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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.scene.debug;
+
+import com.jme3.math.Quaternion;
+import com.jme3.math.Vector3f;
+import com.jme3.scene.Mesh;
+import com.jme3.scene.VertexBuffer;
+import com.jme3.scene.VertexBuffer.Type;
+import java.nio.FloatBuffer;
+
+/**
+ * The <code>Arrow</code> debug shape represents an arrow.
+ * An arrow is simply a line going from the original toward an extent
+ * and at the tip there will be triangle-like shape.
+ *
+ * @author Kirill Vainer
+ */
+public class Arrow extends Mesh {
+
+ private Quaternion tempQuat = new Quaternion();
+ private Vector3f tempVec = new Vector3f();
+
+ private static final float[] positions = new float[]{
+ 0, 0, 0,
+ 0, 0, 1, // tip
+ 0.05f, 0, 0.9f, // tip right
+ -0.05f, 0, 0.9f, // tip left
+ 0, 0.05f, 0.9f, // tip top
+ 0, -0.05f, 0.9f, // tip buttom
+ };
+
+ /**
+ * Serialization only. Do not use.
+ */
+ public Arrow() {
+ }
+
+ /**
+ * Creates an arrow mesh with the given extent.
+ * The arrow will start at the origin (0,0,0) and finish
+ * at the given extent.
+ *
+ * @param extent Extent of the arrow from origin
+ */
+ public Arrow(Vector3f extent) {
+ float len = extent.length();
+ Vector3f dir = extent.normalize();
+
+ tempQuat.lookAt(dir, Vector3f.UNIT_Y);
+ tempQuat.normalizeLocal();
+
+ float[] newPositions = new float[positions.length];
+ for (int i = 0; i < positions.length; i += 3) {
+ Vector3f vec = tempVec.set(positions[i],
+ positions[i + 1],
+ positions[i + 2]);
+ vec.multLocal(len);
+ tempQuat.mult(vec, vec);
+
+ newPositions[i] = vec.getX();
+ newPositions[i + 1] = vec.getY();
+ newPositions[i + 2] = vec.getZ();
+ }
+
+ setBuffer(Type.Position, 3, newPositions);
+ setBuffer(Type.Index, 2,
+ new short[]{
+ 0, 1,
+ 1, 2,
+ 1, 3,
+ 1, 4,
+ 1, 5,});
+ setMode(Mode.Lines);
+
+ updateBound();
+ updateCounts();
+ }
+
+ /**
+ * Sets the arrow's extent.
+ * This will modify the buffers on the mesh.
+ *
+ * @param extent the arrow's extent.
+ */
+ public void setArrowExtent(Vector3f extent) {
+ float len = extent.length();
+// Vector3f dir = extent.normalize();
+
+ tempQuat.lookAt(extent, Vector3f.UNIT_Y);
+ tempQuat.normalizeLocal();
+
+ VertexBuffer pvb = getBuffer(Type.Position);
+ FloatBuffer buffer = (FloatBuffer)pvb.getData();
+ buffer.rewind();
+ for (int i = 0; i < positions.length; i += 3) {
+ Vector3f vec = tempVec.set(positions[i],
+ positions[i + 1],
+ positions[i + 2]);
+ vec.multLocal(len);
+ tempQuat.mult(vec, vec);
+
+ buffer.put(vec.x);
+ buffer.put(vec.y);
+ buffer.put(vec.z);
+ }
+
+ pvb.updateData(buffer);
+
+ updateBound();
+ updateCounts();
+ }
+}