return null;
workRay.set(worldPick);
for (TerrainPickData pd : pickData) {
TerrainPatch patch = pd.targetPatch;
tracer.getGridSpacing().set(patch.getWorldScale());
tracer.setGridOrigin(patch.getWorldTranslation());
workRay.getOrigin().set(worldPick.getDirection()).multLocal(pd.cr.getDistance()-.1f).addLocal(worldPick.getOrigin());
tracer.startWalk(workRay);
final Vector3f intersection = new Vector3f();
final Vector2f loc = tracer.getGridLocation();
if (tracer.isRayPerpendicularToGrid()) {
Triangle hit = new Triangle();
checkTriangles(loc.x, loc.y, workRay, intersection, patch, hit);
float distance = worldPickRay.origin.distance(intersection);
CollisionResult cr = new CollisionResult(intersection, distance);
cr.setGeometry(patch);
cr.setContactNormal(hit.getNormal());
results.addCollision(cr);
return intersection;
}
while (loc.x >= -1 && loc.x <= patch.getSize() &&
loc.y >= -1 && loc.y <= patch.getSize()) {
//System.out.print(loc.x+","+loc.y+" : ");
// check the triangles of main square for intersection.
Triangle hit = new Triangle();
if (checkTriangles(loc.x, loc.y, workRay, intersection, patch, hit)) {