KeyBindingManager.getKeyBindingManager().set( "f", KeyInput.KEY_F ); KeyBindingManager.getKeyBindingManager().set( "g", KeyInput.KEY_G );
	protected void simpleInitGame() {		display.setTitle( "Water Test" );		cam.setFrustumPerspective( 45.0f, (float) display.getWidth() / (float) display.getHeight(), 1f, farPlane );		cam.setLocation( new Vector3f( 100, 50, 100 ) );		cam.lookAt( new Vector3f( 0, 0, 0 ), Vector3f.UNIT_Y );		cam.update();		setupFog();		Node reflectedNode = new Node( "reflectNode" );		buildSkyBox();		reflectedNode.attachChild( skybox );		reflectedNode.attachChild( createObjects() );		rootNode.attachChild( reflectedNode );		waterEffectRenderPass = new WaterRenderPass( cam, 4, true, true );		waterEffectRenderPass.setClipBias( 0.5f );		waterEffectRenderPass.setWaterMaxAmplitude( 5.0f );		//setting to default value just to show		waterEffectRenderPass.setWaterPlane( new Plane( new Vector3f( 0.0f, 1.0f, 0.0f ), 0.0f ) );		projectedGrid = new ProjectedGrid( "ProjectedGrid", cam, 100, 70, 0.01f, new WaterHeightGenerator() );//or implement your own waves like this(or in a separate class)...//		projectedGrid = new ProjectedGrid( "ProjectedGrid", cam, 50, 50, 0.01f, new HeightGenerator() {//			public float getHeight( float x, float z, float time ) {//				return FastMath.sin(x*0.05f+time*2.0f)+FastMath.cos(z*0.1f+time*4.0f)*2;//			}//		} );		waterEffectRenderPass.setWaterEffectOnSpatial( projectedGrid );		rootNode.attachChild( projectedGrid );		waterEffectRenderPass.setReflectedScene( reflectedNode );		waterEffectRenderPass.setSkybox( skybox );		pManager.add( waterEffectRenderPass );		RenderPass rootPass = new RenderPass();		rootPass.add( rootNode );		pManager.add( rootPass );		RenderPass fpsPass = new RenderPass();		fpsPass.add( fpsNode );		pManager.add( fpsPass );		KeyBindingManager.getKeyBindingManager().set( "f", KeyInput.KEY_F );		KeyBindingManager.getKeyBindingManager().set( "g", KeyInput.KEY_G );		rootNode.setCullMode( Spatial.CULL_NEVER );		rootNode.setRenderQueueMode( Renderer.QUEUE_OPAQUE );		fpsNode.setRenderQueueMode( Renderer.QUEUE_OPAQUE );	}