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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.scene.debug;
33 
34 import com.jme3.math.Quaternion;
35 import com.jme3.math.Vector3f;
36 import com.jme3.scene.Mesh;
37 import com.jme3.scene.VertexBuffer;
38 import com.jme3.scene.VertexBuffer.Type;
39 import java.nio.FloatBuffer;
40 
41 /**
42  * The <code>Arrow</code> debug shape represents an arrow.
43  * An arrow is simply a line going from the original toward an extent
44  * and at the tip there will be triangle-like shape.
45  *
46  * @author Kirill Vainer
47  */
48 public class Arrow extends Mesh {
49 
50     private Quaternion tempQuat = new Quaternion();
51     private Vector3f tempVec = new Vector3f();
52 
53     private static final float[] positions = new float[]{
54         0, 0, 0,
55         0, 0, 1, // tip
56         0.05f, 0, 0.9f, // tip right
57         -0.05f, 0, 0.9f, // tip left
58         0, 0.05f, 0.9f, // tip top
59         0, -0.05f, 0.9f, // tip buttom
60     };
61 
62     /**
63      * Serialization only. Do not use.
64      */
Arrow()65     public Arrow() {
66     }
67 
68     /**
69      * Creates an arrow mesh with the given extent.
70      * The arrow will start at the origin (0,0,0) and finish
71      * at the given extent.
72      *
73      * @param extent Extent of the arrow from origin
74      */
Arrow(Vector3f extent)75     public Arrow(Vector3f extent) {
76         float len = extent.length();
77         Vector3f dir = extent.normalize();
78 
79         tempQuat.lookAt(dir, Vector3f.UNIT_Y);
80         tempQuat.normalizeLocal();
81 
82         float[] newPositions = new float[positions.length];
83         for (int i = 0; i < positions.length; i += 3) {
84             Vector3f vec = tempVec.set(positions[i],
85                     positions[i + 1],
86                     positions[i + 2]);
87             vec.multLocal(len);
88             tempQuat.mult(vec, vec);
89 
90             newPositions[i] = vec.getX();
91             newPositions[i + 1] = vec.getY();
92             newPositions[i + 2] = vec.getZ();
93         }
94 
95         setBuffer(Type.Position, 3, newPositions);
96         setBuffer(Type.Index, 2,
97                 new short[]{
98                     0, 1,
99                     1, 2,
100                     1, 3,
101                     1, 4,
102                     1, 5,});
103         setMode(Mode.Lines);
104 
105         updateBound();
106         updateCounts();
107     }
108 
109     /**
110      * Sets the arrow's extent.
111      * This will modify the buffers on the mesh.
112      *
113      * @param extent the arrow's extent.
114      */
setArrowExtent(Vector3f extent)115     public void setArrowExtent(Vector3f extent) {
116         float len = extent.length();
117 //        Vector3f dir = extent.normalize();
118 
119         tempQuat.lookAt(extent, Vector3f.UNIT_Y);
120         tempQuat.normalizeLocal();
121 
122         VertexBuffer pvb = getBuffer(Type.Position);
123         FloatBuffer buffer = (FloatBuffer)pvb.getData();
124         buffer.rewind();
125         for (int i = 0; i < positions.length; i += 3) {
126             Vector3f vec = tempVec.set(positions[i],
127                     positions[i + 1],
128                     positions[i + 2]);
129             vec.multLocal(len);
130             tempQuat.mult(vec, vec);
131 
132             buffer.put(vec.x);
133             buffer.put(vec.y);
134             buffer.put(vec.z);
135         }
136 
137         pvb.updateData(buffer);
138 
139         updateBound();
140         updateCounts();
141     }
142 }
143