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authorSven Gothel <[email protected]>2001-05-09 13:21:11 +0000
committerSven Gothel <[email protected]>2001-05-09 13:21:11 +0000
commit8512ae5ab8a75fad8a75aec0b6e04e3fcd1d2c6f (patch)
tree63ba4be22892c2556ae21ac37108ab432669aa10 /demos/HodglimsNeHe
parent7473a5ed807ed01852df6aa1bdb0634bcabd219e (diff)
2.7.2.0 swing and minor changesrel-2-7-2-0
Diffstat (limited to 'demos/HodglimsNeHe')
-rw-r--r--demos/HodglimsNeHe/Lesson10.html39
-rw-r--r--demos/HodglimsNeHe/Lesson10.java640
-rw-r--r--demos/HodglimsNeHe/Lesson10_plugin13.html79
-rw-r--r--demos/HodglimsNeHe/Lesson19.html44
-rw-r--r--demos/HodglimsNeHe/Lesson19.java420
-rw-r--r--demos/HodglimsNeHe/Lesson19_plugin13.html75
-rw-r--r--demos/HodglimsNeHe/data/world.txt160
7 files changed, 1457 insertions, 0 deletions
diff --git a/demos/HodglimsNeHe/Lesson10.html b/demos/HodglimsNeHe/Lesson10.html
new file mode 100644
index 0000000..ea9bce2
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson10.html
@@ -0,0 +1,39 @@
+<HTML>
+<HEAD>
+<TITLE>Lesson10 Applet: Loading And Moving Through A 3D World</TITLE>
+</HEAD>
+<BODY BGCOLOR="#FFFFFF">
+<CENTER>
+<P><FONT SIZE="+1">Loading And Moving Through A 3D World</FONT><BR>
+</P>
+<TABLE WIDTH="100%">
+<TR>
+<TD WIDTH="30%" ALIGN="LEFT" VALIGN="TOP">
+<P>
+<FONT SIZE="1" FACE="Verdana"><B><U>Keys</U></B></FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<B>PG_UP</B> - Look Up<BR>
+<B>PG_DOWN</B> - Look Down<BR>
+<B>UP</B> - Move Fwd<BR>
+<B>DOWN</B> - Move Bwd<BR>
+<B>LEFT</B> - Move Left<BR>
+<B>RIGHT</B> - Move Right<BR>
+</FONT>
+</P>
+<P><FONT SIZE="1" FACE="Verdana"><B>Note:</B> You must click inside the applet window before using these keys.</FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<A HREF="index.html">Go back</A>
+</FONT>
+</P>
+</TD>
+<TD WIDTH="70%" ALIGN="CENTER" VALIGN="TOP">
+<APPLET CODE="Lesson10.class" WIDTH="400" HEIGHT="400">
+</APPLET>
+</TD>
+</TR>
+</TABLE>
+</CENTER>
+</BODY>
+</HTML>
diff --git a/demos/HodglimsNeHe/Lesson10.java b/demos/HodglimsNeHe/Lesson10.java
new file mode 100644
index 0000000..af009be
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson10.java
@@ -0,0 +1,640 @@
+/**
+ * Lesson10.java
+ *
+ * Author: Mattias Ekstrand
+ * Date: 09/04/2001
+ *
+ * Port of the NeHe OpenGL Tutorial (Lesson 10: "Moving Bitmaps In 3D Space")
+ * to Java using the GL4Java interface to OpenGL. Much of the code is reused
+ * from Darren Hodges port of Lession 9. :)
+ *
+ */
+
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+import java.io.*;
+import java.net.*;
+import java.util.StringTokenizer;
+
+//GL4Java classes
+import gl4java.GLContext;
+import gl4java.awt.GLAnimCanvas;
+import gl4java.utils.textures.*;
+
+
+public class Lesson10 extends Applet
+{
+ //Our rendering canvas
+ //We are using GLAnimCanvas because we want the canvas
+ //to be constantly redrawn
+ renderCanvas canvas = null;
+
+
+ /**
+ * void init()
+ *
+ * Initialise the applet.
+ */
+
+ public void init()
+ {
+ //We will use BorderLayout to layout the applet components
+ setLayout(new BorderLayout());
+
+ //Create our canvas and add it to the center of the applet
+ canvas = new renderCanvas(getSize().width, getSize().height);
+ add("Center", canvas);
+ }
+
+
+ /**
+ * void start()
+ *
+ * Start the applet.
