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- <h1 class="page">jMonkeyEngine 3 Tutorial (5) - Hello Input System - Variation over time key is pressed</h1>
- <div class="paragraph">
- <p>Parent: <a href="../hello_input_system.html" class="page">jMonkeyEngine 3 Tutorial (5) - Hello Input System</a></p>
- </div>
- <div class="paragraph">
- <p>Here is a sample of a program where the camera accelerates if the key is kept pressed.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">import com.jme3.app.SimpleApplication;
- import com.jme3.bounding.BoundingBox;
- import com.jme3.font.BitmapText;
- import com.jme3.input.KeyInput;
- import com.jme3.input.controls.ActionListener;
- import com.jme3.input.controls.KeyTrigger;
- import com.jme3.light.DirectionalLight;
- import com.jme3.light.PointLight;
- import com.jme3.material.Material;
- import com.jme3.math.ColorRGBA;
- import com.jme3.math.Vector3f;
- import com.jme3.scene.Geometry;
- import com.jme3.terrain.geomipmap.TerrainLodControl;
- import com.jme3.terrain.geomipmap.TerrainQuad;
- import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
- import com.jme3.terrain.heightmap.AbstractHeightMap;
- import com.jme3.terrain.heightmap.ImageBasedHeightMap;
- import com.jme3.texture.Texture;
- import com.jme3.texture.Texture.WrapMode;
- public class Accelerate extends SimpleApplication implements ActionListener {
- private TerrainQuad terrain;
- Material matTerrain;
- Material matWire;
- boolean wireframe = false;
- boolean triPlanar = false;
- boolean wardiso = false;
- boolean minnaert = false;
- protected BitmapText hintText;
- PointLight pl;
- Geometry lightMdl;
- private float dirtScale = 16;
- private enum Actions {
- LEFT, RIGHT, UP, DOWN;
- }
- private final int CAMERA_HEIGHT = 250;
- private final int STARTING_CAM_SPEED = 1;
- private final Vector3f CAM_DIRECTION = new Vector3f(0, -0.3f, 1f);
- private final Vector3f CAM_LOCATION = new Vector3f(-1, 0, -CAMERA_HEIGHT);
- private final Vector3f walkDirection = new Vector3f();
- private boolean left = false;
- private boolean right = false;
- private boolean up = false;
- private boolean down = false;
- private float camSpeed = STARTING_CAM_SPEED;
- private void initCamera() {
- cam.setLocation(CAM_LOCATION);
- cam.lookAtDirection(CAM_DIRECTION.normalizeLocal(), Vector3f.UNIT_Y.clone().addLocal(0, 2, 0));
- }
- public static void main(String[] args) {
- Accelerate app = new Accelerate();
- app.start();
- }
- @Override
- public void simpleInitApp() {
- setupKeys();
- initTerrain();
- initCamera();
- }
- @Override
- public void simpleUpdate(float tpf) {
- updateMovement(tpf);
- }
- private void updateMovement(float tpf) {
- if (left || right || up || down) {
- // here we increment the speed using the tpf
- camSpeed += tpf * 2;
- System.out.print("Camera speed " + camSpeed + "; Location:" + cam.getLocation().toString()
- + "; direction:"+cam.getDirection()+"walkDirection:" + walkDirection.toString());
- }
- Vector3f camDir = cam.getDirection().clone().multLocal(camSpeed);
- Vector3f camLeft = cam.getLeft().clone().multLocal(camSpeed);
- // adjust position of rigid body for collisions
- walkDirection.set(cam.getLocation().clone());
- if (left) {
- walkDirection.addLocal(camLeft);
- }
- if (right) {
- walkDirection.addLocal(camLeft.negate());
- }
- if (up) {
- walkDirection.addLocal(camDir);
- }
- if (down) {
- walkDirection.addLocal(camDir.negate());
- }
- // player.setWalkDirection(walkDirection);
- cam.setLocation(walkDirection);
- if (left || right || up || down) {
- System.out.println("; new walkDirection:" + walkDirection);
- }
- }
- private void initTerrain() {
- // First, we load up our textures and the heightmap texture for the terrain
- // TERRAIN TEXTURE material
- matTerrain = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
- matTerrain.setBoolean("useTriPlanarMapping", false);
- matTerrain.setFloat("Shininess", 0.0f);
- // ALPHA map (for splat textures)
- matTerrain.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alpha1.png"));
