/******************************************************************************* * 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.particles.values; import com.badlogic.gdx.graphics.Mesh; import com.badlogic.gdx.graphics.VertexAttributes.Usage; import com.badlogic.gdx.graphics.g3d.Model; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector3; /** Encapsulate the formulas to spawn a particle on a mesh shape. * @author Inferno */ public final class UnweightedMeshSpawnShapeValue extends MeshSpawnShapeValue { private float[] vertices; private short[] indices; private int positionOffset, vertexSize, vertexCount, triangleCount; public UnweightedMeshSpawnShapeValue (UnweightedMeshSpawnShapeValue value) { super(value); load(value); } public UnweightedMeshSpawnShapeValue () { } @Override public void setMesh (Mesh mesh, Model model) { super.setMesh(mesh, model); vertexSize = mesh.getVertexSize() / 4; positionOffset = mesh.getVertexAttribute(Usage.Position).offset / 4; int indicesCount = mesh.getNumIndices(); if (indicesCount > 0) { indices = new short[indicesCount]; mesh.getIndices(indices); triangleCount = indices.length / 3; } else indices = null; vertexCount = mesh.getNumVertices(); vertices = new float[vertexCount * vertexSize]; mesh.getVertices(vertices); } @Override public void spawnAux (Vector3 vector, float percent) { if (indices == null) { // Triangles int triangleIndex = MathUtils.random(vertexCount - 3) * vertexSize; int p1Offset = triangleIndex + positionOffset, p2Offset = p1Offset + vertexSize, p3Offset = p2Offset + vertexSize; float x1 = vertices[p1Offset], y1 = vertices[p1Offset + 1], z1 = vertices[p1Offset + 2], x2 = vertices[p2Offset], y2 = vertices[p2Offset + 1], z2 = vertices[p2Offset + 2], x3 = vertices[p3Offset], y3 = vertices[p3Offset + 1], z3 = vertices[p3Offset + 2]; Triangle.pick(x1, y1, z1, x2, y2, z2, x3, y3, z3, vector); } else { // Indices int triangleIndex = MathUtils.random(triangleCount - 1) * 3; int p1Offset = indices[triangleIndex] * vertexSize + positionOffset, p2Offset = indices[triangleIndex + 1] * vertexSize + positionOffset, p3Offset = indices[triangleIndex + 2] * vertexSize + positionOffset; float x1 = vertices[p1Offset], y1 = vertices[p1Offset + 1], z1 = vertices[p1Offset + 2], x2 = vertices[p2Offset], y2 = vertices[p2Offset + 1], z2 = vertices[p2Offset + 2], x3 = vertices[p3Offset], y3 = vertices[p3Offset + 1], z3 = vertices[p3Offset + 2]; Triangle.pick(x1, y1, z1, x2, y2, z2, x3, y3, z3, vector); } } @Override public SpawnShapeValue copy () { return new UnweightedMeshSpawnShapeValue(this); } }