+ */
+ public void start()
+ {
+ //Start animating the canvas
+ canvas.start();
+ }
+
+
+ /**
+ * void stop()
+ *
+ * Stop the applet.
+ */
+ public void stop()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ }
+
+
+ /**
+ * void destroy()
+ *
+ * Destroy the applet.
+ */
+ public void destroy()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ //Destroy the canvas
+ canvas.destroy();
+ }
+
+
+
+ private class renderCanvas extends GLAnimCanvas implements KeyListener
+ {
+ boolean light = true; //Lighting ON/OFF
+ boolean lp = false; //L Pressed?
+ boolean fp = false; //F Pressed?
+ boolean blend = true; //Blending ON/OFF
+ boolean bp = false; //B Pressed?
+
+ final float piover180 = 0.0174532925f;
+ float heading;
+ float xpos;
+ float zpos;
+
+ float yrot = 0.0f; //Y Rotation
+ float walkbias = 0.0f;
+ float walkbiasangle = 0.0f;
+ float lookupdown = 0.0f;
+ float z = -8.0f; //Depth Into The Screen
+
+ //Ambient light
+ float[] LightAmbient = { 0.5f, 0.5f, 0.5f, 1.0f };
+
+ //Diffuse light
+ float[] LightDiffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ //Light position
+ float[] LightPosition = { 0.0f, 0.0f, 2.0f, 1.0f };
+
+ int filter = 0; //Which Filter To Use
+
+ int[] texture = new int[3]; //Storage for 3 textures
+
+ Sector sector1;
+
+
+ /**
+ * renderCanvas(int w, int h)
+ *
+ * Constructor.
+ */
+ public renderCanvas(int w, int h)
+ {
+ super(w, h);
+
+ //Registers this canvas to process keyboard events
+ addKeyListener(this);
+ }
+
+
+ /**
+ * void preInit()
+ *
+ * Called just BEFORE the GL-Context is created.
+ */
+ public void preInit()
+ {
+ //We want double buffering
+ doubleBuffer = true;
+ //But we dont want stereo view
+ stereoView = false;
+ }
+
+ void SetupWorld() {
+ float x, y, z, u, v;
+ int numtriangles;
+
+ try {
+ String line;
+
+ URL world = new URL(getCodeBase() + "data/world.txt");
+
+ DataInputStream dis = new DataInputStream(world.openStream());
+
+ while ((line = dis.readLine()) != null) {
+ if (line.trim().length() == 0 || line.trim().startsWith("//"))
+ continue;
+
+ if (line.startsWith("NUMPOLLIES")) {
+ int numTriangles;
+
+ numTriangles = Integer.parseInt(line.substring(line.indexOf("NUMPOLLIES") + "NUMPOLLIES".length() + 1));
+ sector1 = new Sector(numTriangles);
+
+ break;
+ }
+ }
+
+ for (int i = 0; i < sector1.numTriangles; i++) {
+ for (int vert = 0; vert < 3; vert++) {
+
+ while ((line = dis.readLine()) != null) {
+ if (line.trim().length() == 0 || line.trim().startsWith("//"))
+ continue;
+
+ break;
+ }
+
+ if (line != null) {
+ StringTokenizer st = new StringTokenizer(line, " ");
+
+ sector1.triangles[i].vertex[vert].x = Float.valueOf(st.nextToken()).floatValue();
+ sector1.triangles[i].vertex[vert].y = Float.valueOf(st.nextToken()).floatValue();
+ sector1.triangles[i].vertex[vert].z = Float.valueOf(st.nextToken()).floatValue();
+ sector1.triangles[i].vertex[vert].u = Float.valueOf(st.nextToken()).floatValue();
+ sector1.triangles[i].vertex[vert].v = Float.valueOf(st.nextToken()).floatValue();
+ }
+ }
+ }
+
+ dis.close();
+
+ } catch (MalformedURLException me) {
+ System.out.println("MalformedURLException: " + me);
+ } catch (IOException ioe) {
+ System.out.println("IOException: " + ioe);
+ }
+ }
+
+
+
+ /**
+ * void LoadGLTextures()
+ *
+ * Load textures.