- matTerrain.setTexture("AlphaMap_1", assetManager.loadTexture("Textures/Terrain/splat/alpha2.png"));
- // HEIGHTMAP image (for the terrain heightmap)
- Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
- // GRASS texture
- Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
- grass.setWrap(WrapMode.Repeat);
- // DIRT texture
- Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
- dirt.setWrap(WrapMode.Repeat);
- matTerrain.setTexture("DiffuseMap", dirt);
- matTerrain.setFloat("DiffuseMap_0_scale", dirtScale);
- // ROCK texture
- Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
- rock.setWrap(WrapMode.Repeat);
- // BRICK texture
- Texture brick = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
- brick.setWrap(WrapMode.Repeat);
- // RIVER ROCK texture
- Texture riverRock = assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg");
- riverRock.setWrap(WrapMode.Repeat);
- // WIREFRAME material
- matWire = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
- matWire.getAdditionalRenderState().setWireframe(true);
- matWire.setColor("Color", ColorRGBA.Green);
- // CREATE HEIGHTMAP
- AbstractHeightMap heightmap = null;
- try {
- heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.5f);
- heightmap.load();
- heightmap.smooth(0.9f, 1);
- } catch (Exception e) {
- e.printStackTrace();
- }
- /*
- * Here we create the actual terrain. The tiles will be 65x65, and the total size of the
- * terrain will be 513x513. It uses the heightmap we created to generate the height values.
- */
- /**
- * Optimal terrain patch size is 65 (64x64).
- * The total size is up to you. At 1025 it ran fine for me (200+FPS), however at
- * size=2049, it got really slow. But that is a jump from 2 million to 8 million triangles...
- */
- terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());//, new LodPerspectiveCalculatorFactory(getCamera(), 4)); // add this in to see it use entropy for LOD calculations
- TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
- control.setLodCalculator(new DistanceLodCalculator(65, 2.7f)); // patch size, and a multiplier
- terrain.addControl(control);
- terrain.setMaterial(matTerrain);
- terrain.setModelBound(new BoundingBox());
- terrain.updateModelBound();
- terrain.setLocalTranslation(0, -100, 0);
- terrain.setLocalScale(1f, 1f, 1f);
- rootNode.attachChild(terrain);
- DirectionalLight light = new DirectionalLight();
- light.setDirection((new Vector3f(-0.5f, -0.5f, -0.5f)).normalize());
- rootNode.addLight(light);
- }
- private void setupKeys() {
- inputManager.addMapping(Actions.LEFT.name(), new KeyTrigger(KeyInput.KEY_A));
- inputManager.addMapping(Actions.RIGHT.name(), new KeyTrigger(KeyInput.KEY_D));
- inputManager.addMapping(Actions.UP.name(), new KeyTrigger(KeyInput.KEY_W));
- inputManager.addMapping(Actions.DOWN.name(), new KeyTrigger(KeyInput.KEY_S));
- inputManager.addListener(this, Actions.LEFT.name());
- inputManager.addListener(this, Actions.RIGHT.name());
- inputManager.addListener(this, Actions.UP.name());
- inputManager.addListener(this, Actions.DOWN.name());
- }
- /**
- * These are our custom actions triggered by key presses. We do not walk yet, we just keep track of the direction
- * the user pressed.
- */
- @Override
- public void onAction(String name, boolean keyPressed, float tpf) {
- System.out.println("name:" + name + "; keyPressed:" + keyPressed);
- if (name.equals(Actions.LEFT.name())) {
- left = keyPressed;
- if (!keyPressed) { // if the key isn't pressed anymore reset the speed to the initial value
- camSpeed = STARTING_CAM_SPEED;
- }
- } else if (name.equals(Actions.RIGHT.name())) {
- right = keyPressed;
- if (!keyPressed) {
- camSpeed = STARTING_CAM_SPEED;
- }
- } else if (name.equals(Actions.UP.name())) {
- up = keyPressed;
- if (!keyPressed) {
- camSpeed = STARTING_CAM_SPEED;
- }
- } else if (name.equals(Actions.DOWN.name())) {
- down = keyPressed;
- if (!keyPressed) {
- camSpeed = STARTING_CAM_SPEED;
- }
- }
- }
- }</code></pre>
- </div>
- </div>
- </article>
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