| /* |
| * Copyright (c) 2009-2010 jMonkeyEngine |
| * All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions are |
| * met: |
| * |
| * * Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * |
| * * Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
| * may be used to endorse or promote products derived from this software |
| * without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
| * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
| * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
| * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| package com.jme3.scene.debug; |
| |
| import com.jme3.math.Quaternion; |
| import com.jme3.math.Vector3f; |
| import com.jme3.scene.Mesh; |
| import com.jme3.scene.VertexBuffer; |
| import com.jme3.scene.VertexBuffer.Type; |
| import java.nio.FloatBuffer; |
| |
| /** |
| * The <code>Arrow</code> debug shape represents an arrow. |
| * An arrow is simply a line going from the original toward an extent |
| * and at the tip there will be triangle-like shape. |
| * |
| * @author Kirill Vainer |
| */ |
| public class Arrow extends Mesh { |
| |
| private Quaternion tempQuat = new Quaternion(); |
| private Vector3f tempVec = new Vector3f(); |
| |
| private static final float[] positions = new float[]{ |
| 0, 0, 0, |
| 0, 0, 1, // tip |
| 0.05f, 0, 0.9f, // tip right |
| -0.05f, 0, 0.9f, // tip left |
| 0, 0.05f, 0.9f, // tip top |
| 0, -0.05f, 0.9f, // tip buttom |
| }; |
| |
| /** |
| * Serialization only. Do not use. |
| */ |
| public Arrow() { |
| } |
| |
| /** |
| * Creates an arrow mesh with the given extent. |
| * The arrow will start at the origin (0,0,0) and finish |
| * at the given extent. |
| * |
| * @param extent Extent of the arrow from origin |
| */ |
| public Arrow(Vector3f extent) { |
| float len = extent.length(); |
| Vector3f dir = extent.normalize(); |
| |
| tempQuat.lookAt(dir, Vector3f.UNIT_Y); |
| tempQuat.normalizeLocal(); |
| |
| float[] newPositions = new float[positions.length]; |
| for (int i = 0; i < positions.length; i += 3) { |
| Vector3f vec = tempVec.set(positions[i], |
| positions[i + 1], |
| positions[i + 2]); |
| vec.multLocal(len); |
| tempQuat.mult(vec, vec); |
| |
| newPositions[i] = vec.getX(); |
| newPositions[i + 1] = vec.getY(); |
| newPositions[i + 2] = vec.getZ(); |
| } |
| |
| setBuffer(Type.Position, 3, newPositions); |
| setBuffer(Type.Index, 2, |
| new short[]{ |
| 0, 1, |
| 1, 2, |
| 1, 3, |
| 1, 4, |
| 1, 5,}); |
| setMode(Mode.Lines); |
| |
| updateBound(); |
| updateCounts(); |
| } |
| |
| /** |
| * Sets the arrow's extent. |
| * This will modify the buffers on the mesh. |
| * |
| * @param extent the arrow's extent. |
| */ |
| public void setArrowExtent(Vector3f extent) { |
| float len = extent.length(); |
| // Vector3f dir = extent.normalize(); |
| |
| tempQuat.lookAt(extent, Vector3f.UNIT_Y); |
| tempQuat.normalizeLocal(); |
| |
| VertexBuffer pvb = getBuffer(Type.Position); |
| FloatBuffer buffer = (FloatBuffer)pvb.getData(); |
| buffer.rewind(); |
| for (int i = 0; i < positions.length; i += 3) { |
| Vector3f vec = tempVec.set(positions[i], |
| positions[i + 1], |
| positions[i + 2]); |
| vec.multLocal(len); |
| tempQuat.mult(vec, vec); |
| |
| buffer.put(vec.x); |
| buffer.put(vec.y); |
| buffer.put(vec.z); |
| } |
| |
| pvb.updateData(buffer); |
| |
| updateBound(); |
| updateCounts(); |
| } |
| } |