| /* |
| * 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.collision; |
| |
| import com.jme3.app.SimpleApplication; |
| import com.jme3.collision.CollisionResult; |
| import com.jme3.collision.CollisionResults; |
| import com.jme3.light.DirectionalLight; |
| import com.jme3.material.Material; |
| import com.jme3.math.ColorRGBA; |
| import com.jme3.math.Quaternion; |
| import com.jme3.math.Ray; |
| import com.jme3.math.Vector3f; |
| import com.jme3.scene.Geometry; |
| import com.jme3.scene.Node; |
| import com.jme3.scene.Spatial; |
| import com.jme3.scene.debug.Arrow; |
| import com.jme3.scene.shape.Box; |
| |
| public class TestMousePick extends SimpleApplication { |
| |
| public static void main(String[] args) { |
| TestMousePick app = new TestMousePick(); |
| app.start(); |
| } |
| |
| Node shootables; |
| Geometry mark; |
| |
| @Override |
| public void simpleInitApp() { |
| flyCam.setEnabled(false); |
| initMark(); // a red sphere to mark the hit |
| |
| /** create four colored boxes and a floor to shoot at: */ |
| shootables = new Node("Shootables"); |
| rootNode.attachChild(shootables); |
| shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f)); |
| shootables.attachChild(makeCube("a tin can", 1f, -2f, 0f)); |
| shootables.attachChild(makeCube("the Sheriff", 0f, 1f, -2f)); |
| shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f)); |
| shootables.attachChild(makeFloor()); |
| shootables.attachChild(makeCharacter()); |
| } |
| |
| @Override |
| public void simpleUpdate(float tpf){ |
| Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f); |
| Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f); |
| direction.subtractLocal(origin).normalizeLocal(); |
| |
| Ray ray = new Ray(origin, direction); |
| CollisionResults results = new CollisionResults(); |
| shootables.collideWith(ray, results); |
| // System.out.println("----- Collisions? " + results.size() + "-----"); |
| // for (int i = 0; i < results.size(); i++) { |
| // // For each hit, we know distance, impact point, name of geometry. |
| // float dist = results.getCollision(i).getDistance(); |
| // Vector3f pt = results.getCollision(i).getWorldContactPoint(); |
| // String hit = results.getCollision(i).getGeometry().getName(); |
| // System.out.println("* Collision #" + i); |
| // System.out.println(" You shot " + hit + " at " + pt + ", " + dist + " wu away."); |
| // } |
| if (results.size() > 0) { |
| CollisionResult closest = results.getClosestCollision(); |
| mark.setLocalTranslation(closest.getContactPoint()); |
| |
| Quaternion q = new Quaternion(); |
| q.lookAt(closest.getContactNormal(), Vector3f.UNIT_Y); |
| mark.setLocalRotation(q); |
| |
| rootNode.attachChild(mark); |
| } else { |
| rootNode.detachChild(mark); |
| } |
| } |
| |
| /** A cube object for target practice */ |
| protected Geometry makeCube(String name, float x, float y, float z) { |
| Box box = new Box(new Vector3f(x, y, z), 1, 1, 1); |
| Geometry cube = new Geometry(name, box); |
| Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| mat1.setColor("Color", ColorRGBA.randomColor()); |
| cube.setMaterial(mat1); |
| return cube; |
| } |
| |
| /** A floor to show that the "shot" can go through several objects. */ |
| protected Geometry makeFloor() { |
| Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15); |
| Geometry floor = new Geometry("the Floor", box); |
| Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| mat1.setColor("Color", ColorRGBA.Gray); |
| floor.setMaterial(mat1); |
| return floor; |
| } |
| |
| /** A red ball that marks the last spot that was "hit" by the "shot". */ |
| protected void initMark() { |
| Arrow arrow = new Arrow(Vector3f.UNIT_Z.mult(2f)); |
| arrow.setLineWidth(3); |
| |
| //Sphere sphere = new Sphere(30, 30, 0.2f); |
| mark = new Geometry("BOOM!", arrow); |
| //mark = new Geometry("BOOM!", sphere); |
| Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); |
| mark_mat.setColor("Color", ColorRGBA.Red); |
| mark.setMaterial(mark_mat); |
| } |
| |
| protected Spatial makeCharacter() { |
| // load a character from jme3test-test-data |
| Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml"); |
| golem.scale(0.5f); |
| golem.setLocalTranslation(-1.0f, -1.5f, -0.6f); |
| |
| // We must add a light to make the model visible |
| DirectionalLight sun = new DirectionalLight(); |
| sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f).normalizeLocal()); |
| golem.addLight(sun); |
| return golem; |
| } |
| } |