Merge pull request #745 from stephengold/master

testcase & fix for issue #744: collideWith() versus setIgnoreTransform()
empirephoenix-patch-1
Stephen Gold 7 years ago committed by GitHub
commit 3b5248766e
  1. 3
      jme3-core/src/main/java/com/jme3/scene/Geometry.java
  2. 112
      jme3-core/src/test/java/com/jme3/collision/CollideIgnoreTransformTest.java

@ -398,6 +398,9 @@ public class Geometry extends Spatial {
// Compute the cached world matrix
cachedWorldMat.loadIdentity();
if (ignoreTransform) {
return;
}
cachedWorldMat.setRotationQuaternion(worldTransform.getRotation());
cachedWorldMat.setTranslation(worldTransform.getTranslation());

@ -0,0 +1,112 @@
/*
* Copyright (c) 2017 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
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*/
package com.jme3.collision;
import com.jme3.asset.AssetManager;
import com.jme3.asset.DesktopAssetManager;
import com.jme3.asset.plugins.ClasspathLocator;
import com.jme3.material.Material;
import com.jme3.material.plugins.J3MLoader;
import com.jme3.math.Ray;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Quad;
import org.junit.Test;
/**
* Verify that collideWith() works with ignoreTransforms. This was issue #744 at
* GitHub.
*
* @author Stephen Gold
*/
public class CollideIgnoreTransformTest {
AssetManager assetManager;
Node rootNode;
/**
* Cast a ray at the geometry and check the number of collisions.
*/
void castRay(Ray ray, int expectedNumResults) {
CollisionResults results = new CollisionResults();
rootNode.collideWith(ray, results);
int numResults = results.size();
if (numResults != expectedNumResults) {
String msg = String.format("Expected %d, got %d.",
expectedNumResults, numResults);
throw new RuntimeException(msg);
}
}
/**
* Attach a red square in the XY plane with its lower left corner at (0, 0,
* 0). It is composed of 2 triangles.
*/
void createRedSquare() {
Mesh quadMesh = new Quad(1f, 1f);
Geometry redSquare = new Geometry("red square", quadMesh);
Material red = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
redSquare.setMaterial(red);
rootNode.attachChild(redSquare);
redSquare.setLocalTranslation(0f, 3f, 0f);
redSquare.setIgnoreTransform(true);
}
@Test
public void testPhantomTriangles() {
assetManager = new DesktopAssetManager();
assetManager.registerLocator(null, ClasspathLocator.class);
assetManager.registerLoader(J3MLoader.class, "j3m", "j3md");
rootNode = new Node();
createRedSquare();
rootNode.updateLogicalState(0.01f);
rootNode.updateGeometricState();
/**
* ray in the -Z direction, starting from (0.5, 0.6, 10)
*/
Ray ray1 = new Ray(/* origin */new Vector3f(0.5f, 0.6f, 10f),
/* direction */ new Vector3f(0f, 0f, -1f));
castRay(ray1, 1);
/**
* ray in the -Z direction, starting from (0.5, 3, 10)
*/
Ray ray0 = new Ray(/* origin */new Vector3f(0.5f, 3f, 10f),
/* direction */ new Vector3f(0f, 0f, -1f));
castRay(ray0, 0);
}
}
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