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      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      */
     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      */
     79     public abstract void setImagesXY(int imagesX, int imagesY);
     80 
     81     /**
     82      * Update the particle visual data. Typically called every frame.
     83      */
     84     public abstract void updateParticleData(Particle[] particles, Camera cam, Matrix3f inverseRotation);
     85 
     86 }
     87