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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package jme3test.helloworld;
     34 
     35 import com.jme3.app.SimpleApplication;
     36 import com.jme3.material.Material;
     37 import com.jme3.terrain.geomipmap.TerrainLodControl;
     38 import com.jme3.terrain.geomipmap.TerrainQuad;
     39 import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
     40 import com.jme3.terrain.heightmap.AbstractHeightMap;
     41 import com.jme3.terrain.heightmap.ImageBasedHeightMap;
     42 import com.jme3.texture.Texture;
     43 import com.jme3.texture.Texture.WrapMode;
     44 
     45 public class HelloTerrain extends SimpleApplication {
     46 
     47   private TerrainQuad terrain;
     48   Material mat_terrain;
     49 
     50   public static void main(String[] args) {
     51     HelloTerrain app = new HelloTerrain();
     52     app.start();
     53   }
     54 
     55   @Override
     56   public void simpleInitApp() {
     57     flyCam.setMoveSpeed(50);
     58 
     59     /** 1. Create terrain material and load four textures into it. */
     60     mat_terrain = new Material(assetManager,
     61             "Common/MatDefs/Terrain/Terrain.j3md");
     62 
     63     /** 1.1) Add ALPHA map (for red-blue-green coded splat textures) */
     64     mat_terrain.setTexture("Alpha", assetManager.loadTexture(
     65             "Textures/Terrain/splat/alphamap.png"));
     66 
     67     /** 1.2) Add GRASS texture into the red layer (Tex1). */
     68     Texture grass = assetManager.loadTexture(
     69             "Textures/Terrain/splat/grass.jpg");
     70     grass.setWrap(WrapMode.Repeat);
     71     mat_terrain.setTexture("Tex1", grass);
     72     mat_terrain.setFloat("Tex1Scale", 64f);
     73 
     74     /** 1.3) Add DIRT texture into the green layer (Tex2) */
     75     Texture dirt = assetManager.loadTexture(
     76             "Textures/Terrain/splat/dirt.jpg");
     77     dirt.setWrap(WrapMode.Repeat);
     78     mat_terrain.setTexture("Tex2", dirt);
     79     mat_terrain.setFloat("Tex2Scale", 32f);
     80 
     81     /** 1.4) Add ROAD texture into the blue layer (Tex3) */
     82     Texture rock = assetManager.loadTexture(
     83             "Textures/Terrain/splat/road.jpg");
     84     rock.setWrap(WrapMode.Repeat);
     85     mat_terrain.setTexture("Tex3", rock);
     86     mat_terrain.setFloat("Tex3Scale", 128f);
     87 
     88     /** 2. Create the height map */
     89     AbstractHeightMap heightmap = null;
     90     Texture heightMapImage = assetManager.loadTexture(
     91             "Textures/Terrain/splat/mountains512.png");
     92     heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
     93     heightmap.load();
     94 
     95     /** 3. We have prepared material and heightmap.
     96      * Now we create the actual terrain:
     97      * 3.1) Create a TerrainQuad and name it "my terrain".
     98      * 3.2) A good value for terrain tiles is 64x64 -- so we supply 64+1=65.
     99      * 3.3) We prepared a heightmap of size 512x512 -- so we supply 512+1=513.
    100      * 3.4) As LOD step scale we supply Vector3f(1,1,1).
    101      * 3.5) We supply the prepared heightmap itself.
    102      */
    103     int patchSize = 65;
    104     terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap());
    105 
    106     /** 4. We give the terrain its material, position & scale it, and attach it. */
    107     terrain.setMaterial(mat_terrain);
    108     terrain.setLocalTranslation(0, -100, 0);
    109     terrain.setLocalScale(2f, 1f, 2f);
    110     rootNode.attachChild(terrain);
    111 
    112     /** 5. The LOD (level of detail) depends on were the camera is: */
    113     TerrainLodControl control = new TerrainLodControl(terrain, getCamera());
    114     control.setLodCalculator( new DistanceLodCalculator(patchSize, 2.7f) ); // patch size, and a multiplier
    115     terrain.addControl(control);
    116   }
    117 }
    118