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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
+ * 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;
+ }
+}