A complete 3D game development suite written purely in Java.
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jmonkeyengine/sdk/jme3-codepalette/src/com/jme3/gde/codepalette/scene/JmePaletteClickCrosshairs.java

64 lines
4.0 KiB

/*
* Copyright (c) 2009-2010 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.jme3.gde.codepalette.scene;
import com.jme3.gde.codepalette.JmePaletteUtilities;
import javax.swing.text.BadLocationException;
import javax.swing.text.JTextComponent;
import org.openide.text.ActiveEditorDrop;
/**
*
* @author normenhansen, zathras
*/
public class JmePaletteClickCrosshairs implements ActiveEditorDrop {
public JmePaletteClickCrosshairs() {
}
private String createBody() {
String body = " /**Pick a Target Using Fixed Crosshairs.<ol><li>Map the \"pick target\" action to a MouseButtonTrigger. <li>flyCam.setEnabled(true); <li>inputManager.setCursorVisible(false); <li>Implement click action in AnalogListener (TODO).</ol>\n */\n private AnalogListener analogListener = new AnalogListener() {\n public void onAnalog(String name, float intensity, float tpf) {\n if (name.equals(\"pick target\")) {\n // Reset results list.\n CollisionResults results = new CollisionResults();\n // Aim the ray from camera location in camera direction\n // (assuming crosshairs are in center of screen).\n Ray ray = new Ray(cam.getLocation(), cam.getDirection());\n // Collect intersections between ray and all nodes in results list.\n rootNode.collideWith(ray, results);\n // (Print the results so we see what is going on:)\n for (int i = 0; i < results.size(); i++) {\n // For each \"hit\", we know distance, impact point, geometry name.\n float dist = results.getCollision(i).getDistance();\n Vector3f pt = results.getCollision(i).getContactPoint();\n String target = results.getCollision(i).getGeometry().getName();\n System.out.println(\"Selection #\" + i + \": \" + target + \" at \" + pt + \", \" + dist + \" WU away.\");\n }\n // 5. Interact with target -- e.g. rotate the clicked geometry.\n if (results.size() > 0) {\n // The closest result is the target that the player picked:\n Geometry target = results.getClosestCollision().getGeometry();\n // Here comes the action:\n target.rotate(0, - intensity, 0); // TODO\n }\n } \n }\n }; \n";
return body;
}
public boolean handleTransfer(JTextComponent targetComponent) {
String body = createBody();
try {
JmePaletteUtilities.insert(body, targetComponent);
} catch (BadLocationException ble) {
return false;
}
return true;
}
}