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📄 pickdata.java

📁 java 3d game jme 工程开发源代码
💻 JAVA
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/*
 * Copyright (c) 2003-2009 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.jme.intersection;

import java.util.ArrayList;

import com.jme.math.Ray;
import com.jme.scene.Geometry;

/**
 * 
 * PickData contains information about a picking operation (or Ray/Volume
 * intersection). This data contains the mesh the ray hit, the triangles it hit,
 * and the ray itself.
 * 
 * @author Mark Powell
 */
public class PickData {

	private Ray ray;

	private Geometry targetMesh;

	private ArrayList<Integer> targetTris;

	protected float distance;

	public PickData(Ray ray, Geometry targetMesh, boolean checkDistance) {
		this(ray, targetMesh, null, checkDistance);
	}

	/**
	 * instantiates a new PickData object.
	 */
	public PickData(Ray ray, Geometry targetMesh,
			ArrayList<Integer> targetTris, boolean checkDistance) {
		this.ray = ray;
		this.targetMesh = targetMesh;
		this.targetTris = targetTris;
        // FIX ME: this call should not be here, as the method is overridden, causing an uninitialized object!
        if (checkDistance) {
			distance = calculateDistance();
		}
	}

	/**
	 * 
	 * <code>getTargetMesh</code> returns the geometry that was hit by the
	 * ray.
	 * 
	 * @return the geometry hit by the ray.
	 */
	public Geometry getTargetMesh() {
		return targetMesh;
	}

	/**
	 * 
	 * <code>setTargetMesh</code> sets the geometry hit by the ray.
	 * 
	 * @param mesh
	 *            the geometry hit by the ray.
	 */
	public void setTargetMesh(Geometry mesh) {
		this.targetMesh = mesh;
	}

	/**
	 * @return Returns the target.
	 */
	public ArrayList<Integer> getTargetTris() {
		return targetTris;
	}

	/**
	 * @param target
	 *            The target to set.
	 */
	public void setTargetTris(ArrayList<Integer> target) {
		this.targetTris = target;
	}

	/**
	 * @return Returns the ray.
	 */
	public Ray getRay() {
		return ray;
	}

	/**
	 * @param ray
	 *            The ray to set.
	 */
	public void setRay(Ray ray) {
		this.ray = ray;
	}

	public float getDistance() {
        return distance;
	}

	/**
	 * For bounds picking this method returns the distance of the ray origin to
	 * the bound. For triangle picking the it should return the distance to the
	 * closest hit triangle.
	 * 
	 * @return distance to the target
	 */
	protected float calculateDistance() {
		IntersectionRecord record = targetMesh.getWorldBound().intersectsWhere(
				ray);
		return record.getClosestDistance();
	}
}

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