The QG ground planes were always set to invisible. When they're loaded, they're set to plane.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS); Now this collision isn't happening. Did something get changed with Object3D.setVisibility(boolean)?
private void moveByMouse() {//CALLED ONCE TO SETUP THE WALK DIRECTION
mouseWalk = true;
SimpleVector ray = Interact2D.reproject2D3D(theCamera, buffer, mouseX, mouseY);
if (ray != null) {
SimpleVector norm = ray.normalize();
Matrix mat = theCamera.getBack();
mat = mat.invert3x3();
norm.matMul(mat);
SimpleVector ws = new SimpleVector(ray);
ws.matMul(theCamera.getBack().invert3x3());
ws.add(theCamera.getPosition());
float f = theWorld.calcMinDistance(theCamera.getPosition(), norm, 1000);
if (f != Object3D.COLLISION_NONE) {//THIS IS TESTING NEGATIVE
System.out.println("Collision section"); //THIS ISN'T BEING PRINTED
SimpleVector offset = new SimpleVector(norm);
norm.scalarMul(f);
norm = norm.calcSub(offset);
SimpleVector heroCenter = hero.getTransformedCenter();
SimpleVector destination = new SimpleVector(norm);
destination.x += theCamera.getPosition().x;
destination.z += theCamera.getPosition().z;
destination.y = heroCenter.y; // Make y the same as for the hero to avoid moving up/down.
hero.setRotationMatrix(destination.calcSub(heroCenter).getRotationMatrix());
target = new SimpleVector(destination);
}
}
System.out.println("End of moveByMouse. Is ray null? "+(ray==null) +" Is target? "+(target==null));
}