Spawn Punkte korrigiert
This commit is contained in:
@@ -1537,6 +1537,7 @@ public class EditorApp extends Application {
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});
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playToolBtn.setOnAction(e -> {
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input.activeLayer = SharedInput.LAYER_PLAY_TOOL;
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input.playToolMode = SharedInput.PlayToolMode.EDIT;
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root.setRight(buildPlayToolPanel());
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});
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voxelBtn.setOnAction(e -> {
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@@ -8258,6 +8259,11 @@ public class EditorApp extends Application {
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p.setProperty("cam.z", String.valueOf(input.camZ));
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p.setProperty("cam.yaw", String.valueOf(input.camYaw));
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p.setProperty("cam.pitch", String.valueOf(input.camPitch));
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if (!Float.isNaN(input.tempSpawnX) && !Float.isNaN(input.tempSpawnZ)) {
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p.setProperty("tempSpawn.x", String.valueOf(input.tempSpawnX));
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p.setProperty("tempSpawn.z", String.valueOf(input.tempSpawnZ));
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p.setProperty("tempSpawn.yaw", String.valueOf(input.tempSpawnYaw));
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}
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try {
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Files.createDirectories(BlightHome.resolve("config"));
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try (java.io.Writer w = Files.newBufferedWriter(BlightHome.resolve("config", "editor.prefs"))) {
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@@ -8857,9 +8863,8 @@ public class EditorApp extends Application {
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Button setTempBtn = new Button("📍 Temp. Spawn hier setzen");
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setTempBtn.setMaxWidth(Double.MAX_VALUE);
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setTempBtn.setTooltip(new javafx.scene.control.Tooltip(
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"Setzt Yaw = Kamera-Blickrichtung und aktiviert Klick-Modus im Viewport"));
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"Aktiviert Klick-Modus im Viewport zum Setzen des temporären Spawnpunkts"));
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setTempBtn.setOnAction(e -> {
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input.tempSpawnYaw = camYawToSpawnYaw(input.camYaw);
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input.playToolMode = SharedInput.PlayToolMode.SET_TEMP;
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setStatus("L-Klick im Viewport → temporären Spawnpunkt setzen");
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});
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@@ -8867,24 +8872,13 @@ public class EditorApp extends Application {
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Button setPermBtn = new Button("🏁 Perm. Spawn hier setzen");
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setPermBtn.setMaxWidth(Double.MAX_VALUE);
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setPermBtn.setTooltip(new javafx.scene.control.Tooltip(
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"Setzt Yaw = Kamera-Blickrichtung und aktiviert Klick-Modus im Viewport"));
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"Aktiviert Klick-Modus im Viewport zum Setzen des permanenten Spawnpunkts"));
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setPermBtn.setOnAction(e -> {
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input.permSpawnYaw = camYawToSpawnYaw(input.camYaw);
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input.playToolMode = SharedInput.PlayToolMode.SET_PERM;
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setStatus("L-Klick im Viewport → permanenten Spawnpunkt setzen");
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});
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ToggleButton editModeBtn = new ToggleButton("✎ Bearbeiten");
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editModeBtn.setMaxWidth(Double.MAX_VALUE);
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editModeBtn.setTooltip(new javafx.scene.control.Tooltip(
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"Drag auf Marker → Position; Drag auf Pfeilspitze → Richtung drehen"));
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editModeBtn.setOnAction(e -> {
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input.playToolMode = editModeBtn.isSelected()
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? SharedInput.PlayToolMode.EDIT
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: SharedInput.PlayToolMode.NONE;
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});
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inner.getChildren().addAll(setTempBtn, setPermBtn, editModeBtn, new Separator());
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inner.getChildren().addAll(setTempBtn, setPermBtn, new Separator());
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// ── Koordinatenanzeige ────────────────────────────────────────────────
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tempSpawnCoordsLabel = new Label(tempSpawnCoordsText());
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@@ -8945,11 +8939,6 @@ public class EditorApp extends Application {
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return panel;
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}
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/** Konvertiert den Editor-Kamera-Yaw in den Spawnpunkt-Yaw (0=+Z, 90=+X, UZS von oben). */
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private static float camYawToSpawnYaw(float camYaw) {
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return ((180f + camYaw) % 360f + 360f) % 360f;
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}
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private String tempSpawnCoordsText() {
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if (Float.isNaN(input.tempSpawnX) || Float.isNaN(input.tempSpawnZ)) return "(nicht gesetzt)";
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return String.format("X=%.1f Z=%.1f Yaw=%.0f°", input.tempSpawnX, input.tempSpawnZ, input.tempSpawnYaw);
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@@ -14,14 +14,13 @@ import com.jme3.terrain.geomipmap.TerrainQuad;
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import de.blight.editor.SharedInput;
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/**
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* Rendert Spawn-Marker im Editor (temp=grün, perm=blau) mit Richtungspfeilen.
