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package com.jme3.effect.shapes;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.util.BufferUtils;
import java.util.ArrayList;
import java.util.List;
/**
* This emiter shape emits the particles from the given shape's faces.
* @author Marcin Roguski (Kaelthas)
*/
public class EmitterMeshFaceShape extends EmitterMeshVertexShape {
/**
* Empty constructor. Sets nothing.
*/
public EmitterMeshFaceShape() {
}
/**
* Constructor. It stores a copy of vertex list of all meshes.
* @param meshes
* a list of meshes that will form the emitter's shape
*/
public EmitterMeshFaceShape(List<Mesh> meshes) {
super(meshes);
}
@Override
public void setMeshes(List<Mesh> meshes) {
this.vertices = new ArrayList<List<Vector3f>>(meshes.size());
this.normals = new ArrayList<List<Vector3f>>(meshes.size());
for (Mesh mesh : meshes) {
Vector3f[] vertexTable = BufferUtils.getVector3Array(mesh.getFloatBuffer(Type.Position));
int[] indices = new int[3];
List<Vector3f> vertices = new ArrayList<Vector3f>(mesh.getTriangleCount() * 3);
List<Vector3f> normals = new ArrayList<Vector3f>(mesh.getTriangleCount());
for (int i = 0; i < mesh.getTriangleCount(); ++i) {
mesh.getTriangle(i, indices);
vertices.add(vertexTable[indices[0]]);
vertices.add(vertexTable[indices[1]]);
vertices.add(vertexTable[indices[2]]);
normals.add(FastMath.computeNormal(vertexTable[indices[0]], vertexTable[indices[1]], vertexTable[indices[2]]));
}
this.vertices.add(vertices);
this.normals.add(normals);
}
}
/**
* This method fills the point with coordinates of randomly selected point on a random face.
* @param store
* the variable to store with coordinates of randomly selected selected point on a random face
*/
@Override
public void getRandomPoint(Vector3f store) {
int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
// the index of the first vertex of a face (must be dividable by 3)
int vertIndex = FastMath.nextRandomInt(0, vertices.get(meshIndex).size() / 3 - 1) * 3;
// put the point somewhere between the first and the second vertex of a face
float moveFactor = FastMath.nextRandomFloat();
store.set(Vector3f.ZERO);
store.addLocal(vertices.get(meshIndex).get(vertIndex));
store.addLocal((vertices.get(meshIndex).get(vertIndex + 1).x - vertices.get(meshIndex).get(vertIndex).x) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 1).y - vertices.get(meshIndex).get(vertIndex).y) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 1).z - vertices.get(meshIndex).get(vertIndex).z) * moveFactor);
// move the result towards the last face vertex
moveFactor = FastMath.nextRandomFloat();
store.addLocal((vertices.get(meshIndex).get(vertIndex + 2).x - store.x) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 2).y - store.y) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 2).z - store.z) * moveFactor);
}
/**
* This method fills the point with coordinates of randomly selected point on a random face.
* The normal param is filled with selected face's normal.
* @param store
* the variable to store with coordinates of randomly selected selected point on a random face
* @param normal
* filled with selected face's normal
*/
@Override
public void getRandomPointAndNormal(Vector3f store, Vector3f normal) {
int meshIndex = FastMath.nextRandomInt(0, vertices.size() - 1);
// the index of the first vertex of a face (must be dividable by 3)
int faceIndex = FastMath.nextRandomInt(0, vertices.get(meshIndex).size() / 3 - 1);
int vertIndex = faceIndex * 3;
// put the point somewhere between the first and the second vertex of a face
float moveFactor = FastMath.nextRandomFloat();
store.set(Vector3f.ZERO);
store.addLocal(vertices.get(meshIndex).get(vertIndex));
store.addLocal((vertices.get(meshIndex).get(vertIndex + 1).x - vertices.get(meshIndex).get(vertIndex).x) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 1).y - vertices.get(meshIndex).get(vertIndex).y) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 1).z - vertices.get(meshIndex).get(vertIndex).z) * moveFactor);
// move the result towards the last face vertex
moveFactor = FastMath.nextRandomFloat();
store.addLocal((vertices.get(meshIndex).get(vertIndex + 2).x - store.x) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 2).y - store.y) * moveFactor, (vertices.get(meshIndex).get(vertIndex + 2).z - store.z) * moveFactor);
normal.set(normals.get(meshIndex).get(faceIndex));
}
}
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