);
  480. private final Vector3f CAM_LOCATION = new Vector3f(-1, 0, -CAMERA_HEIGHT);
  481. private final Vector3f walkDirection = new Vector3f();
  482. private boolean left = false;
  483. private boolean right = false;
  484. private boolean up = false;
  485. private boolean down = false;
  486. private float camSpeed = STARTING_CAM_SPEED;
  487. private void initCamera() {
  488. cam.setLocation(CAM_LOCATION);
  489. cam.lookAtDirection(CAM_DIRECTION.normalizeLocal(), Vector3f.UNIT_Y.clone().addLocal(0, 2, 0));
  490. }
  491. public static void main(String[] args) {
  492. Accelerate app = new Accelerate();
  493. app.start();
  494. }
  495. @Override
  496. public void simpleInitApp() {
  497. setupKeys();
  498. initTerrain();
  499. initCamera();
  500. }
  501. @Override
  502. public void simpleUpdate(float tpf) {
  503. updateMovement(tpf);
  504. }
  505. private void updateMovement(float tpf) {
  506. if (left || right || up || down) {
  507. // here we increment the speed using the tpf
  508. camSpeed += tpf * 2;
  509. System.out.print("Camera speed " + camSpeed + "; Location:" + cam.getLocation().toString()
  510. + "; direction:"+cam.getDirection()+"walkDirection:" + walkDirection.toString());
  511. }
  512. Vector3f camDir = cam.getDirection().clone().multLocal(camSpeed);
  513. Vector3f camLeft = cam.getLeft().clone().multLocal(camSpeed);
  514. // adjust position of rigid body for collisions
  515. walkDirection.set(cam.getLocation().clone());
  516. if (left) {
  517. walkDirection.addLocal(camLeft);
  518. }
  519. if (right) {
  520. walkDirection.addLocal(camLeft.negate());
  521. }
  522. if (up) {
  523. walkDirection.addLocal(camDir);
  524. }
  525. if (down) {
  526. walkDirection.addLocal(camDir.negate());
  527. }
  528. // player.setWalkDirection(walkDirection);
  529. cam.setLocation(walkDirection);
  530. if (left || right || up || down) {
  531. System.out.println("; new walkDirection:" + walkDirection);
  532. }
  533. }
  534. private void initTerrain() {
  535. // First, we load up our textures and the heightmap texture for the terrain
  536. // TERRAIN TEXTURE material
  537. matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
  538. matTerrain.setBoolean("useTriPlanarMapping", false);
  539. matTerrain.setFloat("Shininess", 0.0f);
  540. // ALPHA map (for splat textures)
  541. matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
  542. matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
  543. // HEIGHTMAP image (for the terrain heightmap)
  544. Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
  545. // GRASS texture
  546. Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
  547. grass.setWrap(WrapMode.Repeat);
  548. // DIRT texture
  549. Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
  550. dirt.setWrap(WrapMode.Repeat);
  551. matTerrain.setTexture("DiffuseMap", dirt);
  552. matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
  553. // ROCK texture
  554. Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
  555. rock.setWrap(WrapMode.Repeat);
  556. // BRICK texture
  557. Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
  558. brick.setWrap(WrapMode.Repeat);
  559. // RIVER ROCK texture
  560. Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
  561. riverRock.setWrap(WrapMode.Repeat);
  562. // WIREFRAME material
  563. matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
  564. matWire.getAdditionalRenderState().setWireframe(true);
  565. matWire.setColor("Color", ColorRGBA.Green);
  566. // CREATE HEIGHTMAP
  567. AbstractHeightMap heightmap = null;
  568. try {
  569. heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
  570. heightmap.load();
  571. heightmap.smooth(0.9f, 1);
  572. } catch (Exception e) {
  573. e.printStackTrace();
  574. }
  575. /*
  576. * Here we create the actual terrain. The tiles will be 65x65, and the total size of the
  577. * terrain will be 513x513. It uses the heightmap we created to generate the height values.
  578. */
  579. /**
  580. * Optimal terrain patch size is 65 (64x64).
  581. * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
  582. * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
  583. */
  584. terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
  585. TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
  586. control.setLodCalculator(new DistanceLodCalculator(65, 2.7f)); // patch size, and a multiplier
  587. terrain.addControl(control);
  588. terrain.setMaterial(matTerrain);
  589. terrain.setModelBound(new BoundingBox());
  590. terrain.updateModelBound();
  591. terrain.setLocalTranslation(0, -100, 0);
  592. terrain.setLocalScale(1f, 1f, 1f);
  593. rootNode.attachChild(terrain);
  594. DirectionalLight light = new DirectionalLight();
  595. light.setDirection((new Vector3f(-0.5f, -0.5f, -0.5f)).normalize());
  596. rootNode.addLight(light);
  597. }
  598. private void setupKeys() {
  599. inputManager.addMapping(Actions.LEFT.name(), new KeyTrigger(KeyInput.KEY_A));
  600. inputManager.addMapping(Actions.RIGHT.name(), new KeyTrigger(KeyInput.KEY_D));
  601. inputManager.addMapping(Actions.UP.name(), new KeyTrigger(KeyInput.KEY_W));
  602. inputManager.addMapping(Actions.DOWN.name(), new KeyTrigger(KeyInput.KEY_S));
  603. inputManager.addListener(this, Actions.LEFT.name());
  604. inputManager.addListener(this, Actions.RIGHT.name());
  605. inputManager.addListener(this, Actions.UP.name());
  606. inputManager.addListener(this, Actions.DOWN.name());
  607. }
  608. /**
  609. * These are our custom actions triggered by key presses. We do not walk yet, we just keep track of the direction
  610. * the user pressed.
  611. */
  612. @Override
  613. public void onAction(String name, boolean keyPressed, float tpf) {
  614. System.out.println("name:" + name + "; keyPressed:" + keyPressed);
  615. if (name.equals(Actions.LEFT.name())) {
  616. left = keyPressed;
  617. if (!keyPressed) { // if the key isn't pressed anymore reset the speed to the initial value
  618. camSpeed = STARTING_CAM_SPEED;
  619. }
  620. } else if (name.equals(Actions.RIGHT.name())) {
  621. right = keyPressed;
  622. if (!keyPressed) {
  623. camSpeed = STARTING_CAM_SPEED;
  624. }
  625. } else if (name.equals(Actions.UP.name())) {
  626. up = keyPressed;
  627. if (!keyPressed) {
  628. camSpeed = STARTING_CAM_SPEED;
  629. }
  630. } else if (name.equals(Actions.DOWN.name())) {
  631. down = keyPressed;
  632. if (!keyPressed) {
  633. camSpeed = STARTING_CAM_SPEED;
  634. }
  635. }
  636. }
  637. }</code></pre>
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