/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g3d;
import com.badlogic.gdx.graphics.g3d.materials.Material;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
public class StillModelNode implements StillModelInstance {
static final private float[] vec3 = { 0, 0, 0 };
final public Vector3 origin = new Vector3();
final public Vector3 transformedPosition = new Vector3();
final public Matrix4 matrix = new Matrix4();
public Material[] materials;
public float radius;
public StillModelNode() {
this(null);
}
public StillModelNode(Material[] materials) {
this.materials = materials;
}
@Override
public Matrix4 getTransform() {
return matrix;
}
@Override
public Vector3 getSortCenter() {
vec3[0] = origin.x;
vec3[1] = origin.y;
vec3[2] = origin.z;
Matrix4.mulVec(matrix.val, vec3);
transformedPosition.x = vec3[0];
transformedPosition.y = vec3[1];
transformedPosition.z = vec3[2];
return transformedPosition;
}
@Override
public Material[] getMaterials() {
return materials;
}
@Override
public float getBoundingSphereRadius() {
return radius;
}
public StillModelNode copy() {
final StillModelNode copy = new StillModelNode();
if (materials != null) {
final int len = materials.length;
Material[] mats = new Material[len];
for (int i = 0; i < len; i++) {
mats[i] = materials[i].copy();
}
copy.materials = mats;
}
copy.matrix.set(matrix.val);
copy.origin.set(origin);
copy.radius = radius;
copy.transformedPosition.set(transformedPosition);
return copy;
}
}