/*
 * Copyright (c) 2009-2021 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.jme3.scene;

import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer.Type;

/**
 * A static, indexed, Triangles-mode mesh for an axis-aligned rectangle in the
 * X-Y plane.
 *
 * <p>The rectangle extends from (-width/2, -height/2, 0) to
 * (width/2, height/2, 0) with normals set to (0,0,1).
 *
 * <p>This differs from {@link com.jme3.scene.shape.Quad} because it puts
 * (0,0,0) at the rectangle's center instead of in a corner.
 *
 * @author Kirill Vainer
 */
public class CenterQuad extends Mesh {

    public static CenterQuad UnitQuad = new CenterQuad(0.5f, 0.5f);
    public static Mesh CenterSplitQuad;
    
    private float width;
    private float height;

    /**
     * Create a quad with the given width and height. The quad
     * is always created in the XY plane.
     * 
     * @param width The X extent or width
     * @param height The Y extent or width
     */
    public CenterQuad(float width, float height){
        updateGeometry(width, height);
    }

    /**
     * Create a quad with the given width and height. The quad
     * is always created in the XY plane.
     * 
     * @param width The X extent or width
     * @param height The Y extent or width
     * @param flipCoords If true, the texture coordinates will be flipped
     * along the Y axis.
     */
    public CenterQuad(float width, float height, boolean flipCoords){
        updateGeometry(width, height, flipCoords);
        this.setStatic();
    }

    public float getHeight() {
        return height;
    }

    public float getWidth() {
        return width;
    }

    public void updateGeometry(float width, float height){
        updateGeometry(width, height, false);
    }

    public void updateGeometry(float width, float height, boolean flipCoords) {
        this.width = width;
        this.height = height;
        setBuffer(Type.Position, 3, new float[]{-width/2,        -height/2,      0,
                                                width/2,  -height/2,      0,
                                                width/2,  height/2, 0,
                                                -width/2,        height/2, 0
                                                });
        

        if (flipCoords){
            setBuffer(Type.TexCoord, 2, new float[]{0, 1,
                                                    1, 1,
                                                    1, 0,
                                                    0, 0});
        }else{
            setBuffer(Type.TexCoord, 2, new float[]{0, 0,
                                                    1, 0,
                                                    1, 1,
                                                    0, 1});
        }
        setBuffer(Type.Normal, 3, new float[]{0, 0, 1,
                                              0, 0, 1,
                                              0, 0, 1,
                                              0, 0, 1});
        if (height < 0){
            setBuffer(Type.Index, 3, new short[]{0, 2, 1,
                                                 0, 3, 2});
        }else{
            setBuffer(Type.Index, 3, new short[]{0, 1, 2,
                                                 0, 2, 3});
        }
        
        updateBound();
    }


}

@@ -1571,17 +1571,16 @@
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@@ -1600,36 +1600,8 @@
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@@ -1885,15 +1885,8 @@
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@@ -1906,17 +1906,16 @@
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correct a javadoc error and delete an unnecessary import