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* Rendert Spawn-Marker im Editor (temp=grün, perm=blau) mit nordweisendem Richtungspfeil.
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* Pfeil folgt der Terrain-Neigung, zeigt aber immer Richtung Norden (+Z).
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*
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* Modi:
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* NONE – Marker sichtbar, aber keine Interaktion
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* SET_TEMP – Nächster Viewport-Klick setzt temp. Spawnpunkt
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* SET_PERM – Nächster Viewport-Klick setzt perm. Spawnpunkt
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* EDIT – Drag auf Marker-Körper → Positionieren;
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* Drag auf Pfeilspitze → Richtung drehen (via XZ-Projektion)
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* EDIT – Standard; Drag auf Marker-Scheibe → Position, Drag auf Pfeil → Richtung
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* SET_TEMP – Nächster Viewport-Klick setzt temp. Spawnpunkt (danach → EDIT)
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* SET_PERM – Nächster Viewport-Klick setzt perm. Spawnpunkt (danach → EDIT)
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*/
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public class PlayToolState extends BaseAppState {
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@@ -46,12 +45,6 @@ public class PlayToolState extends BaseAppState {
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private Node tempArrowNode;
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private Node permArrowNode;
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// Separate Geometrien für Ray-Cast-Erkennung
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private Geometry tempBodyGeom;
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private Geometry permBodyGeom;
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private Geometry tempTipGeom;
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private Geometry permTipGeom;
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private DragTarget dragTarget = DragTarget.NONE;
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private float lastDragX;
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private float lastDragY;
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@@ -72,10 +65,6 @@ public class PlayToolState extends BaseAppState {
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tempArrowNode = (Node) tempMarkerNode.getChild("arrow");
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permArrowNode = (Node) permMarkerNode.getChild("arrow");
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tempBodyGeom = (Geometry) tempMarkerNode.getChild("body_temp");
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permBodyGeom = (Geometry) permMarkerNode.getChild("body_perm");
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tempTipGeom = (Geometry) tempArrowNode.getChild("tip_temp");
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permTipGeom = (Geometry) permArrowNode.getChild("tip_perm");
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}
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@Override
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@@ -138,9 +127,10 @@ public class PlayToolState extends BaseAppState {
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if (pt != null) {
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input.tempSpawnX = pt.x;
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input.tempSpawnZ = pt.z;
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input.tempSpawnYaw = 0f;
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input.pickedSpawnInfo = pt.x + "|" + pt.z;
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input.spawnPickChanged = true;
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input.playToolMode = SharedInput.PlayToolMode.NONE;
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input.playToolMode = SharedInput.PlayToolMode.EDIT;
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}
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return;
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}
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@@ -150,9 +140,10 @@ public class PlayToolState extends BaseAppState {
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if (pt != null) {
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input.permSpawnX = pt.x;
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input.permSpawnZ = pt.z;
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input.permSpawnYaw = 0f;
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input.pickedPermSpawnInfo = pt.x + "|" + pt.z;
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input.permSpawnChanged = true;
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input.playToolMode = SharedInput.PlayToolMode.NONE;
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input.playToolMode = SharedInput.PlayToolMode.EDIT;
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}
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return;
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}
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@@ -165,30 +156,86 @@ public class PlayToolState extends BaseAppState {
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}
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private DragTarget detectDragTarget(Ray ray) {
