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/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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package com.jme3.terrain.geomipmap.picking;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.math.Ray;
import com.jme3.math.Triangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.terrain.geomipmap.TerrainPatch;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
/**
* It basically works by casting a pick ray
* against the bounding volumes of the TerrainQuad and its children, gathering
* all of the TerrainPatches hit (in distance order.) The triangles of each patch
* are then tested using the BresenhamYUpGridTracer to determine which triangles
* to test and in what order. When a hit is found, it is guaranteed to be the
* first such hit and can immediately be returned.
*
* @author Joshua Slack
* @author Brent Owens
*/
public class BresenhamTerrainPicker implements TerrainPicker {
private final Triangle gridTriA = new Triangle(new Vector3f(), new Vector3f(), new Vector3f());
private final Triangle gridTriB = new Triangle(new Vector3f(), new Vector3f(), new Vector3f());
private final Vector3f calcVec1 = new Vector3f();
private final Ray workRay = new Ray();
private final Ray worldPickRay = new Ray();
private final TerrainQuad root;
private final BresenhamYUpGridTracer tracer = new BresenhamYUpGridTracer();
public BresenhamTerrainPicker(TerrainQuad root) {
this.root = root;
}
public Vector3f getTerrainIntersection(Ray worldPick, CollisionResults results) {
worldPickRay.set(worldPick);
List<TerrainPickData> pickData = new ArrayList<TerrainPickData>();
root.findPick(worldPick.clone(), pickData);
Collections.sort(pickData);
if (pickData.isEmpty())
return null;
workRay.set(worldPick);
for (TerrainPickData pd : pickData) {
TerrainPatch patch = pd.targetPatch;
tracer.getGridSpacing().set(patch.getWorldScale());
tracer.setGridOrigin(patch.getWorldTranslation());
workRay.getOrigin().set(worldPick.getDirection()).multLocal(pd.cr.getDistance()-.1f).addLocal(worldPick.getOrigin());
tracer.startWalk(workRay);
final Vector3f intersection = new Vector3f();
final Vector2f loc = tracer.getGridLocation();
if (tracer.isRayPerpendicularToGrid()) {
Triangle hit = new Triangle();
checkTriangles(loc.x, loc.y, workRay, intersection, patch, hit);
float distance = worldPickRay.origin.distance(intersection);
CollisionResult cr = new CollisionResult(intersection, distance);
cr.setGeometry(patch);
cr.setContactNormal(hit.getNormal());
results.addCollision(cr);
return intersection;
}
while (loc.x >= -1 && loc.x <= patch.getSize() &&
loc.y >= -1 && loc.y <= patch.getSize()) {
//System.out.print(loc.x+","+loc.y+" : ");
// check the triangles of main square for intersection.
Triangle hit = new Triangle();
if (checkTriangles(loc.x, loc.y, workRay, intersection, patch, hit)) {
// we found an intersection, so return that!
float distance = worldPickRay.origin.distance(intersection);
CollisionResult cr = new CollisionResult(intersection, distance);
cr.setGeometry(patch);
results.addCollision(cr);
cr.setContactNormal(hit.getNormal());
return intersection;
}
// because of how we get our height coords, we will
// sometimes be off by a grid spot, so we check the next
// grid space up.
int dx = 0, dz = 0;
Direction d = tracer.getLastStepDirection();
switch (d) {
case PositiveX:
case NegativeX:
dx = 0;
dz = 1;
break;
case PositiveZ:
case NegativeZ:
dx = 1;
dz = 0;
break;
}
if (checkTriangles(loc.x + dx, loc.y + dz, workRay, intersection, patch, hit)) {
// we found an intersection, so return that!
float distance = worldPickRay.origin.distance(intersection);
CollisionResult cr = new CollisionResult(intersection, distance);
results.addCollision(cr);
cr.setGeometry(patch);
cr.setContactNormal(hit.getNormal());
return intersection;
}
tracer.next();
}
}
return null;
}
protected boolean checkTriangles(float gridX, float gridY, Ray pick, Vector3f intersection, TerrainPatch patch, Triangle store) {
if (!getTriangles(gridX, gridY, patch))
return false;
if (pick.intersectWhere(gridTriA, intersection)) {
store.set(gridTriA.get1(), gridTriA.get2(), gridTriA.get3());
return true;
} else {
if (pick.intersectWhere(gridTriB, intersection)) {
store.set(gridTriB.get1(), gridTriB.get2(), gridTriB.get3());
return true;
}
}
return false;
}
/**
* Request the triangles (in world coord space) of a TerrainBlock that
* correspond to the given grid location. The triangles are stored in the
* class fields _gridTriA and _gridTriB.
*
* @param gridX
* grid row
* @param gridY
* grid column
* @param block
* the TerrainBlock we are working with
* @return true if the grid point is valid for the given block, false if it
* is off the block.
*/
protected boolean getTriangles(float gridX, float gridY, TerrainPatch patch) {
calcVec1.set(gridX, 0, gridY);
int index = findClosestHeightIndex(calcVec1, patch);
if (index == -1)
return false;
Triangle[] t = patch.getGridTriangles(gridX, gridY);
if (t == null || t.length == 0)
return false;
gridTriA.set1(t[0].get1());
gridTriA.set2(t[0].get2());
gridTriA.set3(t[0].get3());
gridTriB.set1(t[1].get1());
gridTriB.set2(t[1].get2());
gridTriB.set3(t[1].get3());
return true;
}
/**
* Finds the closest height point to a position. Will always be left/above
* that position.
*
* @param position
* the position to check at
* @param block
* the block to get height values from
* @return an index to the height position of the given block.
*/
protected int findClosestHeightIndex(Vector3f position, TerrainPatch patch) {
int x = (int) position.x;
int z = (int) position.z;
if (x < 0 || x >= patch.getSize() - 1) {
return -1;
}
if (z < 0 || z >= patch.getSize() - 1) {
return -1;
}
return z * patch.getSize() + x;
}
}