com.jme3.scene.shape.Box Maven / Gradle / Ivy
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/*
* Copyright (c) 2009-2020 jMonkeyEngine
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// $Id: Box.java 4131 2009-03-19 20:15:28Z blaine.dev $
package com.jme3.scene.shape;
import com.jme3.math.Vector3f;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
import java.nio.FloatBuffer;
/**
* A box with solid (filled) faces.
*
* @author Mark Powell
* @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
*/
public class Box extends AbstractBox {
private static final short[] GEOMETRY_INDICES_DATA = {
2, 1, 0, 3, 2, 0, // back
6, 5, 4, 7, 6, 4, // right
10, 9, 8, 11, 10, 8, // front
14, 13, 12, 15, 14, 12, // left
18, 17, 16, 19, 18, 16, // top
22, 21, 20, 23, 22, 20 // bottom
};
private static final float[] GEOMETRY_NORMALS_DATA = {
0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // back
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // right
0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // front
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // left
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // top
0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0 // bottom
};
private static final float[] GEOMETRY_TEXTURE_DATA = {
1, 0, 0, 0, 0, 1, 1, 1, // back
1, 0, 0, 0, 0, 1, 1, 1, // right
1, 0, 0, 0, 0, 1, 1, 1, // front
1, 0, 0, 0, 0, 1, 1, 1, // left
1, 0, 0, 0, 0, 1, 1, 1, // top
1, 0, 0, 0, 0, 1, 1, 1 // bottom
};
/**
* Creates a new box.
*
* The box has a center of 0,0,0 and extends in the out from the center by
* the given amount in each direction. So, for example, a box
* with extent of 0.5 would be the unit cube.
*
* @param x the size of the box along the x axis, in both directions.
* @param y the size of the box along the y axis, in both directions.
* @param z the size of the box along the z axis, in both directions.
*/
public Box(float x, float y, float z) {
super();
updateGeometry(Vector3f.ZERO, x, y, z);
}
/**
* Creates a new box.
*
* The box has the given center and extends in the out from the center by
* the given amount in each direction. So, for example, a box
* with extent of 0.5 would be the unit cube.
*
* @deprecated Due to constant confusion of geometry centers and the center
* of the box mesh this method has been deprecated.
*
* @param center the center of the box.
* @param x the size of the box along the x axis, in both directions.
* @param y the size of the box along the y axis, in both directions.
* @param z the size of the box along the z axis, in both directions.
*/
@Deprecated
public Box(Vector3f center, float x, float y, float z) {
super();
updateGeometry(center, x, y, z);
}
/**
* Constructor instantiates a new Box
object.
*
* The minimum and maximum point are provided, these two points define the
* shape and size of the box but not its orientation or position. You should
* use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) }
* and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
* methods to define those properties.
*
* @param min the minimum point that defines the box.
* @param max the maximum point that defines the box.
*/
public Box(Vector3f min, Vector3f max) {
super();
updateGeometry(min, max);
}
/**
* Empty constructor for serialization only. Do not use.
*/
protected Box(){
super();
}
/**
* Creates a clone of this box.
*
* The cloned box will have '_clone' appended to its name, but all other
* properties will be the same as this box.
*/
@Override
public Box clone() {
return new Box(center.clone(), xExtent, yExtent, zExtent);
}
@Override
protected void doUpdateGeometryIndices() {
if (getBuffer(Type.Index) == null){
setBuffer(Type.Index, 3, BufferUtils.createShortBuffer(GEOMETRY_INDICES_DATA));
}
}
@Override
protected void doUpdateGeometryNormals() {
if (getBuffer(Type.Normal) == null){
setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(GEOMETRY_NORMALS_DATA));
}
}
@Override
protected void doUpdateGeometryTextures() {
if (getBuffer(Type.TexCoord) == null){
setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(GEOMETRY_TEXTURE_DATA));
}
}
@Override
protected void doUpdateGeometryVertices() {
FloatBuffer fpb = BufferUtils.createVector3Buffer(24);
Vector3f[] v = computeVertices();
fpb.put(new float[] {
v[0].x, v[0].y, v[0].z, v[1].x, v[1].y, v[1].z, v[2].x, v[2].y, v[2].z, v[3].x, v[3].y, v[3].z, // back
v[1].x, v[1].y, v[1].z, v[4].x, v[4].y, v[4].z, v[6].x, v[6].y, v[6].z, v[2].x, v[2].y, v[2].z, // right
v[4].x, v[4].y, v[4].z, v[5].x, v[5].y, v[5].z, v[7].x, v[7].y, v[7].z, v[6].x, v[6].y, v[6].z, // front
v[5].x, v[5].y, v[5].z, v[0].x, v[0].y, v[0].z, v[3].x, v[3].y, v[3].z, v[7].x, v[7].y, v[7].z, // left
v[2].x, v[2].y, v[2].z, v[6].x, v[6].y, v[6].z, v[7].x, v[7].y, v[7].z, v[3].x, v[3].y, v[3].z, // top
v[0].x, v[0].y, v[0].z, v[5].x, v[5].y, v[5].z, v[4].x, v[4].y, v[4].z, v[1].x, v[1].y, v[1].z // bottom
});
setBuffer(Type.Position, 3, fpb);
updateBound();
}
}