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// Pfeilspitzen zuerst prüfen (kleineres Ziel, höhere Priorität)
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if (tempTipGeom != null && !Float.isNaN(input.tempSpawnX)) {
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CollisionResults res = new CollisionResults();
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tempTipGeom.collideWith(ray, res);
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if (res.size() > 0) return DragTarget.ROT_TEMP;
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DragTarget temp = detectDragTargetForSpawn(ray,
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input.tempSpawnX, input.tempSpawnZ, input.tempSpawnYaw,
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DragTarget.POS_TEMP, DragTarget.ROT_TEMP);
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if (temp != DragTarget.NONE) return temp;
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return detectDragTargetForSpawn(ray,
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input.permSpawnX, input.permSpawnZ, input.permSpawnYaw,
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DragTarget.POS_PERM, DragTarget.ROT_PERM);
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}
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if (permTipGeom != null && !Float.isNaN(input.permSpawnX)) {
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CollisionResults res = new CollisionResults();
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permTipGeom.collideWith(ray, res);
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if (res.size() > 0) return DragTarget.ROT_PERM;
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private DragTarget detectDragTargetForSpawn(Ray ray, float sx, float sz, float yawDeg,
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DragTarget posTarget, DragTarget rotTarget) {
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if (Float.isNaN(sx) || Float.isNaN(sz)) return DragTarget.NONE;
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float markerY = terrainY(sx, sz);
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Vector3f center = new Vector3f(sx, markerY + 0.06f, sz);
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Vector3f up = terrainNormal(sx, sz);
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// ── Scheibe: Ray-Ebene-Schnitt mit Terrain-Normalebene ───────────────────
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float denom = ray.getDirection().dot(up);
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if (Math.abs(denom) > 1e-6f) {
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float t = center.subtract(ray.getOrigin()).dot(up) / denom;
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if (t > 0f) {
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Vector3f hit = ray.getOrigin().add(ray.getDirection().mult(t));
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if (hit.distanceSquared(center) <= MARKER_RADIUS * MARKER_RADIUS) {
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return posTarget;
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}
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if (tempBodyGeom != null && !Float.isNaN(input.tempSpawnX)) {
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CollisionResults res = new CollisionResults();
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tempBodyGeom.collideWith(ray, res);
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if (res.size() > 0) return DragTarget.POS_TEMP;
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}
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if (permBodyGeom != null && !Float.isNaN(input.permSpawnX)) {
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CollisionResults res = new CollisionResults();
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permBodyGeom.collideWith(ray, res);
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if (res.size() > 0) return DragTarget.POS_PERM;
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}
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// ── Pfeil: 3D Ray-zu-Segment-Distanz (korrekt für geneigte Terrain) ─────
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float rad = yawDeg * FastMath.DEG_TO_RAD;
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Vector3f flatF = new Vector3f(FastMath.sin(rad), 0f, -FastMath.cos(rad));
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Vector3f fwd = flatF.subtract(up.mult(up.dot(flatF)));
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if (fwd.lengthSquared() > 1e-6f) {
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fwd.normalizeLocal();
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Vector3f arrowEnd = center.add(fwd.mult(SHAFT_LEN + TIP_LEN));
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if (rayToSegDistSq(ray.getOrigin(), ray.getDirection(), center, arrowEnd) < 0.4f * 0.4f) {
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return rotTarget;
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}
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}
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return DragTarget.NONE;
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}
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/**
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* Minimaler quadratischer Abstand zwischen einem Strahl (Ursprung o, normalisierte Richtung d)
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* und einem Linienabschnitt [segA, segB].
