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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 package com.jme3.scene.debug;
     33 
     34 import com.jme3.math.Quaternion;
     35 import com.jme3.math.Vector3f;
     36 import com.jme3.scene.Mesh;
     37 import com.jme3.scene.VertexBuffer;
     38 import com.jme3.scene.VertexBuffer.Type;
     39 import java.nio.FloatBuffer;
     40 
     41 /**
     42  * The <code>Arrow</code> debug shape represents an arrow.
     43  * An arrow is simply a line going from the original toward an extent
     44  * and at the tip there will be triangle-like shape.
     45  *
     46  * @author Kirill Vainer
     47  */
     48 public class Arrow extends Mesh {
     49 
     50     private Quaternion tempQuat = new Quaternion();
     51     private Vector3f tempVec = new Vector3f();
     52 
     53     private static final float[] positions = new float[]{
     54         0, 0, 0,
     55         0, 0, 1, // tip
     56         0.05f, 0, 0.9f, // tip right
     57         -0.05f, 0, 0.9f, // tip left
     58         0, 0.05f, 0.9f, // tip top
     59         0, -0.05f, 0.9f, // tip buttom
     60     };
     61 
     62     /**
     63      * Serialization only. Do not use.
     64      */
     65     public Arrow() {
     66     }
     67 
     68     /**
     69      * Creates an arrow mesh with the given extent.
     70      * The arrow will start at the origin (0,0,0) and finish
     71      * at the given extent.
     72      *
     73      * @param extent Extent of the arrow from origin
     74      */
     75     public Arrow(Vector3f extent) {
     76         float len = extent.length();
     77         Vector3f dir = extent.normalize();
     78 
     79         tempQuat.lookAt(dir, Vector3f.UNIT_Y);
     80         tempQuat.normalizeLocal();
     81 
     82         float[] newPositions = new float[positions.length];
     83         for (int i = 0; i < positions.length; i += 3) {
     84             Vector3f vec = tempVec.set(positions[i],
     85                     positions[i + 1],
     86                     positions[i + 2]);
     87             vec.multLocal(len);
     88             tempQuat.mult(vec, vec);
     89 
     90             newPositions[i] = vec.getX();
     91             newPositions[i + 1] = vec.getY();
     92             newPositions[i + 2] = vec.getZ();
     93         }
     94 
     95         setBuffer(Type.Position, 3, newPositions);
     96         setBuffer(Type.Index, 2,
     97                 new short[]{
     98                     0, 1,
     99                     1, 2,
    100                     1, 3,
    101                     1, 4,
    102                     1, 5,});
    103         setMode(Mode.Lines);
    104 
    105         updateBound();
    106         updateCounts();
    107     }
    108 
    109     /**
    110      * Sets the arrow's extent.
    111      * This will modify the buffers on the mesh.
    112      *
    113      * @param extent the arrow's extent.
    114      */
    115     public void setArrowExtent(Vector3f extent) {
    116         float len = extent.length();
    117 //        Vector3f dir = extent.normalize();
    118 
    119         tempQuat.lookAt(extent, Vector3f.UNIT_Y);
    120         tempQuat.normalizeLocal();
    121 
    122         VertexBuffer pvb = getBuffer(Type.Position);
    123         FloatBuffer buffer = (FloatBuffer)pvb.getData();
    124         buffer.rewind();
    125         for (int i = 0; i < positions.length; i += 3) {
    126             Vector3f vec = tempVec.set(positions[i],
    127                     positions[i + 1],
    128                     positions[i + 2]);
    129             vec.multLocal(len);
    130             tempQuat.mult(vec, vec);
    131 
    132             buffer.put(vec.x);
    133             buffer.put(vec.y);
    134             buffer.put(vec.z);
    135         }
    136 
    137         pvb.updateData(buffer);
    138 
    139         updateBound();
    140         updateCounts();
    141     }
    142 }
    143