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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2020 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.bounding.BoundingSphere;
import com.jme3.math.FastMath;
import com.jme3.scene.Mesh;
import com.jme3.scene.Mesh.Mode;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Format;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
public class WireSphere extends Mesh {
private static final int samples = 30;
private static final int zSamples = 10;
public WireSphere() {
this(1);
}
public WireSphere(float radius) {
updatePositions(radius);
ShortBuffer ib = BufferUtils.createShortBuffer(samples * 2 * 2 + zSamples * samples * 2 /*+ 3 * 2*/);
setBuffer(Type.Index, 2, ib);
// ib.put(new byte[]{
// (byte) 0, (byte) 1,
// (byte) 2, (byte) 3,
// (byte) 4, (byte) 5,
// });
// int curNum = 3 * 2;
int curNum = 0;
for (int j = 0; j < 2 + zSamples; j++) {
for (int i = curNum; i < curNum + samples - 1; i++) {
ib.put((short) i).put((short) (i + 1));
}
ib.put((short) (curNum + samples - 1)).put((short) curNum);
curNum += samples;
}
setMode(Mode.Lines);
updateBound();
updateCounts();
}
public void updatePositions(float radius) {
VertexBuffer pvb = getBuffer(Type.Position);
FloatBuffer pb;
if (pvb == null) {
pvb = new VertexBuffer(Type.Position);
pb = BufferUtils.createVector3Buffer(samples * 2 + samples * zSamples /*+ 6 * 3*/);
pvb.setupData(Usage.Dynamic, 3, Format.Float, pb);
setBuffer(pvb);
} else {
pb = (FloatBuffer) pvb.getData();
}
pb.rewind();
// X axis
// pb.put(radius).put(0).put(0);
// pb.put(-radius).put(0).put(0);
//
// // Y axis
// pb.put(0).put(radius).put(0);
// pb.put(0).put(-radius).put(0);
//
// // Z axis
// pb.put(0).put(0).put(radius);
// pb.put(0).put(0).put(-radius);
/*
* Update vertex positions for the great circle in the X-Y plane.
*/
float rate = FastMath.TWO_PI / samples;
float angle = 0;
for (int i = 0; i < samples; i++) {
float x = radius * FastMath.cos(angle);
float y = radius * FastMath.sin(angle);
pb.put(x).put(y).put(0);
angle += rate;
}
/*
* Update vertex positions for the great circle in the Y-Z plane.
*/
angle = 0;
for (int i = 0; i < samples; i++) {
float x = radius * FastMath.cos(angle);
float y = radius * FastMath.sin(angle);
pb.put(0).put(x).put(y);
angle += rate;
}
/*
* Update vertex positions for 'zSamples' parallel circles.
*/
float zRate = (radius * 2) / zSamples;
float zHeight = -radius + (zRate / 2f);
float rb = 1f / zSamples;
float b = rb / 2f;
for (int k = 0; k < zSamples; k++) {
angle = 0;
float scale = 2f * FastMath.sqrt(b - b * b);
for (int i = 0; i < samples; i++) {
float x = radius * FastMath.cos(angle);
float y = radius * FastMath.sin(angle);
pb.put(x * scale).put(zHeight).put(y * scale);
angle += rate;
}
zHeight += zRate;
b += rb;
}
}
/**
* Create a WireSphere from a BoundingSphere
*
* @param bsph
* BoundingSphere used to create the WireSphere
*
*/
public void fromBoundingSphere(BoundingSphere bsph) {
updatePositions(bsph.getRadius());
}
}
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