Пример #1
0
  /**
   * This is an external all for direct usage.
   *
   * @param tpf
   */
  public void pick(Vector3f direction) {
    results.clear();
    this.direction = direction;
    ray.setOrigin(originObject.getWorldTranslation());
    ray.setDirection(direction);
    scene.collideWith(ray, results);

    if (results.size() > 0) {
      // The closest collision point is what was truly hit:
      for (int i = 0; i < results.size(); i++) {
        CollisionResult col = results.getCollision(i);

        if (collisionTypes != null && !originObject.hasChild(col.getGeometry())) {
          for (int j = 0; j < collisionTypes.length; j++) {
            String typeStr = collisionTypes[j];
            String type = col.getGeometry().getUserData(TYPE);
            if (type != null && type.equals(typeStr)) {
              contactPoint = col.getContactPoint();
              contactObject = col.getGeometry();
              fireSpatialListener(contactPoint, contactObject, true);
            }
          }
        }
      }
    }
  }
        public void onAction(String name, boolean keyPressed, float tpf) {
          if (name.equals("KEY_R") && !keyPressed) {}

          if (name.equals("KEY_F10") && !keyPressed) {
            showMainMenu();
          }

          if (name.equals("LMB") && !keyPressed) {
            CollisionResults results = new CollisionResults();

            Vector2f click2d = app.getInputManager().getCursorPosition();
            Vector3f click3d =
                app.getCamera().getWorldCoordinates(new Vector2f(click2d.x, click2d.y), 0f).clone();
            Vector3f dir =
                app.getCamera()
                    .getWorldCoordinates(new Vector2f(click2d.x, click2d.y), 1f)
                    .subtractLocal(click3d);
            Ray ray = new Ray(click3d, dir);

            /* Collect intersections between Ray and nodes in results list */
            resourceNodes.collideWith(ray, results);
            farmNodes.collideWith(ray, results);
            locationNodes.collideWith(ray, results);

            if (results.size() > 0) {
              CollisionResult closest = results.getClosestCollision();

              Geometry geom = closest.getGeometry();
              String geomName = geom.getName();

              if (geom.getUserData(geomName) instanceof Farm) {
                Farm farm = (Farm) geom.getUserData(geomName);
                setMessageHUD("Clicked on Farm cost: " + farm.getCost());
              }

              if (geom.getUserData(geomName) instanceof Location) {
                Location loc = (Location) geom.getUserData(geomName);
                setMessageHUD("Clicked on Location: " + loc.getName());
              }

              if (geom.getUserData(geomName) instanceof Resource) {
                Resource res = (Resource) geom.getUserData(geomName);
                Integer cost = null;

                if (res.getType() == Resource.CHICK) {
                  cost = gm.getResourceManager().getCurrentPriceChicken();
                } else if (res.getType() == Resource.LAMB) {
                  cost = gm.getResourceManager().getCurrentPriceLamb();
                } else if (res.getType() == Resource.PIGLET) {
                  cost = gm.getResourceManager().getCurrentPricePiglet();
                } else if (res.getType() == Resource.CALF) {
                  cost = gm.getResourceManager().getCurrentPriceCalf();
                }

                setMessageHUD("Clicked on " + res.getName() + " cost: " + cost);
              }
            }
          }
        }
Пример #3
0
 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();
 }
Пример #4
0
 public int collideWith(Collidable other) {
   TempVars tempVars = TempVars.get();
   try {
     CollisionResults tempResults = tempVars.collisionResults;
     tempResults.clear();
     return collideWith(other, tempResults);
   } finally {
     tempVars.release();
   }
 }
Пример #5
0
 public void onAction(String name, boolean keyPressed, float tpf) {
   if (name.equals("Shoot") && !keyPressed) {
     // 1. Reset results list.
     CollisionResults results = new CollisionResults();
     // 2. Aim the ray from cam loc to cam direction.
     Ray ray = new Ray(cam.getLocation(), cam.getDirection());
     // 3. Collect intersections between Ray and Shootables in results list.
     shootables.collideWith(ray, results);
     // 4. Print the results
     System.out.println("----- Collisions? " + results.size() + "-----");
     for (int i = 0; i < results.size(); i++) {
       // For each hit, we know distance, impact point, name of geometry.
       float dist = results.getCollision(i).getDistance();
       Vector3f pt = results.getCollision(i).getContactPoint();
       String hit = results.getCollision(i).getGeometry().getName();
       System.out.println("* Collision #" + i);
       System.out.println("  You shot " + hit + " at " + pt + ", " + dist + " wu away.");
     }
     // 5. Use the results (we mark the hit object)
     if (results.size() > 0) {
       // The closest collision point is what was truly hit:
       CollisionResult closest = results.getClosestCollision();
       // Let's interact - we mark the hit with a red dot.
       mark.setLocalTranslation(closest.getContactPoint());
       rootNode.attachChild(mark);
     } else {
       // No hits? Then remove the red mark.
       rootNode.detachChild(mark);
     }
   }
 }
Пример #6
0
  @Override
  public void update(float tpf) {
    super.update(tpf);

