📄 pickdata.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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