use of com.jme3.input.controls.KeyTrigger in project jmonkeyengine by jMonkeyEngine.
the class TestPssmShadow method initInputs.
private void initInputs() {
/** Write text on the screen (HUD) */
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
infoText = new BitmapText(guiFont, false);
infoText.setSize(guiFont.getCharSet().getRenderedSize());
inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping("changeFiltering", new KeyTrigger(KeyInput.KEY_F));
inputManager.addMapping("ShadowUp", new KeyTrigger(KeyInput.KEY_T));
inputManager.addMapping("ShadowDown", new KeyTrigger(KeyInput.KEY_G));
inputManager.addMapping("ThicknessUp", new KeyTrigger(KeyInput.KEY_Y));
inputManager.addMapping("ThicknessDown", new KeyTrigger(KeyInput.KEY_H));
inputManager.addMapping("lambdaUp", new KeyTrigger(KeyInput.KEY_U));
inputManager.addMapping("lambdaDown", new KeyTrigger(KeyInput.KEY_J));
inputManager.addMapping("toggleHW", new KeyTrigger(KeyInput.KEY_RETURN));
inputManager.addMapping("switchGroundMat", new KeyTrigger(KeyInput.KEY_M));
inputManager.addMapping("splits", new KeyTrigger(KeyInput.KEY_X));
inputManager.addMapping("up", new KeyTrigger(KeyInput.KEY_NUMPAD8));
inputManager.addMapping("down", new KeyTrigger(KeyInput.KEY_NUMPAD2));
inputManager.addMapping("right", new KeyTrigger(KeyInput.KEY_NUMPAD6));
inputManager.addMapping("left", new KeyTrigger(KeyInput.KEY_NUMPAD4));
inputManager.addMapping("fwd", new KeyTrigger(KeyInput.KEY_PGUP));
inputManager.addMapping("back", new KeyTrigger(KeyInput.KEY_PGDN));
inputManager.addListener(this, "lambdaUp", "lambdaDown", "toggleHW", "toggle", "ShadowUp", "ShadowDown", "ThicknessUp", "ThicknessDown", "changeFiltering", "switchGroundMat", "splits", "up", "down", "right", "left", "fwd", "back");
}
use of com.jme3.input.controls.KeyTrigger in project jmonkeyengine by jMonkeyEngine.
the class TestTangentSpace method simpleInitApp.
@Override
public void simpleInitApp() {
renderManager.setSinglePassLightBatchSize(2);
renderManager.setPreferredLightMode(TechniqueDef.LightMode.SinglePass);
initView();
Spatial s = assetManager.loadModel("Models/Test/BasicCubeLow.obj");
rootNode.attachChild(s);
Material m = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
m.setTexture("NormalMap", assetManager.loadTexture("Models/Test/Normal_pixel.png"));
Geometry g = (Geometry) s;
Geometry g2 = (Geometry) g.deepClone();
g2.move(5, 0, 0);
g.getParent().attachChild(g2);
g.setMaterial(m);
g2.setMaterial(m);
//Regular tangent generation (left geom)
TangentBinormalGenerator.generate(g2.getMesh(), true);
//MikkTSPace Tangent generation (right geom)
MikktspaceTangentGenerator.generate(g);
createDebugTangents(g2);
createDebugTangents(g);
inputManager.addListener(new ActionListener() {
@Override
public void onAction(String name, boolean isPressed, float tpf) {
if (name.equals("toggleDebug") && isPressed) {
if (debugNode.getParent() == null) {
rootNode.attachChild(debugNode);
} else {
debugNode.removeFromParent();
}
}
}
}, "toggleDebug");
inputManager.addMapping("toggleDebug", new KeyTrigger(KeyInput.KEY_SPACE));
DirectionalLight dl = new DirectionalLight(new Vector3f(-1, -1, -1).normalizeLocal());
rootNode.addLight(dl);
}
use of com.jme3.input.controls.KeyTrigger in project jmonkeyengine by jMonkeyEngine.
the class TestChaseCamera method simpleInitApp.
public void simpleInitApp() {
// Load a teapot model
teaGeom = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
Material mat_tea = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
teaGeom.setMaterial(mat_tea);
rootNode.attachChild(teaGeom);
// Load a floor model
Material mat_ground = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat_ground.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
Geometry ground = new Geometry("ground", new Quad(50, 50));
ground.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
ground.setLocalTranslation(-25, -1, 25);
ground.setMaterial(mat_ground);
rootNode.attachChild(ground);
// Disable the default first-person cam!
flyCam.setEnabled(false);
// Enable a chase cam
chaseCam = new ChaseCamera(cam, teaGeom, inputManager);
//Uncomment this to invert the camera's vertical rotation Axis
//chaseCam.setInvertVerticalAxis(true);
//Uncomment this to invert the camera's horizontal rotation Axis
//chaseCam.setInvertHorizontalAxis(true);
//Comment this to disable smooth camera motion
chaseCam.setSmoothMotion(true);
//Uncomment this to disable trailing of the camera
//WARNING, trailing only works with smooth motion enabled. It is true by default.
