Java Code Examples for com.jme3.collision.CollisionResult#setTriangleIndex()
The following examples show how to use
com.jme3.collision.CollisionResult#setTriangleIndex() .
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Example 1
Source File: BresenhamTerrainPicker.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * This method adds the found Collision to an existing collisionResult. * @param results The results to add this collision to * @param patch The TerrainPatch which collided * @param intersection The actual intersection position * @param hit The hit triangle * @param distance The distance at which the hit occurred * @return Whether the collision was accepted to the list or whether it has been deduplicated */ private boolean addCollision(CollisionResults results, TerrainPatch patch, Vector3f intersection, Triangle hit, float distance) { CollisionResult cr = new CollisionResult(intersection.clone(), distance); cr.setGeometry(patch); cr.setContactNormal(hit.getNormal()); cr.setTriangleIndex(hit.getIndex()); // this will probably always be 0 for (int i = 0; i < results.size(); i++) { CollisionResult compare = results.getCollision(i); if (compare.getDistance() == cr.getDistance() && compare.getGeometry() == cr.getGeometry() && compare.getContactPoint().equals(cr.getContactPoint()) && compare.getContactNormal().equals(cr.getContactNormal())) { return false; // Collision already available, deduplicate. } } results.addCollision(cr); return true; }
Example 2
Source File: BIHNode.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
public final int intersectWhere(Collidable col, BoundingBox box, Matrix4f worldMatrix, BIHTree tree, CollisionResults results) { TempVars vars = TempVars.get(); ArrayList<BIHStackData> stack = vars.bihStack; stack.clear(); float[] minExts = {box.getCenter().x - box.getXExtent(), box.getCenter().y - box.getYExtent(), box.getCenter().z - box.getZExtent()}; float[] maxExts = {box.getCenter().x + box.getXExtent(), box.getCenter().y + box.getYExtent(), box.getCenter().z + box.getZExtent()}; stack.add(new BIHStackData(this, 0, 0)); Triangle t = new Triangle(); int cols = 0; stackloop: while (stack.size() > 0) { BIHNode node = stack.remove(stack.size() - 1).node; while (node.axis != 3) { int a = node.axis; float maxExt = maxExts[a]; float minExt = minExts[a]; if (node.leftPlane < node.rightPlane) { // means there's a gap in the middle // if the box is in that gap, we stop there if (minExt > node.leftPlane && maxExt < node.rightPlane) { continue stackloop; } } if (maxExt < node.rightPlane) { node = node.left; } else if (minExt > node.leftPlane) { node = node.right; } else { stack.add(new BIHStackData(node.right, 0, 0)); node = node.left; } // if (maxExt < node.leftPlane // && maxExt < node.rightPlane){ // node = node.left; // }else if (minExt > node.leftPlane // && minExt > node.rightPlane){ // node = node.right; // }else{ // } } for (int i = node.leftIndex; i <= node.rightIndex; i++) { tree.getTriangle(i, t.get1(), t.get2(), t.get3()); if (worldMatrix != null) { worldMatrix.mult(t.get1(), t.get1()); worldMatrix.mult(t.get2(), t.get2()); worldMatrix.mult(t.get3(), t.get3()); } int added = col.collideWith(t, results); if (added > 0) { int index = tree.getTriangleIndex(i); int start = results.size() - added; for (int j = start; j < results.size(); j++) { CollisionResult cr = results.getCollisionDirect(j); cr.setTriangleIndex(index); } cols += added; } } } vars.release(); return cols; }
Example 3
Source File: BIHNode.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
