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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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