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.effect; 34 35 import com.jme3.material.RenderState; 36 import com.jme3.math.Matrix3f; 37 import com.jme3.renderer.Camera; 38 import com.jme3.scene.Mesh; 39 40 /** 41 * The <code>ParticleMesh</code> is the underlying visual implementation of a 42 * {@link ParticleEmitter particle emitter}. 43 * 44 * @author Kirill Vainer 45 */ 46 public abstract class ParticleMesh extends Mesh { 47 48 /** 49 * Type of particle mesh 50 */ 51 public enum Type { 52 /** 53 * The particle mesh is composed of points. Each particle is a point. 54 * This can be used in conjuction with {@link RenderState#setPointSprite(boolean) point sprites} 55 * to render particles the usual way. 56 */ 57 Point, 58 59 /** 60 * The particle mesh is composed of triangles. Each particle is 61 * two triangles making a single quad. 62 */ 63 Triangle; 64 } 65 66 /** 67 * Initialize mesh data. 68 * 69 * @param emitter The emitter which will use this <code>ParticleMesh</code>. 70 * @param numParticles The maxmimum number of particles to simulate 71 */ initParticleData(ParticleEmitter emitter, int numParticles)72 public abstract void initParticleData(ParticleEmitter emitter, int numParticles); 73 74 /** 75 * Set the images on the X and Y coordinates 76 * @param imagesX Images on the X coordinate 77 * @param imagesY Images on the Y coordinate 78 */ setImagesXY(int imagesX, int imagesY)79 public abstract void setImagesXY(int imagesX, int imagesY); 80 81 /** 82 * Update the particle visual data. Typically called every frame. 83 */ updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation)84 public abstract void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation); 85 86 } 87