    // If the mouse is being dragged, update the locations of any dragged
    // temporary geometries. To determine if the locations need to be
    // updated, the mouse button must be down AND the mouse must have moved
    // since the last update.
    if (!click.get() && newTemporaryPosition.getAndSet(false)) {
      // Add the temporary spatials node if the drag has just started.
      if (!showTemporarySpatials.getAndSet(true)) {
        appState.getRootNode().attachChild(tempSpatials);
      }
      // Get the cursor's current location on the grid.
      CollisionResults results = getCollision(grid, appState.getCursorRay());
      if (results.size() > 0) {
        // Determine the vector between the start point for the mouse
        // drag and the current location of the mouse drag.
        Vector3f dragLoc =
            appState.getClosestGridPoint(results.getClosestCollision().getContactPoint());
        dragLoc.subtractLocal(dragStart);

        // We need to modify the controllers for all the
        // currently-selected vertices. It's possible that
        // selectionChanged() is executing at the same time, so we need
        // to temporarily "lock" the selected vertex data structures.
        selectionLock.lock();
        try {
          // Add the vector to all temporary vertices.
          for (Entry<Integer, Vertex> e : selectedVertices.entrySet()) {
            float[] array = e.getValue().getLocation();
            Vector3f location = dragLoc.add(array[0], array[1], array[2]);
            vertexControllers.get(e.getKey()).setLocation(location);
          }
        } finally {
          selectionLock.unlock();
        }
      }
    }
    // If the dragging has stopped and we are still showing temporary
    // spatials in the scene, stop showing them.
    else if (!drag.get() && showTemporarySpatials.getAndSet(false)) {
      appState.getRootNode().detachChild(tempSpatials);
    }

    return;
  }
Пример #7
0
  private Vector3f getWorldIntersection() {
    Vector3f origin =
        cam.getWorldCoordinates(
            new Vector2f(settings.getWidth() / 2, settings.getHeight() / 2), 0.0f);
    Vector3f direction =
        cam.getWorldCoordinates(
            new Vector2f(settings.getWidth() / 2, settings.getHeight() / 2), 0.3f);
    direction.subtractLocal(origin).normalizeLocal();

    Ray ray = new Ray(origin, direction);
    CollisionResults results = new CollisionResults();
    int numCollisions = terrain.collideWith(ray, results);
    if (numCollisions > 0) {
      CollisionResult hit = results.getClosestCollision();
      return hit.getContactPoint();
    }
    return null;
  }
Пример #8
0
  /**
   * Prints out a CollisionResults Collection for debugging/diagnosis.
   *
   * @param results A CollisionResults Collection to print out.
   */
  public void printCollisionResults(CollisionResults results) {
    if (results != null) {
      // Print the results of the collision.
      logger.info("Hits: " + results.size());
      if (results.size() > 0) {

        // Print the results.
        for (CollisionResult result : results) {
          // For each hit, we know distance, impact point, name of
          // geometry.
          float dist = result.getDistance();
          Vector3f pt = result.getContactPoint();
          String hit = result.getGeometry().getName();
          logger.info("Hit " + hit + " at distance " + dist + " at location " + pt.toString());
        }
      }
    }

    return;
  }
Пример #9
0
  public static void HighlightModel(Camera cam, InputManager inputManager) {
    CollisionResults results = new CollisionResults();
    Vector2f mouseCoords = new Vector2f(inputManager.getCursorPosition());