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*/
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private static float rayToSegDistSq(Vector3f o, Vector3f d, Vector3f segA, Vector3f segB) {
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Vector3f v = segB.subtract(segA);
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Vector3f w = o.subtract(segA);
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float b = d.dot(v);
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float c = v.dot(v);
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float e = v.dot(w);
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float f = d.dot(w);
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float D = c - b * b;
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float sc, tc;
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if (D < 1e-8f) {
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sc = 0f;
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tc = (c > 1e-8f) ? FastMath.clamp(e / c, 0f, 1f) : 0f;
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} else {
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sc = (b * e - c * f) / D;
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tc = (e - b * f) / D;
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if (sc < 0f) {
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sc = 0f;
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tc = FastMath.clamp(e / c, 0f, 1f);
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} else if (tc < 0f) {
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tc = 0f;
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sc = Math.max(0f, -f);
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} else if (tc > 1f) {
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tc = 1f;
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sc = Math.max(0f, b - f);
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}
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}
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Vector3f pR = o.add(d.mult(sc));
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Vector3f pS = segA.add(v.mult(tc));
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return pR.distanceSquared(pS);
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}
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// ── Drag-Handler ──────────────────────────────────────────────────────────
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private void handleDrag(SharedInput.PlayToolDrag drag) {
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@@ -227,8 +274,8 @@ public class PlayToolState extends BaseAppState {
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float dx = proj.x - input.tempSpawnX;
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float dz = proj.z - input.tempSpawnZ;
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if (dx * dx + dz * dz > 0.01f) {
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// spawnYaw: 0=+Z, 90=+X → atan2(dx, dz)
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float yaw = (float) Math.toDegrees(Math.atan2(dx, dz));
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// yaw=0=Norden=-Z → atan2(dx, -dz)
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float yaw = (float) Math.toDegrees(Math.atan2(dx, -dz));
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input.tempSpawnYaw = ((yaw % 360f) + 360f) % 360f;
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}
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}
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@@ -240,7 +287,7 @@ public class PlayToolState extends BaseAppState {
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float dx = proj.x - input.permSpawnX;
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float dz = proj.z - input.permSpawnZ;
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if (dx * dx + dz * dz > 0.01f) {
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float yaw = (float) Math.toDegrees(Math.atan2(dx, dz));
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float yaw = (float) Math.toDegrees(Math.atan2(dx, -dz));
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input.permSpawnYaw = ((yaw % 360f) + 360f) % 360f;
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input.permSpawnChanged = true;
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}
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@@ -280,7 +327,7 @@ public class PlayToolState extends BaseAppState {
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arrowNode.attachChild(shaftGeom);
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// Pfeilspitze: Kegel mit breiter Basis bei z=-TIP_LEN/2 → nach rotate: Basis bei y=SHAFT_LEN (Schaft-Ende)
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Cylinder tip = new Cylinder(4, 8, TIP_RADIUS, 0.001f, TIP_LEN, true, false);
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Cylinder tip = new Cylinder(4, 8, 0.001f, TIP_RADIUS, TIP_LEN, true, false);
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Geometry tipGeom = new Geometry("tip_" + id, tip);
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tipGeom.setMaterial(mat);
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tipGeom.rotate(-FastMath.HALF_PI, 0f, 0f);
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@@ -304,28 +351,26 @@ public class PlayToolState extends BaseAppState {
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if (arrowNode == null) return;
