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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+package com.jme3.effect;
+
+import com.jme3.material.RenderState;
+import com.jme3.math.Matrix3f;
+import com.jme3.renderer.Camera;
+import com.jme3.scene.Mesh;
+
+/**
+ * The <code>ParticleMesh</code> is the underlying visual implementation of a
+ * {@link ParticleEmitter particle emitter}.
+ *
+ * @author Kirill Vainer
+ */
+public abstract class ParticleMesh extends Mesh {
+
+ /**
+ * Type of particle mesh
+ */
+ public enum Type {
+ /**
+ * The particle mesh is composed of points. Each particle is a point.
+ * This can be used in conjuction with {@link RenderState#setPointSprite(boolean) point sprites}
+ * to render particles the usual way.
+ */
+ Point,
+
+ /**
+ * The particle mesh is composed of triangles. Each particle is
+ * two triangles making a single quad.
+ */
+ Triangle;
+ }
+
+ /**
+ * Initialize mesh data.
+ *
+ * @param emitter The emitter which will use this <code>ParticleMesh</code>.
+ * @param numParticles The maxmimum number of particles to simulate
+ */
+ public abstract void initParticleData(ParticleEmitter emitter, int numParticles);
+
+ /**
+ * Set the images on the X and Y coordinates
+ * @param imagesX Images on the X coordinate
+ * @param imagesY Images on the Y coordinate
+ */
+ public abstract void setImagesXY(int imagesX, int imagesY);
+
+ /**
+ * Update the particle visual data. Typically called every frame.
+ */
+ public abstract void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation);
+
+}