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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Picking with a Mouse Click

Picking projects a pick shape (usually a line or ray) into the scene from the user's viewpoint through the mouse pointer position on screen until it intersects with a shape in the scene (see Figure 23-3).

Java 3D's PickCanvas class is used to turn a mouse click into a ray (a PickShape object). Java 3D finds the pickable shapes that intersect with the PickShape object, returning them as a list of PickResult objects. Returning the PickResult object closest to the viewer is possible.

A single PickResult may contain many PickIntersection objects, which hold the data for each intersection of the shape (e.g., the ray may go through the front and back face of a shape, leading to two intersection points).

The complexity of the picking coding is somewhat alleviated by using Java 3D's PickMouseBehavior utility class, a subclass of Behaviour, which hides much of the picking mechanism. The general format for a subclass of PickMouseBehavior is given in Example 23-1.

Example 23-1. A typical PickMouseBehavior subclass

 import javax.media.j3d.*; import com.sun.j3d.utils.picking.PickTool; import com.sun.j3d.utils.picking.PickResult; import com.sun.j3d.utils.picking.behaviors.PickMouseBehavior; // other imports as necessary... public class ExamplePickBehavior extends PickMouseBehavior { public PickHighlightBehavior(Canvas3D canvas, BranchGroup bg, Bounds bounds) { super(canvas, bg, bounds); setSchedulingBounds(bounds); pickCanvas.setMode(PickTool.GEOMETRY_INTERSECT_INFO); ...
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Publisher Resources

ISBN: 0596007302Errata Page