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// Terrain-Normale als lokale Oben-Richtung
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Vector3f up = terrainNormal(x, z);
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// Yaw-Richtung als horizontaler Richtungsvektor (0=+Z, 90=+X)
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// yaw=0 = Norden = -Z (JME3 Kamera blickt entlang -Z als Norden)
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float rad = yawDeg * FastMath.DEG_TO_RAD;
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Vector3f flatForward = new Vector3f(FastMath.sin(rad), 0f, FastMath.cos(rad));
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Vector3f flatForward = new Vector3f(FastMath.sin(rad), 0f, -FastMath.cos(rad));
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// right = up × flatForward (liegt auf der Terrain-Oberfläche, senkrecht zur Richtung)
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Vector3f right = up.cross(flatForward);
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if (right.lengthSquared() < 1e-6f) {
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// Sonderfall: Terrain fast senkrecht → horizontale Rotation als Fallback
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arrowNode.setLocalRotation(new Quaternion().fromAngles(FastMath.HALF_PI, rad, 0f));
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// Auf Terrain-Ebene projizieren
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Vector3f fwd = flatForward.subtract(up.mult(up.dot(flatForward)));
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if (fwd.lengthSquared() < 1e-6f) {
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arrowNode.setLocalRotation(Quaternion.IDENTITY);
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return;
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}
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right.normalizeLocal();
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// forward = right × up (auf Terrain-Fläche projiziertes Forward in Yaw-Richtung)
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Vector3f forward = right.cross(up).normalizeLocal();
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fwd.normalizeLocal();
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// det=+1: col0 = fwd × up
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Vector3f right = fwd.cross(up).normalizeLocal();
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// Rotationsmatrix: local X → right, local Y → forward (Pfeil), local Z → up (Terrain-Normal)
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Matrix3f rot = new Matrix3f();
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rot.setColumn(0, right);
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rot.setColumn(1, forward);
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rot.setColumn(1, fwd);
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rot.setColumn(2, up);
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arrowNode.setLocalRotation(new Quaternion().fromRotationMatrix(rot));
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}
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@@ -333,6 +378,14 @@ public class PlayToolState extends BaseAppState {
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// ── Terrain-Hilfsmethoden ─────────────────────────────────────────────────
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private Vector3f hitTerrain(Ray ray) {
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VoxelEditorState ves = getStateManager().getState(VoxelEditorState.class);
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if (ves != null) {
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Vector3f pt = ves.clickAt(ray);
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if (pt != null && ves.terrainTypeAt(pt.x, pt.z) == VoxelEditorState.TerrainType.VOXEL_UNBAKED) {
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return null;
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}
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return pt;
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}
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if (terrain == null) return null;
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CollisionResults hits = new CollisionResults();
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terrain.collideWith(ray, hits);
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@@ -341,6 +394,8 @@ public class PlayToolState extends BaseAppState {
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}
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private float terrainY(float x, float z) {
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VoxelEditorState ves = getStateManager().getState(VoxelEditorState.class);
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if (ves != null) return ves.heightAt(x, z);
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if (terrain == null) return 0f;
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float h = terrain.getHeight(new Vector2f(x, z));
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return Float.isNaN(h) ? 0f : h;
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@@ -210,6 +210,12 @@ public class TerrainEditorState extends BaseAppState {
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parsePref(p, "cam.z", 0f));
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camYaw = (float) Math.toRadians(parsePref(p, "cam.yaw", 0f));
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camPitch = (float) Math.toRadians(parsePref(p, "cam.pitch", (float) Math.toDegrees(DEFAULT_PITCH)));
