MouseControl : JME Canvas in Swing Gui

I have merged the tutorials for “Picking an object” and the “jme canvas in an swing gui” and want now to optimize the mouse control.

My problem is, that the mouse in the jme canvas is only activated when the left mousebutton is dragged, what is firstly seen ok, cause of the swing gui. But on the second view the point is, that elements of the jme canvas should be accessible just by an simple leftmouseclick.

Is the line “flyCam.setDragToRotate(true)” absolutely necessary ?

How can i make an better mouse control for this program ?


import com.jme3.collision.CollisionResult;

import com.jme3.collision.CollisionResults;

import com.jme3.font.BitmapText;

import com.jme3.input.KeyInput;

import com.jme3.input.controls.ActionListener;

import com.jme3.input.controls.KeyTrigger;

import com.jme3.input.controls.MouseButtonTrigger;

import com.jme3.material.Material;

import com.jme3.math.ColorRGBA;

import com.jme3.math.Ray;

import com.jme3.math.Vector3f;

import com.jme3.scene.Geometry;

import com.jme3.scene.Node;

import com.jme3.scene.shape.Box;

import com.jme3.scene.shape.Sphere;

import com.jme3.system.AppSettings;

import com.jme3.system.JmeCanvasContext;

import java.awt.Dimension;

import java.awt.FlowLayout;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JPanel;

/** Sample 8 - how to let the user pick (select) objects in the scene

  • using the mouse or key presses. Can be used for shooting, opening doors, etc. /

    public class HelloPicking extends SimpleApplication {

    public static void main(String[] args) {

    java.awt.EventQueue.invokeLater(new Runnable() {

    public void run() {

    AppSettings settings = new AppSettings(true);



    HelloPicking canvasApplication = new HelloPicking();


    canvasApplication.createCanvas(); // create canvas!

    JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication.getContext();


    Dimension dim = new Dimension(640, 480);


    JFrame window = new JFrame("Swing Application");


    JPanel panel = new JPanel(new FlowLayout()); // a panel

    panel.add(ctx.getCanvas()); // add JME canvas

    panel.add(new JButton("Swing Component")); // add some Swing








    Node shootables;

    Geometry mark;


    public void simpleInitApp() {


    initCrossHairs(); // a "+" in the middle of the screen to help aiming

    initKeys(); // load custom key mappings

    initMark(); // a red sphere to mark the hit

    * create four colored boxes and a floor to shoot at: /

    shootables = new Node("Shootables");


    shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));

    shootables.attachChild(makeCube("a tin can", 1f,-2f, 0f));

    shootables.attachChild(makeCube("the Sheriff", 0f, 1f,-2f));

    shootables.attachChild(makeCube("the Deputy", 1f, 0f,-4f));



    * Declaring the "Shoot" action and mapping to its triggers. /

    private void initKeys() {


    new KeyTrigger(KeyInput.KEY_SPACE), // trigger 1: spacebar

    new MouseButtonTrigger(0)); // trigger 2: left-button click

    inputManager.addListener(actionListener, "Shoot");


    * Defining the "Shoot" action: Determine what was hit and how to respond. */

    private ActionListener actionListener = new ActionListener() {


    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.


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.
} else {
// No hits? Then remove the red mark.
/** A cube object for target practice */
protected Geometry makeCube(String name, float x, float y, float z) {
Box box = new Box(new Vector3f(x, y, z), 1, 1, 1);
Geometry cube = new Geometry(name, box);
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.randomColor());
return cube;
/** A floor to show that the "shot" can go through several objects. */
protected Geometry makeFloor() {
Box box = new Box(new Vector3f(0,-4,-5), 15,.2f,15);
Geometry floor = new Geometry("the Floor", box);
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.Gray);
return floor;
/** A red ball that marks the last spot that was "hit" by the "shot". */
protected void initMark() {
Sphere sphere = new Sphere(30, 30, 0.2f);
mark = new Geometry("BOOM!", sphere);
Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mark_mat.setColor("Color", ColorRGBA.Red);
/** A centred plus sign to help the player aim. */
protected void initCrossHairs() {
guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
BitmapText ch = new BitmapText(guiFont, false);
ch.setSize(guiFont.getCharSet().getRenderedSize() * 2);
ch.setText("+"); // crosshairs
ch.setLocalTranslation( // center
settings.getWidth()/2 - guiFont.getCharSet().getRenderedSize()/3*2,
settings.getHeight()/2 + ch.getLineHeight()/2, 0);