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I test the problem on jme3.3 alpha5
1.First edit the terrain and then save is as j3o.
2.Use assetManager.loadModel(...terrain.j3o);
3.Use ray to test collide but not success in some terrain patch.
terrain.collideWith(ray, results);
I think maybe is the problem of the code of TerrainQuad.
private TerrainPicker picker = new BresenhamTerrainPicker(this);
When assetManager load the terrain. It will clone the TerrainQuad.
if (obj instanceof CloneableSmartAsset) {
clone = registerAndCloneSmartAsset(key, clone, proc, cache);
}
But the TerrainPicker was not cloned, so the picker will link to anthor old TerrainQuad.
I use the old code can fix my pick problem. But I'm not sure is the right way.
private int collideWithRay(Ray ray, CollisionResults results) {
if (picker == null) {
picker = new BresenhamTerrainPicker(this);
}
return picker.getTerrainIntersection(ray, results);
}
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