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/*
* 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.shape;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
/**
* <code>Quad</code> represents a rectangular plane in space
* defined by 4 vertices. The quad's lower-left side is contained
* at the local space origin (0, 0, 0), while the upper-right
* side is located at the width/height coordinates (width, height, 0).
*
* @author Kirill Vainer
*/
public class Quad extends Mesh {
private float width;
private float height;
/**
* Serialization only. Do not use.
*/
public Quad(){
}
/**
* Create a quad with the given width and height. The quad
* is always created in the XY plane.
*
* @param width The X extent or width
* @param height The Y extent or width
*/
public Quad(float width, float height){
updateGeometry(width, height);
}
/**
* Create a quad with the given width and height. The quad
* is always created in the XY plane.
*
* @param width The X extent or width
* @param height The Y extent or width
* @param flipCoords If true, the texture coordinates will be flipped
* along the Y axis.
*/
public Quad(float width, float height, boolean flipCoords){
updateGeometry(width, height, flipCoords);
}
public float getHeight() {
return height;
}
public float getWidth() {
return width;
}
public void updateGeometry(float width, float height){
updateGeometry(width, height, false);
}
public void updateGeometry(float width, float height, boolean flipCoords) {
this.width = width;
this.height = height;
setBuffer(Type.Position, 3, new float[]{0, 0, 0,
width, 0, 0,
width, height, 0,
0, height, 0
});
if (flipCoords){
setBuffer(Type.TexCoord, 2, new float[]{0, 1,
1, 1,
1, 0,
0, 0});
}else{
setBuffer(Type.TexCoord, 2, new float[]{0, 0,
1, 0,
1, 1,
0, 1});
}
setBuffer(Type.Normal, 3, new float[]{0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1});
if (height < 0){
setBuffer(Type.Index, 3, new short[]{0, 2, 1,
0, 3, 2});
}else{
setBuffer(Type.Index, 3, new short[]{0, 1, 2,
0, 2, 3});
}
updateBound();
}
}