//chaseCam.setTrailingEnabled(false);
//Uncomment this to look 3 world units above the target
//chaseCam.setLookAtOffset(Vector3f.UNIT_Y.mult(3));
//Uncomment this to enable rotation when the middle mouse button is pressed (like Blender)
//WARNING : setting this trigger disable the rotation on right and left mouse button click
//chaseCam.setToggleRotationTrigger(new MouseButtonTrigger(MouseInput.BUTTON_MIDDLE));
//Uncomment this to set mutiple triggers to enable rotation of the cam
//Here spade bar and middle mouse button
//chaseCam.setToggleRotationTrigger(new MouseButtonTrigger(MouseInput.BUTTON_MIDDLE),new KeyTrigger(KeyInput.KEY_SPACE));
//registering inputs for target's movement
registerInput();
}
use of com.jme3.input.controls.KeyTrigger in project jmonkeyengine by jMonkeyEngine.
the class TestChaseCameraAppState method registerInput.
public void registerInput() {
inputManager.addMapping("moveForward", new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("moveBackward", new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("moveRight", new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("moveLeft", new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("displayPosition", new KeyTrigger(KeyInput.KEY_P));
inputManager.addListener(this, "moveForward", "moveBackward", "moveRight", "moveLeft");
inputManager.addListener(this, "displayPosition");
}
use of com.jme3.input.controls.KeyTrigger in project jmonkeyengine by jMonkeyEngine.
the class RollingTheMonkey method simpleInitApp.
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f));
viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f));
// init physics
BulletAppState bulletState = new BulletAppState();
stateManager.attach(bulletState);
space = bulletState.getPhysicsSpace();
space.addCollisionListener(this);
// create light
DirectionalLight sun = new DirectionalLight();
sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal());
System.out.println("Here We Go: " + sun.getDirection());
sun.setColor(ColorRGBA.White);
rootNode.addLight(sun);
// create materials
Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialRed.setBoolean("UseMaterialColors", true);
materialRed.setBoolean("HardwareShadows", true);
materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f));
materialRed.setColor("Specular", ColorRGBA.White);
materialRed.setFloat("Shininess", 64.0f);
Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialGreen.setBoolean("UseMaterialColors", true);
materialGreen.setBoolean("HardwareShadows", true);
materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f));
materialGreen.setColor("Specular", ColorRGBA.White);
materialGreen.setFloat("Shininess", 64.0f);
Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
logoMaterial.setBoolean("UseMaterialColors", true);
logoMaterial.setBoolean("HardwareShadows", true);
logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png"));
logoMaterial.setColor("Diffuse", ColorRGBA.White);
logoMaterial.setColor("Specular", ColorRGBA.White);
logoMaterial.setFloat("Shininess", 32.0f);
Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
materialYellow.setBoolean("UseMaterialColors", true);
materialYellow.setBoolean("HardwareShadows", true);
materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f));
materialYellow.setColor("Specular", ColorRGBA.White);
materialYellow.setFloat("Shininess", 64.0f);
// create level spatial
// TODO: create your own level mesh
Node level = new Node("level");
level.setShadowMode(ShadowMode.CastAndReceive);
Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f));
floor.setShadowMode(ShadowMode.Receive);
floor.setLocalTranslation(0.0f, -0.5f, 0.0f);
floor.setMaterial(materialGreen);
Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f));
wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f);
wallNorth.setMaterial(materialRed);
Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f));
wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f);
wallSouth.setMaterial(materialRed);
Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f));
wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f);
wallEast.setMaterial(materialRed);
Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f));
wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f);
wallWest.setMaterial(materialRed);
level.attachChild(floor);
level.attachChild(wallNorth);
level.attachChild(wallSouth);
level.attachChild(wallEast);
level.attachChild(wallWest);
// The easy way: level.addControl(new RigidBodyControl(0));
// create level Shape
CompoundCollisionShape levelShape = new CompoundCollisionShape();
BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f));
BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f));
BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f));
levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f));
levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f));
levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f));
levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f));
levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f));
level.addControl(new RigidBodyControl(levelShape, 0));
rootNode.attachChild(level);
space.addAll(level);
// create Pickups
// TODO: create your own pickUp mesh
// create single mesh for all pickups
// HINT: think particles.
pickUps = new Node("pickups");
Quaternion rotation = new Quaternion();
Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS);
int index = 0;
float ammount = FastMath.TWO_PI / PICKUP_COUNT;
for (float angle = 0; angle < FastMath.TWO_PI; angle += ammount) {
Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE, PICKUP_SIZE, PICKUP_SIZE));
pickUp.setShadowMode(ShadowMode.CastAndReceive);
pickUp.setMaterial(materialYellow);
pickUp.setLocalRotation(rotation.fromAngles(FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI, FastMath.rand.nextFloat() * FastMath.TWO_PI));
rotation.fromAngles(0.0f, angle, 0.0f);
rotation.mult(translation, pickUp.getLocalTranslation());
pickUps.attachChild(pickUp);
pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE)));
space.addAll(pickUp);
//space.addCollisionListener(pickUpControl);
}
rootNode.attachChild(pickUps);
// Create player
// TODO: create your own player mesh
Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS));
playerGeometry.setShadowMode(ShadowMode.CastAndReceive);
playerGeometry.setLocalTranslation(PLAYER_START.clone());
playerGeometry.setMaterial(logoMaterial);
// Store control for applying forces
// TODO: create your own player control
player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS);
player.setRestitution(PLAYER_REST);
playerGeometry.addControl(player);
rootNode.attachChild(playerGeometry);
space.addAll(playerGeometry);
inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP), new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN), new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT), new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT), new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R));
inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET);
// init UI
infoText = new BitmapText(guiFont, false);
infoText.setText(INFO_MESSAGE);
guiNode.attachChild(infoText);
scoreText = new BitmapText(guiFont, false);
scoreText.setText("Score: 0");
guiNode.attachChild(scoreText);
messageText = new BitmapText(guiFont, false);
messageText.setText(MESSAGE);
messageText.setLocalScale(0.0f);
guiNode.attachChild(messageText);
infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f);
scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, scoreText.getLineHeight(), 0.0f);
messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, (cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f);
// init shadows
FilterPostProcessor processor = new FilterPostProcessor(assetManager);
DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1);
filter.setLight(sun);
processor.addFilter(filter);
viewPort.addProcessor(processor);
}
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