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aion-server 4.8

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game-server/src/com/aionemu/gameserver/geoEngine/scene/Box.java
/*
 * Copyright (c) 2009-2012 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.aionemu.gameserver.geoEngine.scene;

import java.nio.FloatBuffer;

import com.aionemu.gameserver.geoEngine.math.Vector3f;
import com.aionemu.gameserver.geoEngine.scene.VertexBuffer.Type;
import com.aionemu.gameserver.geoEngine.utils.BufferUtils;

/**
 * A box with solid (filled) faces.
 * 
 * @author Mark Powell
 * @version $Revision: 4131 $, $Date: 2009-03-19 16:15:28 -0400 (Thu, 19 Mar 2009) $
 */
public class Box extends AbstractBox {

	private static final short[] GEOMETRY_INDICES_DATA = { 2, 1, 0, 3, 2, 0, // back
		6, 5, 4, 7, 6, 4, // right
		10, 9, 8, 11, 10, 8, // front
		14, 13, 12, 15, 14, 12, // left
		18, 17, 16, 19, 18, 16, // top
		22, 21, 20, 23, 22, 20 // bottom
	};

	private static final float[] GEOMETRY_NORMALS_DATA = { 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // back
		1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // right
		0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // front
		-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // left
		0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // top
		0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0 // bottom
	};

	/**
	 * Creates a new box.
	 * <p>
	 * The box has a center of 0,0,0 and extends in the out from the center by the given amount in <em>each</em>
	 * direction. So, for example, a box with extent of 0.5 would be the unit cube.
	 * 
	 * @param x
	 *          the size of the box along the x axis, in both directions.
	 * @param y
	 *          the size of the box along the y axis, in both directions.
	 * @param z
	 *          the size of the box along the z axis, in both directions.
	 */
	public Box(float x, float y, float z) {
		super();
		updateGeometry(Vector3f.ZERO, x, y, z);
	}

	/**
	 * Creates a new box.
	 * <p>
	 * The box has the given center and extends in the out from the center by the given amount in <em>each</em> direction.
	 * So, for example, a box with extent of 0.5 would be the unit cube.
	 * 
	 * @param center
	 *          the center of the box.
	 * @param x
	 *          the size of the box along the x axis, in both directions.
	 * @param y
	 *          the size of the box along the y axis, in both directions.
	 * @param z
	 *          the size of the box along the z axis, in both directions.
	 */
	public Box(Vector3f center, float x, float y, float z) {
		super();
		updateGeometry(center, x, y, z);
	}

	/**
	 * Constructor instantiates a new <code>Box</code> object.
	 * <p>
	 * The minimum and maximum point are provided, these two points define the shape and size of the box but not it's
	 * orientation or position. You should use the
	 * {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) } and
	 * {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) } methods to define those properties.
	 * 
	 * @param min
	 *          the minimum point that defines the box.
	 * @param max
	 *          the maximum point that defines the box.
	 */
	public Box(Vector3f min, Vector3f max) {
		super();
		updateGeometry(min, max);
	}

	/**
	 * Empty constructor for serialization only. Do not use.
	 */
	public Box() {
		super();
	}

	/**
	 * Creates a clone of this box.
	 * <p>
	 * The cloned box will have '_clone' appended to it's name, but all other properties will be the same as this box.
	 */
	@Override
	public Box clone() {
		return new Box(center.clone(), xExtent, yExtent, zExtent);
	}

	protected void duUpdateGeometryIndices() {
		if (getBuffer(Type.Index) == null) {
			setBuffer(Type.Index, 3, BufferUtils.createShortBuffer(GEOMETRY_INDICES_DATA));
		}
	}

	protected void duUpdateGeometryNormals() {
		if (getBuffer(Type.Normal) == null) {
			setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(GEOMETRY_NORMALS_DATA));
		}
	}

	protected void duUpdateGeometryVertices() {
		FloatBuffer fpb = BufferUtils.createVector3Buffer(24);
		Vector3f[] v = computeVertices();
		fpb.put(new float[] { v[0].x, v[0].y, v[0].z, v[1].x, v[1].y, v[1].z, v[2].x, v[2].y, v[2].z, v[3].x, v[3].y, v[3].z, // back
			v[1].x, v[1].y, v[1].z, v[4].x, v[4].y, v[4].z, v[6].x, v[6].y, v[6].z, v[2].x, v[2].y, v[2].z, // right
			v[4].x, v[4].y, v[4].z, v[5].x, v[5].y, v[5].z, v[7].x, v[7].y, v[7].z, v[6].x, v[6].y, v[6].z, // front
			v[5].x, v[5].y, v[5].z, v[0].x, v[0].y, v[0].z, v[3].x, v[3].y, v[3].z, v[7].x, v[7].y, v[7].z, // left
			v[2].x, v[2].y, v[2].z, v[6].x, v[6].y, v[6].z, v[7].x, v[7].y, v[7].z, v[3].x, v[3].y, v[3].z, // top
			v[0].x, v[0].y, v[0].z, v[5].x, v[5].y, v[5].z, v[4].x, v[4].y, v[4].z, v[1].x, v[1].y, v[1].z // bottom
			});
		setBuffer(Type.Position, 3, fpb);
		updateBound();
	}

}

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