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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.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 Arrow
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();
}
}
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