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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 
33 package com.jme3.scene.shape;
34 
35 import com.jme3.scene.Mesh;
36 import com.jme3.scene.VertexBuffer.Type;
37 
38 /**
39  * <code>Quad</code> represents a rectangular plane in space
40  * defined by 4 vertices. The quad's lower-left side is contained
41  * at the local space origin (0, 0, 0), while the upper-right
42  * side is located at the width/height coordinates (width, height, 0).
43  *
44  * @author Kirill Vainer
45  */
46 public class Quad extends Mesh {
47 
48     private float width;
49     private float height;
50 
51     /**
52      * Serialization only. Do not use.
53      */
Quad()54     public Quad(){
55     }
56 
57     /**
58      * Create a quad with the given width and height. The quad
59      * is always created in the XY plane.
60      *
61      * @param width The X extent or width
62      * @param height The Y extent or width
63      */
Quad(float width, float height)64     public Quad(float width, float height){
65         updateGeometry(width, height);
66     }
67 
68     /**
69      * Create a quad with the given width and height. The quad
70      * is always created in the XY plane.
71      *
72      * @param width The X extent or width
73      * @param height The Y extent or width
74      * @param flipCoords If true, the texture coordinates will be flipped
75      * along the Y axis.
76      */
Quad(float width, float height, boolean flipCoords)77     public Quad(float width, float height, boolean flipCoords){
78         updateGeometry(width, height, flipCoords);
79     }
80 
getHeight()81     public float getHeight() {
82         return height;
83     }
84 
getWidth()85     public float getWidth() {
86         return width;
87     }
88 
updateGeometry(float width, float height)89     public void updateGeometry(float width, float height){
90         updateGeometry(width, height, false);
91     }
92 
updateGeometry(float width, float height, boolean flipCoords)93     public void updateGeometry(float width, float height, boolean flipCoords) {
94         this.width = width;
95         this.height = height;
96         setBuffer(Type.Position, 3, new float[]{0,      0,      0,
97                                                 width,  0,      0,
98                                                 width,  height, 0,
99                                                 0,      height, 0
100                                                 });
101 
102 
103         if (flipCoords){
104             setBuffer(Type.TexCoord, 2, new float[]{0, 1,
105                                                     1, 1,
106                                                     1, 0,
107                                                     0, 0});
108         }else{
109             setBuffer(Type.TexCoord, 2, new float[]{0, 0,
110                                                     1, 0,
111                                                     1, 1,
112                                                     0, 1});
113         }
114         setBuffer(Type.Normal, 3, new float[]{0, 0, 1,
115                                               0, 0, 1,
116                                               0, 0, 1,
117                                               0, 0, 1});
118         if (height < 0){
119             setBuffer(Type.Index, 3, new short[]{0, 2, 1,
120                                                  0, 3, 2});
121         }else{
122             setBuffer(Type.Index, 3, new short[]{0, 1, 2,
123                                                  0, 2, 3});
124         }
125 
126         updateBound();
127     }
128 
129 
130 }
131