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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.
+ */
+
+// $Id: Box.java 4131 2009-03-19 20:15:28Z blaine.dev $
+package com.jme3.scene.shape;
+
+import com.jme3.math.Vector3f;
+import com.jme3.scene.VertexBuffer.Type;
+import com.jme3.util.BufferUtils;
+import java.nio.FloatBuffer;
+
+/**
+ * A box with solid (filled) faces.
+ *
+ * @author Mark Powell
+ * @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
+ */
+public class Box extends AbstractBox {
+
+ private static final short[] GEOMETRY_INDICES_DATA = {
+ 2, 1, 0, 3, 2, 0, // back
+ 6, 5, 4, 7, 6, 4, // right
+ 10, 9, 8, 11, 10, 8, // front
+ 14, 13, 12, 15, 14, 12, // left
+ 18, 17, 16, 19, 18, 16, // top
+ 22, 21, 20, 23, 22, 20 // bottom
+ };
+
+ private static final float[] GEOMETRY_NORMALS_DATA = {
+ 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // back
+ 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // right
+ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // front
+ -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // left
+ 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // top
+ 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0 // bottom
+ };
+
+ private static final float[] GEOMETRY_TEXTURE_DATA = {
+ 1, 0, 0, 0, 0, 1, 1, 1, // back
+ 1, 0, 0, 0, 0, 1, 1, 1, // right
+ 1, 0, 0, 0, 0, 1, 1, 1, // front
+ 1, 0, 0, 0, 0, 1, 1, 1, // left
+ 1, 0, 0, 0, 0, 1, 1, 1, // top
+ 1, 0, 0, 0, 0, 1, 1, 1 // bottom
+ };
+
+ /**
+ * Creates a new box.
+ * <p>
+ * The box has a center of 0,0,0 and extends in the out from the center by
+ * the given amount in <em>each</em> direction. So, for example, a box
+ * with extent of 0.5 would be the unit cube.
+ *
+ * @param x the size of the box along the x axis, in both directions.
+ * @param y the size of the box along the y axis, in both directions.
+ * @param z the size of the box along the z axis, in both directions.
+ */
+ public Box(float x, float y, float z) {
+ super();
+ updateGeometry(Vector3f.ZERO, x, y, z);
+ }
+
+ /**
+ * Creates a new box.
+ * <p>
+ * The box has the given center and extends in the out from the center by
+ * the given amount in <em>each</em> direction. So, for example, a box
+ * with extent of 0.5 would be the unit cube.
+ *
+ * @param center the center of the box.
+ * @param x the size of the box along the x axis, in both directions.
+ * @param y the size of the box along the y axis, in both directions.
+ * @param z the size of the box along the z axis, in both directions.
+ */
+ public Box(Vector3f center, float x, float y, float z) {
+ super();
+ updateGeometry(center, x, y, z);
+ }
+
+ /**
+ * Constructor instantiates a new <code>Box</code> object.
+ * <p>
+ * The minimum and maximum point are provided, these two points define the
+ * shape and size of the box but not it's orientation or position. You should
+ * use the {@link #setLocalTranslation()} and {@link #setLocalRotation()}
+ * methods to define those properties.
+ *
+ * @param min the minimum point that defines the box.
+ * @param max the maximum point that defines the box.
+ */
+ public Box(Vector3f min, Vector3f max) {
+ super();
+ updateGeometry(min, max);
+ }
+
+ /**
+ * Empty constructor for serialization only. Do not use.
+ */
+ public Box(){
+ super();
+ }
+
+ /**
+ * Creates a clone of this box.
+ * <p>
+ * The cloned box will have '_clone' appended to it's name, but all other
+ * properties will be the same as this box.
+ */
+ @Override
+ public Box clone() {
+ return new Box(center.clone(), xExtent, yExtent, zExtent);
+ }
+
+ protected void duUpdateGeometryIndices() {
+ if (getBuffer(Type.Index) == null){
+ setBuffer(Type.Index, 3, BufferUtils.createShortBuffer(GEOMETRY_INDICES_DATA));
+ }
+ }
+
+ protected void duUpdateGeometryNormals() {
+ if (getBuffer(Type.Normal) == null){
+ setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(GEOMETRY_NORMALS_DATA));
+ }
+ }
+
+ protected void duUpdateGeometryTextures() {
+ if (getBuffer(Type.TexCoord) == null){
+ setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(GEOMETRY_TEXTURE_DATA));
+ }
+ }
+
+ protected void duUpdateGeometryVertices() {
+ FloatBuffer fpb = BufferUtils.createVector3Buffer(24);
+ Vector3f[] v = computeVertices();
+ fpb.put(new float[] {
+ v[0].x, v[0].y, v[0].z, v[1].x, v[1].y, v[1].z, v[2].x, v[2].y, v[2].z, v[3].x, v[3].y, v[3].z, // back
+ v[1].x, v[1].y, v[1].z, v[4].x, v[4].y, v[4].z, v[6].x, v[6].y, v[6].z, v[2].x, v[2].y, v[2].z, // right
+ v[4].x, v[4].y, v[4].z, v[5].x, v[5].y, v[5].z, v[7].x, v[7].y, v[7].z, v[6].x, v[6].y, v[6].z, // front
+ v[5].x, v[5].y, v[5].z, v[0].x, v[0].y, v[0].z, v[3].x, v[3].y, v[3].z, v[7].x, v[7].y, v[7].z, // left
+ v[2].x, v[2].y, v[2].z, v[6].x, v[6].y, v[6].z, v[7].x, v[7].y, v[7].z, v[3].x, v[3].y, v[3].z, // top
+ v[0].x, v[0].y, v[0].z, v[5].x, v[5].y, v[5].z, v[4].x, v[4].y, v[4].z, v[1].x, v[1].y, v[1].z // bottom
+ });
+ setBuffer(Type.Position, 3, fpb);
+ updateBound();
+ }
+
+} \ No newline at end of file