| /* |
| * Copyright (c) 2009-2010 jMonkeyEngine |
| * All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions are |
| * met: |
| * |
| * * Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * |
| * * Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
| * may be used to endorse or promote products derived from this software |
| * without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
| * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
| * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
| * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| package jme3test.helloworld; |
| |
| import com.jme3.app.SimpleApplication; |
| import com.jme3.material.Material; |
| 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 HelloTerrain extends SimpleApplication { |
| |
| private TerrainQuad terrain; |
| Material mat_terrain; |
| |
| public static void main(String[] args) { |
| HelloTerrain app = new HelloTerrain(); |
| app.start(); |
| } |
| |
| @Override |
| public void simpleInitApp() { |
| flyCam.setMoveSpeed(50); |
| |
| /** 1. Create terrain material and load four textures into it. */ |
| mat_terrain = new Material(assetManager, |
| "Common/MatDefs/Terrain/Terrain.j3md"); |
| |
| /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */ |
| mat_terrain.setTexture("Alpha", assetManager.loadTexture( |
| "Textures/Terrain/splat/alphamap.png")); |
| |
| /** 1.2) Add GRASS texture into the red layer (Tex1). */ |
| Texture grass = assetManager.loadTexture( |
| "Textures/Terrain/splat/grass.jpg"); |
| grass.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex1", grass); |
| mat_terrain.setFloat("Tex1Scale", 64f); |
| |
| /** 1.3) Add DIRT texture into the green layer (Tex2) */ |
| Texture dirt = assetManager.loadTexture( |
| "Textures/Terrain/splat/dirt.jpg"); |
| dirt.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex2", dirt); |
| mat_terrain.setFloat("Tex2Scale", 32f); |
| |
| /** 1.4) Add ROAD texture into the blue layer (Tex3) */ |
| Texture rock = assetManager.loadTexture( |
| "Textures/Terrain/splat/road.jpg"); |
| rock.setWrap(WrapMode.Repeat); |
| mat_terrain.setTexture("Tex3", rock); |
| mat_terrain.setFloat("Tex3Scale", 128f); |
| |
| /** 2. Create the height map */ |
| AbstractHeightMap heightmap = null; |
| Texture heightMapImage = assetManager.loadTexture( |
| "Textures/Terrain/splat/mountains512.png"); |
| heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); |
| heightmap.load(); |
| |
| /** 3. We have prepared material and heightmap. |
| * Now we create the actual terrain: |
| * 3.1) Create a TerrainQuad and name it "my terrain". |
| * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65. |
| * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513. |
| * 3.4) As LOD step scale we supply Vector3f(1,1,1). |
| * 3.5) We supply the prepared heightmap itself. |
| */ |
| int patchSize = 65; |
| terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); |
| |
| /** 4. We give the terrain its material, position & scale it, and attach it. */ |
| terrain.setMaterial(mat_terrain); |
| terrain.setLocalTranslation(0, -100, 0); |
| terrain.setLocalScale(2f, 1f, 2f); |
| rootNode.attachChild(terrain); |
| |
| /** 5. The LOD (level of detail) depends on were the camera is: */ |
| TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); |
| control.setLodCalculator( new DistanceLodCalculator(patchSize, 2.7f) ); // patch size, and a multiplier |
| terrain.addControl(control); |
| } |
| } |