Java Code Examples for com.jme3.scene.Node#collideWith()

The following examples show how to use com.jme3.scene.Node#collideWith() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: TestJoystick.java    From jmonkeyengine with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
private static CollisionResults pick(Camera cam, Vector2f mouseLoc, Node node) {
    CollisionResults results = new CollisionResults();
    Ray ray = new Ray();
    Vector3f pos = new Vector3f(mouseLoc.x, mouseLoc.y, -1);
    Vector3f dir = new Vector3f(mouseLoc.x, mouseLoc.y, 1);
    dir.subtractLocal(pos).normalizeLocal();
    ray.setOrigin(pos);
    ray.setDirection(dir);
    node.collideWith(ray, results);
    return results;
}
 
Example 2
Source File: PointUtil.java    From OpenRTS with MIT License 5 votes vote down vote up
private static CollisionResult getCollision(Node n, Ray r) {
	CollisionResults results = new CollisionResults();
	n.collideWith(r, results);
	if (results.size() == 0) {
		return null;
	}
	return results.getClosestCollision();
}
 
Example 3
Source File: SceneEditTool.java    From MikuMikuStudio with BSD 2-Clause "Simplified" License 5 votes vote down vote up
private CollisionResult pick(Camera cam, Vector2f mouseLoc, Node node) {
    CollisionResults results = new CollisionResults();
    Ray ray = new Ray();
    Vector3f pos = cam.getWorldCoordinates(mouseLoc, 0).clone();
    Vector3f dir = cam.getWorldCoordinates(mouseLoc, 0.1f).clone();
    dir.subtractLocal(pos).normalizeLocal();
    ray.setOrigin(pos);
    ray.setDirection(dir);
    node.collideWith(ray, results);
    CollisionResult result = results.getClosestCollision();
    return result;
}
 
Example 4
Source File: MoveToolControl.java    From jmonkeybuilder with Apache License 2.0 4 votes vote down vote up
@Override
@JmeThread
public void processTransform() {

    final EditorTransformSupport editorControl = getEditorControl();
    final LocalObjects local = LocalObjects.get();

    final Camera camera = editorControl.getCamera();
    final InputManager inputManager = EditorUtil.getInputManager();
    final Vector2f cursorPosition = inputManager.getCursorPosition();
    final CollisionResults results = local.nextCollisionResults();

    final Vector3f position = camera.getWorldCoordinates(cursorPosition, 0f, local.nextVector());
    final Vector3f direction = camera.getWorldCoordinates(cursorPosition, 1f, local.nextVector())
            .subtractLocal(position)
            .normalizeLocal();

    final Ray ray = local.nextRay();
    ray.setOrigin(position);
    ray.setDirection(direction);

    final Node collisionPlane = getCollisionPlane();
    collisionPlane.collideWith(ray, results);

    final CollisionResult result = results.getClosestCollision();
    final Transform transform = editorControl.getTransformCenter();

    // Complex trigonometry formula based on sin(angle)*distance
    if (result == null || transform == null) {
        return;
    }

    final Node parentNode = getParentNode();

    final Vector3f translation = parentNode.getLocalTranslation();
    final Vector3f contactPoint = result.getContactPoint(); // get a point of collisionPlane

    //set new deltaVector if it's not set
    if (Float.isNaN(editorControl.getTransformDeltaX())) {
        editorControl.setTransformDeltaX(translation.getX() - contactPoint.getX());
        editorControl.setTransformDeltaY(translation.getY() - contactPoint.getY());
        editorControl.setTransformDeltaZ(translation.getZ() - contactPoint.getZ());
    }

    // add delta of the picked place
    contactPoint.addLocal(editorControl.getTransformDeltaX(), editorControl.getTransformDeltaY(),
            editorControl.getTransformDeltaZ());

    final Vector3f difference = contactPoint.subtract(translation, local.nextVector());
    float distanceToContactPoint = translation.distance(contactPoint);

    // Picked vector
    final PickedAxis pickedAxis = editorControl.getPickedAxis();
    final TransformationMode transformationMode = editorControl.getTransformationMode();
    final Vector3f pickedVector = transformationMode.getPickedVector(transform, pickedAxis, camera);
    final Quaternion rotation = parentNode.getLocalRotation();

    // the main formula for constraint axis
    final Vector3f normalizedDifference = local.nextVector(difference).normalizeLocal();

    float angle = normalizedDifference.angleBetween(rotation.mult(pickedVector, local.nextVector())
            .normalizeLocal());

    float distanceVec2 = distanceToContactPoint * FastMath.sin(angle);

    // fix if angle>90 degrees
    Vector3f perpendicularVec = collisionPlane.getLocalRotation()
            .mult(Vector3f.UNIT_X, local.nextVector())
            .multLocal(distanceVec2);

    Vector3f checkVec = contactPoint.add(perpendicularVec, local.nextVector())
            .subtractLocal(contactPoint)
            .normalizeLocal();

    float angleCheck = checkVec.angleBetween(normalizedDifference);

    if (angleCheck < FastMath.HALF_PI) {
        perpendicularVec.negateLocal();
    }

    // find distance to move
    float distanceToMove = contactPoint.addLocal(perpendicularVec).distance(translation);

    // invert value if it's needed for negative movement
    if (angle > FastMath.HALF_PI) {
        distanceToMove = -distanceToMove;
    }

    translateObjects(pickedAxis, notNull(editorControl.getToTransform()), transform, distanceToMove);
}