コード例 #1
0
  public boolean validate(float x1, float z1, float x2, float z2, Spatial spatial) {
    // generate the start and destination points
    Vector3f start = new Vector3f(x1, EStats.SnowballHeight.getValue(), z1);
    Vector3f destination = new Vector3f(x2, EStats.SnowballHeight.getValue(), z2);

    // convert points to world coordinate system
    spatial.localToWorld(start, start);
    spatial.localToWorld(destination, destination);

    // generate Ray for intersection detection
    Vector3f direction = destination.subtract(start).normalizeLocal();
    Ray moveRay = new Ray(start, direction);

    // calculate the intersection between the move ray and the spatial
    Vector3f hitPoint = getIntersection(moveRay, spatial, null, false);

    // if there is no hit point, it is a valid throw
    if (hitPoint == null) return true;

    // if there is a hit point, compare the distances.
    float distance1 = start.distanceSquared(destination);
    float distance2 = start.distanceSquared(hitPoint);

    if (distance1 <= distance2) return true;
    else return false;
  }
コード例 #2
0
  public Vector3f getDestination(float x1, float z1, float x2, float z2, Spatial spatial) {
    // generate the start and destination points
    Vector3f start = new Vector3f(x1, EStats.SnowmanHeight.getValue() / 2.0f, z1);
    Vector3f destination = new Vector3f(x2, EStats.SnowmanHeight.getValue() / 2.0f, z2);

    // convert points to world coordinate system
    spatial.localToWorld(start, start);
    spatial.localToWorld(destination, destination);

    // generate Ray for intersection detection
    Vector3f direction = destination.subtract(start).normalizeLocal();
    Ray moveRay = new Ray(start, direction);

    // calculate the intersection between the move ray and the spatial
    Vector3f hitPoint = getIntersection(moveRay, spatial, null, false);

    // if there are no obstacles, return the destination directly
    if (hitPoint == null) {
      spatial.worldToLocal(destination, destination);
      return destination;
    } else {
      float originalDistance = destination.distance(start);
      float newDistance = hitPoint.distance(start);

      if (originalDistance > newDistance - EStats.BackoffDistance.getValue()) {
        // we are either trying to go through a hit point
        // or got too close to one
        direction.multLocal(EStats.BackoffDistance.getValue());
        Vector3f newDestination = hitPoint.subtractLocal(direction);
        spatial.worldToLocal(newDestination, newDestination);
        return newDestination;
      } else {
        // destination is not close to any hit points so
        // we can just return it directly
        spatial.worldToLocal(destination, destination);
        return destination;
      }
    }
  }