/** * 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, TerrainBlock block) { int x = (int) position.x; int z = (int) position.z; if (x < 0 || x >= block.getSize() - 1) { return -1; } if (z < 0 || z >= block.getSize() - 1) { return -1; } return z * block.getSize() + x; }
/** * 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, TerrainBlock block) { _calcVec1.set(gridX, 0, gridY); int index = findClosestHeightIndex(_calcVec1, block); if (index == -1) return false; float h3 = block.getHeightMap()[index + block.getSize()]; float h4 = block.getHeightMap()[index + block.getSize() + 1]; float h1 = block.getHeightMap()[index]; float h2 = block.getHeightMap()[index + 1]; final Vector3f scaleVec = _calcVec1.set(_tracer.getGridSpacing()).multLocal(block.getWorldScale()); _gridTriA.get(0).x = (gridX); _gridTriA.get(0).y = (h1); _gridTriA.get(0).z = (gridY); _gridTriA.get(0).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); _gridTriA.get(1).x = (gridX); _gridTriA.get(1).y = (h3); _gridTriA.get(1).z = (gridY + 1); _gridTriA.get(1).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); _gridTriA.get(2).x = (gridX + 1); _gridTriA.get(2).y = (h2); _gridTriA.get(2).z = (gridY); _gridTriA.get(2).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); _gridTriB.get(0).x = (gridX + 1); _gridTriB.get(0).y = (h2); _gridTriB.get(0).z = (gridY); _gridTriB.get(0).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); _gridTriB.get(1).x = (gridX); _gridTriB.get(1).y = (h3); _gridTriB.get(1).z = (gridY + 1); _gridTriB.get(1).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); _gridTriB.get(2).x = (gridX + 1); _gridTriB.get(2).y = (h4); _gridTriB.get(2).z = (gridY + 1); _gridTriB.get(2).multLocal(scaleVec).addLocal(_tracer.getGridOrigin()); return true; }
/** * Ask for the point of intersection between the given ray and the terrain. * * @param worldPick our pick ray, in world space. * @param store if not null, the results will be stored in this vector and the vector returned. If * store is null, a new vector will be created. * @return null if no pick is found. Otherwise it returns a Vector3f (the store param, if that was * not null) populated with the pick coordinates. */ public Vector3f getTerrainIntersection(final Ray worldPick, final Vector3f store) { if (_root == null || _root.getWorldBound() == null) return null; if (!_root.getWorldBound().intersects(worldPick)) return null; // Set up our working ray _workRay.set(worldPick); // Grab all terrain blocks and do a grid walk on each starting from // closest. _pr.clear(); _root.findPick(_workRay, _pr); for (int i = 0, max = _pr.getNumber(); i < max; i++) { PickData pd = _pr.getPickData(i); if (pd == null) continue; Geometry g = pd.getTargetMesh(); if (g instanceof TerrainBlock) { TerrainBlock block = (TerrainBlock) g; _tracer.getGridSpacing().set(block.getWorldScale()).multLocal(block.getStepScale()); _tracer.setGridOrigin(block.getWorldTranslation()); _workRay .getOrigin() .set(worldPick.getDirection()) .multLocal(pd.getDistance() - .1f) .addLocal(worldPick.getOrigin()); _tracer.startWalk(_workRay); if (_tracer.isRayPerpendicularToGrid()) { // no intersection return null; } final Vector3f intersection = store != null ? store : new Vector3f(); final Vector2f loc = _tracer.getGridLocation(); while (loc.x >= -1 && loc.x <= block.getSize() && loc.y >= -1 && loc.y <= block.getSize()) { // check the triangles of main square for intersection. if (checkTriangles(loc.x, loc.y, _workRay, intersection, block)) { // we found an intersection, so return that! return intersection; } // because of how we get our height coords, we will // sometimes be off be 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, block)) { // we found an intersection, so return that! return intersection; } _tracer.next(); } } } return null; }