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/*
* Copyright (c) 2009-2012 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.effect;
import com.jme3.material.RenderState;
import com.jme3.math.Matrix3f;
import com.jme3.renderer.Camera;
import com.jme3.scene.Mesh;
/**
* The ParticleMesh
is the underlying visual implementation of a
* {@link ParticleEmitter particle emitter}.
*
* @author Kirill Vainer
*/
public abstract class ParticleMesh extends Mesh {
/**
* Type of particle mesh
*/
public enum Type {
/**
* The particle mesh is composed of points. Each particle is a point.
* Note that point based particles do not support certain features such
* as {@link ParticleEmitter#setRotateSpeed(float) rotation}, and
* {@link ParticleEmitter#setFacingVelocity(boolean) velocity following}.
*/
Point,
/**
* The particle mesh is composed of triangles. Each particle is
* two triangles making a single quad.
*/
Triangle;
}
/**
* Initialize mesh data.
*
* @param emitter The emitter which will use this ParticleMesh
.
* @param numParticles The maxmimum number of particles to simulate
*/
public abstract void initParticleData(ParticleEmitter emitter, int numParticles);
/**
* Set the images on the X and Y coordinates
* @param imagesX Images on the X coordinate
* @param imagesY Images on the Y coordinate
*/
public abstract void setImagesXY(int imagesX, int imagesY);
/**
* Update the particle visual data. Typically called every frame.
*/
public abstract void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation);
}
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