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if (p.containsKey("tempSpawn.x") && p.containsKey("tempSpawn.z")) {
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input.tempSpawnX = parsePref(p, "tempSpawn.x", Float.NaN);
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input.tempSpawnZ = parsePref(p, "tempSpawn.z", Float.NaN);
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input.tempSpawnYaw = parsePref(p, "tempSpawn.yaw", 0f);
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input.spawnPickChanged = true;
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}
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} catch (IOException e) {
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log.warn("Kamera-Prefs nicht ladbar", e);
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}
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@@ -1,5 +1,6 @@
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package de.blight.game;
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import com.jme3.app.Application;
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import com.jme3.app.SimpleApplication;
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import com.jme3.app.state.ScreenshotAppState;
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import com.jme3.input.KeyInput;
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@@ -329,6 +330,35 @@ public class BlightGame extends SimpleApplication {
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});
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stateManager.attach(console);
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// ── Debug-Stats (F3): oben-links, default aus ────────────────────────────
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com.jme3.app.StatsAppState defaultStats = stateManager.getState(com.jme3.app.StatsAppState.class);
|
||||
if (defaultStats != null) stateManager.detach(defaultStats);
|
||||
com.jme3.app.StatsAppState statsState = new com.jme3.app.StatsAppState() {
|
||||
@Override
|
||||
public void initialize(com.jme3.app.state.AppStateManager sm, com.jme3.app.Application a) {
|
||||
super.initialize(sm, a);
|
||||
setDisplayFps(false);
|
||||
setDisplayStatView(false);
|
||||
int h = a.getCamera().getHeight();
|
||||
if (fpsText != null) fpsText.setLocalTranslation(0, h, 0);
|
||||
if (statsView != null) {
|
||||
float fpsH = fpsText != null ? fpsText.getLineHeight() : 0f;
|
||||
statsView.setLocalTranslation(0, h - fpsH, 0);
|
||||
}
|
||||
}
|
||||
};
|
||||
stateManager.attach(statsState);
|
||||
final boolean[] statsVisible = {false};
|
||||
inputManager.addMapping("ToggleStats", new KeyTrigger(KeyInput.KEY_F3));
|
||||
inputManager.addListener((ActionListener) (name, isPressed, tpf) -> {
|
||||
if (!isPressed) return;
|
||||
com.jme3.app.StatsAppState s = stateManager.getState(com.jme3.app.StatsAppState.class);
|
||||
if (s == null) return;
|
||||
statsVisible[0] = !statsVisible[0];
|
||||
s.setDisplayFps(statsVisible[0]);
|
||||
s.setDisplayStatView(statsVisible[0]);
|
||||
}, "ToggleStats");
|
||||
|
||||
// ── Debug: Nebel-Toggle (F7) ─────────────────────────────────────────────
|
||||
inputManager.addMapping("DebugFog", new KeyTrigger(KeyInput.KEY_F7));
|
||||
inputManager.addListener((ActionListener) (name, isPressed, tpf) -> {
|
||||
|
||||
@@ -38,6 +38,13 @@ public class ThirdPersonCamera {
|
||||
private float distance = BASE_DISTANCE;
|
||||
private boolean paused = false;
|
||||
|
||||
// Intro-Kameradrehung (neues Spiel): yaw animiert von vorne nach hinten
|
||||
private boolean introRotating = false;
|
||||
private float introStartYaw;
|
||||
private float introEndYaw;
|
||||
private float introDuration;
|
||||
private float introTimer;
|
||||
|
||||
|
||||
public ThirdPersonCamera(Camera cam, InputManager inputManager, KeyBindings keyBindings) {
|
||||
this.cam = cam;
|
||||
@@ -65,7 +72,7 @@ public class ThirdPersonCamera {
|
||||
inputManager.addMapping("CamTurnRight", new KeyTrigger(keyBindings.turnRight));
|
||||
|
||||
AnalogListener analogListener = (name, value, tpf) -> {
|
||||
if (paused) return;
|
||||
if (paused || introRotating) return;
|
||||
switch (name) {
|
||||
// Horizontale Rotation — Maus
|
||||
case "MouseX" -> yaw -= value * MOUSE_SENSITIVITY;
|
||||
@@ -87,6 +94,13 @@ public class ThirdPersonCamera {
|
||||
}
|
||||
|
||||
public void update(float tpf) {
|
||||
if (introRotating) {
|
||||
introTimer += tpf;
|
||||
float t = FastMath.clamp(introTimer / introDuration, 0f, 1f);
|
||||
yaw = introStartYaw + (introEndYaw - introStartYaw) * t;
|
||||
if (t >= 1f) introRotating = false;
|
||||
}
|
||||
|
||||
if (target == null || paused) return;
|
||||
|
||||
Vector3f pivot = target.getWorldTranslation().add(0, TARGET_HEIGHT, 0);
|
||||
@@ -101,6 +115,23 @@ public class ThirdPersonCamera {
|
||||
cam.lookAt(pivot, Vector3f.UNIT_Y);
|
||||
}
|
||||
|
||||
/** Aktueller Yaw-Winkel (für CharacterControl nutzbar). */
|
||||
/** Aktueller Yaw-Winkel (für CharacterControl nutzbar). */
|
||||
public float getYaw() { return yaw; }
|
||||
|
||||
/** Setzt initialen Kamera-Yaw passend zum Spawn-Yaw (Kamera hinter dem Charakter). */
|
||||
public void setInitialYaw(float spawnYawDegrees) {
|
||||
this.yaw = -spawnYawDegrees * FastMath.DEG_TO_RAD;
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet die Intro-Drehung: Kamera dreht sich im Uhrzeigersinn 180° (von vorne nach hinten)
|
||||
* über die angegebene Dauer. Während der Drehung ist Mauseingabe blockiert.