    Ray mouseRay =
        new Ray(
            cam.getWorldCoordinates(mouseCoords, 0),
            cam.getWorldCoordinates(mouseCoords, 1)
                .subtractLocal(cam.getWorldCoordinates(mouseCoords, 0))
                .normalizeLocal());
    Main.s_TreeNode.collideWith(mouseRay, results);

    if (results.size() > 0) {
      Spatial target = results.getClosestCollision().getGeometry();
      AmbientLight light = new AmbientLight();
      light.setColor(ColorRGBA.Blue);
      Main.s_TreeNode.addLight(light);
      target.addLight(light);
    }
  }
Пример #10
0
  public MouseStatus getMouseCollision() {
    if (gui.isMouseOver()) {
      return null;
    }

    Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f);
    Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f);
    direction.subtractLocal(origin).normalizeLocal();

    Ray ray = new Ray(origin, direction);
    CollisionResults results = new CollisionResults();
    clickableNode.collideWith(ray, results);

    Vector3f v3f = null;
    Model m = null;

    if (results.size() > 0) {

      CollisionResult closest = results.getClosestCollision();
      Geometry g = closest.getGeometry();

      v3f = closest.getContactPoint();
      m = Model.Geometry2Model(g);

      // return new
      // MouseStatus(m,closest.getContactPoint().getX(),closest.getContactPoint().getZ());
    }

    if (water != null) {
      Vector3f waterv = water.collision(ray);
      if (waterv != null && (v3f == null || waterv.distance(origin) < v3f.distance(origin))) {
        v3f = waterv;
      }
    }

    if (v3f != null) return new MouseStatus(m, v3f.getX(), v3f.getZ());

    return null;
  }
 private void doPicking() {
   Point mouse = canvas.getMousePosition();
   if (mouse == null) {
     clearLabel();
   } else {
     vec2.x = mouse.x;
     vec2.y = canvas.getHeight() - mouse.y;
     // create ray
     Vector3f end = scene.getCamera().getWorldCoordinates(vec2, 0.2f);
     Vector3f start = scene.getCamera().getLocation();
     Ray ray = new Ray(start, end.subtractLocal(start).normalizeLocal());
     // do collision checking
     CollisionResults results = new CollisionResults();
     scene.getRootNode().collideWith(ray, results);
     CollisionResult result = results.getClosestCollision();
     if (result != null) {
       Vector3f contactPoint = result.getContactPoint();
       setLabel(contactPoint);
     } else {
       clearLabel();
     }
   }
 }
Пример #12
0
  public static void MoveModel(Camera cam, InputManager inputManager, Spatial scene) {
    if (Statics.s_PlayerSettingModel == true) {
      CollisionResults results = new CollisionResults();
      Ray ray = new Ray();
      Vector2f click2d = inputManager.getCursorPosition();
      Vector3f click3d = cam.getWorldCoordinates(new Vector2f(click2d.getX(), click2d.getY()), 0f);
      Vector3f dir =
          cam.getWorldCoordinates(new Vector2f(click2d.getX(), click2d.getY()), 1f)
              .subtractLocal(click3d)
              .normalizeLocal();
      ray.setOrigin(click3d);
      ray.setDirection(dir);
      ray = new Ray(click3d, dir);
      scene.collideWith(ray, results);

      if (results.size() > 0) {
        CollisionResult point = results.getClosestCollision();
        Vector3f destination = point.getContactPoint();
        ObjectHelper.s_Model.setMaterial(ObjectHelper.greenTrans);
        SetModel(destination);
      }
    }
  }
Пример #13
0
  public final int intersectWhere(
      Ray r,
      Matrix4f worldMatrix,
      BIHTree tree,
      float sceneMin,
      float sceneMax,
      CollisionResults results) {

    TempVars vars = TempVars.get();
    ArrayList<BIHStackData> stack = vars.bihStack;
    stack.clear();

    //        float tHit = Float.POSITIVE_INFINITY;

    Vector3f o = vars.vect1.set(r.getOrigin());
    Vector3f d = vars.vect2.set(r.getDirection());

    Matrix4f inv = vars.tempMat4.set(worldMatrix).invertLocal();

    inv.mult(r.getOrigin(), r.getOrigin());

    // Fixes rotation collision bug
    inv.multNormal(r.getDirection(), r.getDirection());
    //        inv.multNormalAcross(r.getDirection(), r.getDirection());

    // this is a no-no: allocating float arrays for immediate use? blarny!
    /*float[] origins = {r.getOrigin().x,
        r.getOrigin().y,
        r.getOrigin().z};

    float[] invDirections = {1f / r.getDirection().x,
        1f / r.getDirection().y,
        1f / r.getDirection().z};*/

    r.getDirection().normalizeLocal();

