| /* |
| * 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(); |
| } |
| |
| |
| } |