Hi! Can someone please explain what zPos does ?
I am looking in the following TestMousePick.java jme3 example, but I am confused,
pre type="java"
Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f);
Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f);/pre
if 0.3f supposed to be the Z axis coord, if so being positive doesn’t it mean it’s behind camera and thus direction would be toward the camera? yet the ray goes in opposite direction from camera to scene
I looked but I’m not smart enough to understand its coding…
pre type="java"
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package jme3test.collision;
import com.jme3.app.SimpleApplication;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.Arrow;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
public class TestMousePick extends SimpleApplication {
public static void main(String[] args) {
TestMousePick app = new TestMousePick();
app.start();
}
Node shootables;
Geometry mark;
@Override
public void simpleInitApp() {
// flyCam.setEnabled(false);
flyCam.setDragToRotate(true);
flyCam.setMoveSpeed(10f);
initMark(); // a red sphere to mark the hit
/* create four colored boxes and a floor to shoot at: */
shootables = new Node(“Shootables”);
rootNode.attachChild(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));
shootables.attachChild(makeFloor());
shootables.attachChild(makeCharacter());
}
@Override
public void simpleUpdate(float tpf){
Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f);
Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f);
System.out.println("origin : "+origin);
System.out.println("direction: "+direction);
direction.subtractLocal(origin).normalizeLocal();
System.out.println("origin : "+origin);
System.out.println("direction: “+direction);
Ray ray = new Ray(origin, direction);
CollisionResults results = new CollisionResults();
shootables.collideWith(ray, 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).getWorldContactPoint();
// String hit = results.getCollision(i).getGeometry().getName();
// System.out.println("* Collision #" + i);
// System.out.println(" You shot " + hit + " at " + pt + ", " + dist + " wu away.");
// }
if (results.size() > 0) {
CollisionResult closest = results.getClosestCollision();
mark.setLocalTranslation(closest.getContactPoint());
Quaternion q = new Quaternion();
q.lookAt(closest.getContactNormal(), Vector3f.UNIT_Y);
mark.setLocalRotation(q);
rootNode.attachChild(mark);
} else {
rootNode.detachChild(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/SolidColor.j3md");
mat1.setColor("Color", ColorRGBA.randomColor());
cube.setMaterial(mat1);
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/SolidColor.j3md");
mat1.setColor("Color", ColorRGBA.Gray);
floor.setMaterial(mat1);
return floor;
}
/** A red ball that marks the last spot that was "hit" by the "shot". */
protected void initMark() {
Arrow arrow = new Arrow(Vector3f.UNIT_Z.mult(2f));
arrow.setLineWidth(3);
//Sphere sphere = new Sphere(30, 30, 0.2f);
mark = new Geometry("BOOM!", arrow);
//mark = new Geometry("BOOM!", sphere);
Material mark_mat = new Material(assetManager, "Common/MatDefs/Misc/SolidColor.j3md");
mark_mat.setColor("Color", ColorRGBA.Red);
mark.setMaterial(mark_mat);
}
protected Spatial makeCharacter() {
// load a character from jme3test-test-data
Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
golem.scale(0.5f);
golem.setLocalTranslation(-1.0f, -1.5f, -0.6f);
// We must add a light to make the model visible
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f).normalizeLocal());
golem.addLight(sun);
return golem;
}
}
`/pre`