    Vector3f v1 = vars.vect3, v2 = vars.vect4, v3 = vars.vect5;
    int cols = 0;

    // stack.add(new BIHStackData(this, sceneMin, sceneMax));
    vars.addStackData(this, sceneMin, sceneMax);
    stackloop:
    while (stack.size() > 0) {

      BIHStackData data = stack.remove(stack.size() - 1);
      BIHNode node = data.node;
      float tMin = data.min, tMax = data.max;

      if (tMax < tMin) {
        continue;
      }

      leafloop:
      while (node.axis != 3) { // while node is not a leaf
        int a = node.axis;

        // find the origin and direction value for the given axis
        float origin, invDirection;
        switch (a) {
          default:
          case 0: // x
            origin = r.getOrigin().x;
            invDirection = 1f / r.getDirection().x;
            break;
          case 1: // y
            origin = r.getOrigin().y;
            invDirection = 1f / r.getDirection().y;
            break;
          case 2: // z
            origin = r.getOrigin().z;
            invDirection = 1f / r.getDirection().z;
            break;
        }
        // float origin = origins[a];
        // float invDirection = invDirections[a];

        float tNearSplit, tFarSplit;
        BIHNode nearNode, farNode;

        tNearSplit = (node.leftPlane - origin) * invDirection;
        tFarSplit = (node.rightPlane - origin) * invDirection;
        nearNode = node.left;
        farNode = node.right;

        if (invDirection < 0) {
          float tmpSplit = tNearSplit;
          tNearSplit = tFarSplit;
          tFarSplit = tmpSplit;

          BIHNode tmpNode = nearNode;
          nearNode = farNode;
          farNode = tmpNode;
        }

        if (tMin > tNearSplit && tMax < tFarSplit) {
          continue stackloop;
        }

        if (tMin > tNearSplit) {
          tMin = max(tMin, tFarSplit);
          node = farNode;
        } else if (tMax < tFarSplit) {
          tMax = min(tMax, tNearSplit);
          node = nearNode;
        } else {
          // stack.add(new BIHStackData(farNode, max(tMin, tFarSplit), tMax));
          vars.addStackData(farNode, max(tMin, tFarSplit), tMax);
          tMax = min(tMax, tNearSplit);
          node = nearNode;
        }
      }

      //            if ( (node.rightIndex - node.leftIndex) > minTrisPerNode){
      //                // on demand subdivision
      //                node.subdivide();
      //                stack.add(new BIHStackData(node, tMin, tMax));
      //                continue stackloop;
      //            }

      // a leaf
      for (int i = node.leftIndex; i <= node.rightIndex; i++) {
        tree.getTriangle(i, v1, v2, v3);

        float t = r.intersects(v1, v2, v3);
        if (!Float.isInfinite(t)) {
          if (worldMatrix != null) {
            worldMatrix.mult(v1, v1);
            worldMatrix.mult(v2, v2);
            worldMatrix.mult(v3, v3);
            vars.ray.setOrigin(o);
            vars.ray.setDirection(d);
            float t_world = vars.ray.intersects(v1, v2, v3);
            t = t_world;
          }

          Vector3f contactPoint = vars.vect4.set(d).multLocal(t).addLocal(o);
          float worldSpaceDist = o.distance(contactPoint);

          // don't add the collision if it is longer than the ray length
          if (worldSpaceDist <= r.limit) {
            CollisionResult cr =
                results.addReusedCollision(
                    contactPoint.x, contactPoint.y, contactPoint.z, worldSpaceDist);
            if (cr.getContactNormal() == null) {
              cr.setContactNormal(Triangle.computeTriangleNormal(v1, v2, v3, null));
            } else {
              Triangle.computeTriangleNormal(v1, v2, v3, cr.getContactNormal());
            }
            cr.setTriangleIndex(tree.getTriangleIndex(i));
            cols++;
          }
        }
      }
    }
    vars.release();
    r.setOrigin(o);
    r.setDirection(d);

    return cols;
  }
Пример #14
0
  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));
    vars.addStackData(this, 0f, 0f);
    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));
        vars.addStackData(farNode, 0f, 0f);
        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;
          vars.vect4.set(r.direction).multLocal(tHit).addLocal(r.origin);
          CollisionResult cr =
              results.addReusedCollision(vars.vect4.x, vars.vect4.y, vars.vect4.z, tHit);
          cr.setTriangleIndex(tree.getTriangleIndex(i));
          results.addCollision(cr);
          cols++;
        }
      }
    }
    vars.release();
    return cols;
  }
Пример #15
0
  /*
   * (non-Javadoc)
   *
   * @see
   * org.eclipse.ice.client.widgets.mesh.MeshAppStateMode#leftClick(boolean ,
   * float)
   */
  @Override
  public void leftClick(boolean isPressed, float tpf) {
    super.leftClick(isPressed, tpf);

