/**
   * Check the two triangles of a given grid space for intersection.
   *
   * @param gridX grid row
   * @param gridY grid column
   * @param pick our pick ray
   * @param intersection the store variable
   * @param block the terrain block we are currently testing against.
   * @return true if a pick was found on these triangles.
   */
  protected boolean checkTriangles(
      float gridX, float gridY, Ray pick, Vector3f intersection, TerrainBlock block) {
    if (!getTriangles(gridX, gridY, block)) return false;

    if (!pick.intersectWhere(_gridTriA, intersection)) {
      return pick.intersectWhere(_gridTriB, intersection);
    } else {
      return true;
    }
  }
Пример #2
0
  /** {@inheritDoc} */
  public Vector3f getIntersection(Ray ray, Spatial parent, Vector3f store, boolean local) {
    if (store == null) {
      store = new Vector3f();
    }

    TrianglePickResults results = new TrianglePickResults();
    results.setCheckDistance(true);
    Vector3f[] vertices = new Vector3f[3];
    parent.findPick(ray, results);
    boolean hit = false;
    if (results.getNumber() > 0) {
      PickData data = results.getPickData(0);
      ArrayList<Integer> triangles = data.getTargetTris();
      if (!triangles.isEmpty()) {
        TriMesh mesh = (TriMesh) data.getTargetMesh();
        mesh.getTriangle(triangles.get(0).intValue(), vertices);
        for (int j = 0; j < vertices.length; j++) {
          mesh.localToWorld(vertices[j], vertices[j]);
        }
        hit = ray.intersectWhere(vertices[0], vertices[1], vertices[2], store);
        if (hit && local) {
          parent.worldToLocal(store, store);
          return store;
        } else if (hit && !local) {
          return store;
        }
      }
    }

    return null;
  }
  /**
   * 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;
  }