public final int intersectBrute(Ray r, Matrix4f worldMatrix, BIHTree tree, float sceneMin, float sceneMax, CollisionResults results) { float tHit = Float.POSITIVE_INFINITY; TempVars vars = TempVars.get(); Vector3f v1 = vars.vect1, v2 = vars.vect2, v3 = vars.vect3; int cols = 0; ArrayList<BIHStackData> stack = vars.bihStack; stack.clear(); stack.add(new BIHStackData(this, 0, 0)); stackloop: while (stack.size() > 0) { BIHStackData data = stack.remove(stack.size() - 1); BIHNode node = data.node; leafloop: while (node.axis != 3) { // while node is not a leaf BIHNode nearNode, farNode; nearNode = node.left; farNode = node.right; stack.add(new BIHStackData(farNode, 0, 0)); node = nearNode; } // a leaf for (int i = node.leftIndex; i <= node.rightIndex; i++) { tree.getTriangle(i, v1, v2, v3); if (worldMatrix != null) { worldMatrix.mult(v1, v1); worldMatrix.mult(v2, v2); worldMatrix.mult(v3, v3); } float t = r.intersects(v1, v2, v3); if (t < tHit) { tHit = t; Vector3f contactPoint = new Vector3f(r.direction).multLocal(tHit).addLocal(r.origin); CollisionResult cr = new CollisionResult(contactPoint, tHit); cr.setTriangleIndex(tree.getTriangleIndex(i)); results.addCollision(cr); cols++; } } } vars.release(); return cols; }
Example 4
Source File: BIHNode.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public final int intersectWhere(Collidable col, BoundingBox box, Matrix4f worldMatrix, BIHTree tree, CollisionResults results) { TempVars vars = TempVars.get(); ArrayList<BIHStackData> stack = vars.bihStack; stack.clear(); float[] minExts = {box.getCenter().x - box.getXExtent(), box.getCenter().y - box.getYExtent(), box.getCenter().z - box.getZExtent()}; float[] maxExts = {box.getCenter().x + box.getXExtent(), box.getCenter().y + box.getYExtent(), box.getCenter().z + box.getZExtent()}; stack.add(new BIHStackData(this, 0, 0)); Triangle t = new Triangle(); int cols = 0; stackloop: while (stack.size() > 0) { BIHNode node = stack.remove(stack.size() - 1).node; while (node.axis != 3) { int a = node.axis; float maxExt = maxExts[a]; float minExt = minExts[a]; if (node.leftPlane < node.rightPlane) { // means there's a gap in the middle // if the box is in that gap, we stop there if (minExt > node.leftPlane && maxExt < node.rightPlane) { continue stackloop; } } if (maxExt < node.rightPlane) { node = node.left; } else if (minExt > node.leftPlane) { node = node.right; } else { stack.add(new BIHStackData(node.right, 0, 0)); node = node.left; } // if (maxExt < node.leftPlane // && maxExt < node.rightPlane){ // node = node.left; // }else if (minExt > node.leftPlane // && minExt > node.rightPlane){ // node = node.right; // }else{ // } } for (int i = node.leftIndex; i <= node.rightIndex; i++) { tree.getTriangle(i, t.get1(), t.get2(), t.get3()); if (worldMatrix != null) { worldMatrix.mult(t.get1(), t.get1()); worldMatrix.mult(t.get2(), t.get2()); worldMatrix.mult(t.get3(), t.get3()); } int added = col.collideWith(t, results); if (added > 0) { int index = tree.getTriangleIndex(i); int start = results.size() - added; for (int j = start; j < results.size(); j++) { CollisionResult cr = results.getCollisionDirect(j); cr.setTriangleIndex(index); } cols += added; } } } vars.release(); return cols; }
Example 5
Source File: BIHNode.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
public final int intersectBrute(Ray r, Matrix4f worldMatrix, BIHTree tree, float sceneMin, float sceneMax, CollisionResults results) { float tHit = Float.POSITIVE_INFINITY; TempVars vars = TempVars.get(); Vector3f v1 = vars.vect1, v2 = vars.vect2, v3 = vars.vect3; int cols = 0; ArrayList<BIHStackData> stack = vars.bihStack; stack.clear(); stack.add(new BIHStackData(this, 0, 0)); stackloop: while (stack.size() > 0) { BIHStackData data = stack.remove(stack.size() - 1); BIHNode node = data.node; leafloop: while (node.axis != 3) { // while node is not a leaf BIHNode nearNode, farNode; nearNode = node.left; farNode = node.right; stack.add(new BIHStackData(farNode, 0, 0)); node = nearNode; } // a leaf for (int i = node.leftIndex; i <= node.rightIndex; i++) { tree.getTriangle(i, v1, v2, v3); if (worldMatrix != null) { worldMatrix.mult(v1, v1); worldMatrix.mult(v2, v2); worldMatrix.mult(v3, v3); } float t = r.intersects(v1, v2, v3); if (t < tHit) { tHit = t; Vector3f contactPoint = new Vector3f(r.direction).multLocal(tHit).addLocal(r.origin); CollisionResult cr = new CollisionResult(contactPoint, tHit); cr.setTriangleIndex(tree.getTriangleIndex(i)); results.addCollision(cr); cols++; } } } vars.release(); return cols; }