    // Update the mouseDown boolean.
    mouseDown.set(isPressed);

    // We need to differentiate between mouse clicks and mouse drags. Below,
    // we classify them as follows:
    // If your mouse down+up is less than 0.25 seconds, it's a click.
    // If your mouse down+up is greater than 0.25 seconds, then:
    // if the mouse did not move, it is a click
    // if the mouse moved, it is a drag

    if (mouseDown.get()) {
      // Start a timer for the click. The click timer should expire after
      // a quarter of a second. Then it should set the boolean "click" to
      // false.
      clickTimer = new Timer(true);
      clickTimer.schedule(
          new TimerTask() {
            @Override
            public void run() {
              click.set(false);
            }
          },
          clickThreshold);

      // Set the starting location of the mouse drag.
      CollisionResults results = getCollision(grid, appState.getCursorRayFromClick());
      if (results.size() > 0) {
        dragStart = appState.getClosestGridPoint(results.getClosestCollision().getContactPoint());
      }
    }
    // Note: We have to check the clickTimer because it may be possible for
    // the AWTPanel to fire a mouse release event but not a mouse press
    // event.
    else if (clickTimer != null) {
      // Stop the click timer.
      clickTimer.cancel();

      // We need to get the current state of the click and drag booleans.
      // We should also reset them since the mouseUp signals the end of
      // the sequence of mouse events.
      boolean click = this.click.getAndSet(true);
      boolean drag = this.drag.getAndSet(false);

      // The first condition is for clicks. Either the click was fast
      // enough or the mouse did not move.
      if (click || !drag) {
        // Determine whether or not shift and control were pressed.
        boolean addToSelection = shiftPressed.get();
        boolean toggleSelection = controlPressed.get();

        // Get the Vertex for the clicked geometry if possible and add
        // it to the collection of selected vertices.
        CollisionResults results = getCollision(vertexSpatials, appState.getCursorRayFromClick());
        Vertex clickedVertex = null;
        int id = 0;
        if (results.size() > 0) {
          // Get the Vertex ID from the VertexView.
          id = Integer.parseInt(results.getClosestCollision().getGeometry().getName());
          clickedVertex = appState.getMesh().getVertex(id);
        }

        MeshSelectionManager selection = appState.getSelectionManager();
        if (addToSelection) {
          // A shift-click should only add the clicked item to the
          // current selection.
          if (clickedVertex != null) {
            selection.selectVertex(id);
          }
        } else if (toggleSelection) {
          // A control-click should toggle clicked item's selection
          // state.
          if (clickedVertex != null) {
            if (selection.getSelectedVertexIds().contains(id)) {
              selection.deselectVertex(id);
            } else {
              selection.selectVertex(id);
            }
          }
        } else {
          // A standard click should clear the selection and set the
          // clicked item (if any) to the current selection.

          selection.clearSelection();
          if (clickedVertex != null) {
            selection.selectVertex(id);
          }
        }
      }
      // The second condition is for drags. The click was too slow and the
      // mouse moved.
      else {
        // For now, all drag does it drag the currently-selected
        // vertices. We do not draw boxes around things yet, so we do
        // not need to check for shift or control.

        // Update the location for each of the selected vertices.
        for (Vertex v : selectedVertices.values()) {
          VertexController controller = vertexControllers.get(v.getId());
          Vector3f location = controller.getLocation();
          v.setLocation(location.x, location.y, location.z);
        }
      }

      // Reset the click timer.
      clickTimer = null;
    }

    return;
  }
Пример #16
0
  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));
    vars.addStackData(this, 0f, 0f);

    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));
          vars.addStackData(node.right, 0f, 0f);
          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;
  }
 public Material getMaterial() {
   CollisionResults rMaterial = new CollisionResults();
   getSpatial().collideWith(getSpatial().getWorldBound(), rMaterial);
   rMaterial.toString();
   return rMaterial.getClosestCollision().getGeometry().getMaterial();
 }