Hello,
I have been trying to add mouse click detection on the triangles of the mesh, but it seems that I am doing something wrong and I cannot figure out how to solve the problem.
So before explaining the problem I will define the environment(the full code is available at http://pastebin.java-gaming.org/a6e9e2e8d351b):
- Camera position
cam = new OrthographicCamera(10, 9);
cam.position.set(0, 5.35f, 2f);
cam.lookAt(0, 0, 0);
cam.near = 0.5f;
cam.far = 12f;
- Mesh renders 4 vertices.
mesh = new Mesh(true, NUM_COLUMNS * NUM_LINES, (NUM_COLUMNS * 6 - 6) * (NUM_LINES - 1), VertexAttribute.Position(), VertexAttribute.ColorUnpacked());
mesh.setVertices(new float[] {
0, 0, 0, 0, 1, 0, 1,
1, 0, 0, 0, 1, 0, 1,
0, 0, 1, 0, 1, 0, 1,
1, 0, 1, 0, 1, 0, 1 });
mesh.setIndices(new short[] { 2, 0, 1, 2, 3, 1 });
So when I run the application I try to check if the click was done inside some of the triangles of the mesh. Now the result depends on the position of the camera. When the camera has almost top view(like in the following picture), corresponding to around 6 on Y axes, the click point is being correctly translated to the coordinates and corresponds to what is actually being seen.
When I move camera on the Y axes to lower position (around 2 or 3), so the image looks like the following one
the click is being detected in the completely wrong positions (the red line shows the place where the click is detected)… Which seems to be right according to the coordinates, but not according to what is being seen…
I would like to understand what an I missing to be able to detect clicks on what actually is being seen? The code I use to detect the click is the following:
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
Ray ray = cam.getPickRay(screenX, screenY);
Vector3 intersection = new Vector3();
float[] v = new float[NUM_COLUMNS * NUM_LINES * VERTEX_SIZE];
short[] i = new short[(NUM_COLUMNS * 6 - 6) * (NUM_LINES - 1)];
mesh.getIndices(i);
if (Intersector.intersectRayTriangles(ray, mesh.getVertices(v), i,
VERTEX_SIZE, intersection)) {
System.out.println(intersection);
}
return false;
}
Thanks a lot for your help!