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+/*
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+ * Copyright (c) 2017 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.collision;
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+
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+import com.jme3.asset.AssetManager;
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+import com.jme3.asset.DesktopAssetManager;
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+import com.jme3.asset.plugins.ClasspathLocator;
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+import com.jme3.material.Material;
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+import com.jme3.material.plugins.J3MLoader;
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+import com.jme3.math.Ray;
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+import com.jme3.math.Vector3f;
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+import com.jme3.scene.Geometry;
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+import com.jme3.scene.Mesh;
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+import com.jme3.scene.Node;
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+import com.jme3.scene.shape.Quad;
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+import org.junit.Test;
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+
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+/**
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+ * Verify that collideWith() works with ignoreTransforms. This was issue #744 at
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+ * GitHub.
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+ *
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+ * @author Stephen Gold
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+ */
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+public class CollideIgnoreTransformTest {
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+
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+ AssetManager assetManager;
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+
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+ Node rootNode;
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+
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+ /**
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+ * Cast a ray at the geometry and check the number of collisions.
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+ */
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+ void castRay(Ray ray, int expectedNumResults) {
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+ CollisionResults results = new CollisionResults();
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+ rootNode.collideWith(ray, results);
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+ int numResults = results.size();
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+ if (numResults != expectedNumResults) {
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+ String msg = String.format("Expected %d, got %d.",
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+ expectedNumResults, numResults);
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+ throw new RuntimeException(msg);
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+ }
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+ }
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+
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+ /**
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+ * Attach a red square in the XY plane with its lower left corner at (0, 0,
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+ * 0). It is composed of 2 triangles.
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+ */
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+ void createRedSquare() {
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+ Mesh quadMesh = new Quad(1f, 1f);
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+ Geometry redSquare = new Geometry("red square", quadMesh);
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+ Material red = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
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+ redSquare.setMaterial(red);
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+ rootNode.attachChild(redSquare);
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+
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+ redSquare.setLocalTranslation(0f, 3f, 0f);
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+ redSquare.setIgnoreTransform(true);
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+ }
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+
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+ @Test
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+ public void testPhantomTriangles() {
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+ assetManager = new DesktopAssetManager();
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+ assetManager.registerLocator(null, ClasspathLocator.class);
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+ assetManager.registerLoader(J3MLoader.class, "j3m", "j3md");
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+ rootNode = new Node();
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+
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+ createRedSquare();
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+
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+ rootNode.updateLogicalState(0.01f);
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+ rootNode.updateGeometricState();
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+ /**
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+ * ray in the -Z direction, starting from (0.5, 0.6, 10)
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+ */
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+ Ray ray1 = new Ray(/* origin */new Vector3f(0.5f, 0.6f, 10f),
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+ /* direction */ new Vector3f(0f, 0f, -1f));
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+ castRay(ray1, 1);
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+ /**
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+ * ray in the -Z direction, starting from (0.5, 3, 10)
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+ */
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+ Ray ray0 = new Ray(/* origin */new Vector3f(0.5f, 3f, 10f),
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+ /* direction */ new Vector3f(0f, 0f, -1f));
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+ castRay(ray0, 0);
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+ }
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+}
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