|
||||
*/
|
||||
public void startIntroRotation(float duration) {
|
||||
introStartYaw = this.yaw;
|
||||
introEndYaw = this.yaw - FastMath.PI; // 180° CW von oben gesehen
|
||||
introDuration = duration;
|
||||
introTimer = 0f;
|
||||
introRotating = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -557,7 +557,11 @@ public class WorldScene extends BaseAppState {
|
||||
characterVisual.setCullHint(Spatial.CullHint.Inherit);
|
||||
}
|
||||
|
||||
playerInput.setInitialFacing(spawnYaw);
|
||||
playerInput.setInitialFacing(spawnYaw + 180f);
|
||||
|
||||
boolean newGame = "true".equals(System.getProperty("blight.new.game"));
|
||||
// Neues Spiel: Kamera startet gegenüber der Blickrichtung (von vorne) und dreht sich 180° CW
|
||||
thirdPersonCam.setInitialYaw(newGame ? spawnYaw + 180f : spawnYaw);
|
||||
|
||||
String reviveClip = de.blight.game.animation.AnimationLibrary.getClipForAction(
|
||||
AnimationLibrary.findAssetRoot(), setName, de.blight.game.animation.AnimationAction.REVIVE);
|
||||
@@ -568,9 +572,9 @@ public class WorldScene extends BaseAppState {
|
||||
drownState.setReviveInfo(reviveClip, reviveLength);
|
||||
}
|
||||
|
||||
if ("true".equals(System.getProperty("blight.new.game"))) {
|
||||
if (newGame) {
|
||||
app.getStateManager().attach(
|
||||
new de.blight.game.state.NewGameIntroState(playerInput, reviveClip, reviveLength));
|
||||
new de.blight.game.state.NewGameIntroState(playerInput, thirdPersonCam, reviveClip, reviveLength));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -95,8 +95,8 @@ public class CompassHudState extends BaseAppState {
|
||||
if (compassNode == null) { return; }
|
||||
|
||||
Vector3f dir = cam.getDirection();
|
||||
// yaw=0 = Blick nach +Z (Nord); positiv = Osten
|
||||
float yaw = FastMath.atan2(dir.x, dir.z);
|
||||
// yaw=0 = Blick nach -Z (Nord); JME3-Kamera blickt in -Z bei Norden
|
||||
float yaw = FastMath.atan2(dir.x, -dir.z);
|
||||
|
||||
// Rose dreht sich so, dass Nord immer in der echten Nord-Richtung liegt
|
||||
roseRot.fromAngleAxis(-yaw, Vector3f.UNIT_Z);
|
||||
|
||||
@@ -10,6 +10,7 @@ import com.jme3.renderer.queue.RenderQueue;
|
||||
import com.jme3.scene.Geometry;
|
||||
import com.jme3.scene.shape.Quad;
|
||||
import de.blight.game.control.PlayerInputControl;
|
||||
import de.blight.game.control.ThirdPersonCamera;
|
||||
import org.slf4j.Logger;
|
||||
import org.slf4j.LoggerFactory;
|
||||
|
||||
@@ -32,6 +33,7 @@ public class NewGameIntroState extends BaseAppState {
|
||||
private enum Phase { BLACK, FADING_IN, REVIVE_PLAYING, DONE }
|
||||
|
||||
private final PlayerInputControl playerInput;
|
||||
private final ThirdPersonCamera thirdPersonCam;
|
||||
private final String reviveClip;
|
||||
private final float reviveLength;
|
||||
|
||||
@@ -42,8 +44,10 @@ public class NewGameIntroState extends BaseAppState {
|
||||
private Phase phase;
|
||||
private float timer;
|
||||
|
||||
public NewGameIntroState(PlayerInputControl playerInput, String reviveClip, float reviveLength) {
|
||||
public NewGameIntroState(PlayerInputControl playerInput, ThirdPersonCamera thirdPersonCam,
|
||||
String reviveClip, float reviveLength) {
|
||||
this.playerInput = playerInput;
|
||||
this.thirdPersonCam = thirdPersonCam;
|
||||
this.reviveClip = reviveClip;
|
||||
this.reviveLength = reviveLength;
|
||||
}
|
||||
@@ -85,11 +89,15 @@ public class NewGameIntroState extends BaseAppState {
|
||||
case BLACK -> {
|
||||
timer -= tpf;
|
||||
if (timer <= 0f) {
|
||||
// REVIVE unmittelbar vor dem Einblenden einfrieren
|
||||
playerInput.startFrozenRevive(reviveClip);
|
||||
// Drehung startet sofort mit Fade-In: Gesamtdauer = Einblenden + REVIVE
|
||||
if (thirdPersonCam != null) {
|
||||
thirdPersonCam.startIntroRotation(FADE_DURATION + reviveLength);
|
||||
}
|
||||
phase = Phase.FADING_IN;
|
||||
timer = FADE_DURATION;
|
||||
log.info("[NewGameIntro] BLACK fertig – REVIVE eingefroren, starte FADING_IN ({} s)", FADE_DURATION);
|
||||
log.info("[NewGameIntro] BLACK fertig – REVIVE eingefroren, Kamera dreht {} s, starte FADING_IN",
|
||||
FADE_DURATION + reviveLength);
|
||||
}
|
||||
}
|
||||
case FADING_IN -> {
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user