setEnabled(false);
return;
}
- if (prev.getControlPoint().isInline() && !prev.getControlPoint().isFixed())
+ if (prev.getControlPoint().isInline() && !prev.getControlPoint().isFixed() && prev.getPrevious() != null)
prev = prev.getPrevious();
- if (next.getControlPoint().isInline() && !next.getControlPoint().isFixed()) {
+ if (next.getControlPoint().isInline() && !next.getControlPoint().isFixed() && next.getNext() != null) {
next = next.getNext();
}
Point3d ns = new Point3d();
Point3d ne = new Point3d();
Point3d ps = new Point3d();
Point3d pe = new Point3d();
- next.getControlPointEnds(ns, ne);
- prev.getControlPointEnds(ps, pe);
+ next.getEnds(ns, ne);
+ prev.getEnds(ps, pe);
dir = comp.getControlPoint().getPathLegDirection(Direction.NEXT);
dir.normalize();
// We may have offsets in the path leg, hence we have to project the coordinates.
Vector3d wp = node.getWorldPosition();
- s = MathTools.closestPointOnStraight(pe, wp, dir);
- e = MathTools.closestPointOnStraight(ns, wp, dir);
+ if (prev.getControlPoint().isVariableLength())
+ s = MathTools.closestPointOnStraight(ps, wp, dir);
+ else
+ s = MathTools.closestPointOnStraight(pe, wp, dir);
+ if (next.getControlPoint().isVariableLength())
+ e = MathTools.closestPointOnStraight(ne, wp, dir);
+ else
+ e = MathTools.closestPointOnStraight(ns, wp, dir);
// Remove component's own space from end points to get actual movement range
double l = comp.getControlPoint().getInlineLength();
Vector3d ld = new Vector3d(dir);
Vector3d p = node.getWorldPosition();
Vector3d i1 = new Vector3d();
- Vector3d i2 = new Vector3d();
-
- double mu[] = new double[2];
- MathTools.intersectStraightStraight( p, dir,ray.pos, ray.dir, i2, i1,mu);
-
- Vector3d t = MathTools.closestPointOnEdge(i1, s, e);
- return t;
+ Vector3d i2 = new Vector3d();
+
+ double mu[] = new double[2];
+ MathTools.intersectStraightStraight( p, dir,ray.pos, ray.dir, i2, i1,mu);
+
+ Vector3d t = MathTools.closestPointOnEdge(i1, s, e);
+ return t;
}