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