+ */
+ public void LoadGLTextures()
+ {
+ PngTextureLoader texLoader = new PngTextureLoader(gl, glu);
+ texLoader.readTexture(getCodeBase(), "data/crate.png");
+
+ //Full Brightness, 50% Alpha
+ gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
+
+ //Blending Function For Translucency Based On Source Alpha Value
+ gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ if(texLoader.isOk())
+ {
+ //Create Nearest Filtered Texture
+ gl.glGenTextures(3, texture);
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ gl.glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ 3,
+ texLoader.getImageWidth(),
+ texLoader.getImageHeight(),
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ texLoader.getTexture());
+
+ //Create Linear Filtered Texture
+ gl.glBindTexture(GL_TEXTURE_2D, texture[1]);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ gl.glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ 3,
+ texLoader.getImageWidth(),
+ texLoader.getImageHeight(),
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ texLoader.getTexture());
+
+
+ //Create MipMapped Texture (Only with GL4Java 2.1.2.1 and later!)
+ gl.glBindTexture(GL_TEXTURE_2D, texture[2]);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+
+ glu.gluBuild2DMipmaps(GL_TEXTURE_2D,
+ 3,
+ texLoader.getImageWidth(),
+ texLoader.getImageHeight(),
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ texLoader.getTexture());
+ }
+ }
+
+
+ /**
+ * void init()
+ *
+ * Called just AFTER the GL-Context is created.
+ */
+ public void init()
+ {
+ //Load The Texture(s)
+ LoadGLTextures();
+
+ //Enable Texture Mapping
+ gl.glEnable(GL_TEXTURE_2D);
+
+ //This Will Clear The Background Color To Black
+ gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ //Enables Clearing Of The Depth Buffer
+ gl.glClearDepth(1.0);
+
+ //The Type Of Depth Test To Do
+ gl.glDepthFunc(GL_LESS);
+ //Enables Depth Testing
+ gl.glEnable(GL_DEPTH_TEST);
+
+ //Enables Smooth Color Shading
+ gl.glShadeModel(GL_SMOOTH);
+
+ //Select The Projection Matrix
+ gl.glMatrixMode(GL_PROJECTION);
+
+ //Reset The Projection Matrix
+ gl.glLoadIdentity();
+
+ //Calculate The Aspect Ratio Of The Window
+ glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f);
+
+ //Select The Modelview Matrix
+ gl.glMatrixMode(GL_MODELVIEW);
+
+ //Lights
+ gl.glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
+ gl.glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
+ gl.glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
+
+ //Enable light
+ gl.glEnable(GL_LIGHT1);
+ gl.glEnable(GL_LIGHTING);
+
+ //Load world
+ SetupWorld();
+ }
+
+
+ /**
+ * void destroy()
+ *
+ * Destroy the canvas.
+ */
+ public void destroy()
+ {
+ //Destroy the GLContext
+ cvsDispose();
+ }
+
+
+ /**
+ * void reshape(int width, int height)
+ *
+ * Called after the first paint command.
+ */
+ public void reshape(int width, int height)
+ {
+ //Reset The Current Viewport And Perspective Transformation
+ gl.glViewport(0, 0, width, height);
+
+ //Select The Projection Matrix
+ gl.glMatrixMode(GL_PROJECTION);
+
+ //Reset The Projection Matrix
+ gl.glLoadIdentity();
+
+ //Calculate The Aspect Ratio Of The Window
+ glu.gluPerspective(45.0f, (float)getSize().width / (float)getSize().height, 0.1f, 100.0f);
+
+ //Select The Modelview Matrix
+ gl.glMatrixMode(GL_MODELVIEW);
+ }
+
+
+ /**
+ * void display()
+ *
+ * Draw to the canvas.
+ */
+ public void display()
+ {
+ //Ensure GL is initialised correctly
+ if (glj.gljMakeCurrent(true) == false)
+ return;
+
+ //Clear The Screen And The Depth Buffer
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ //Reset The View
+ gl.glLoadIdentity();
+
+ float x, y, z, u, v;
+ float xtrans = -xpos;
+ float ztrans = -zpos;
+ float ytrans = -walkbias-0.25f;
+ float sceneroty = 360.0f - yrot;
+
+ gl.glRotatef(lookupdown,1.0f,0,0);
+ gl.glRotatef(sceneroty,0,1.0f,0);
+
+ gl.glTranslatef(xtrans, ytrans, ztrans);
+ gl.glBindTexture(GL_TEXTURE_2D, texture[filter]);
+
+ // Process Each Triangle
+ for (int i = 0; i < sector1.numTriangles; i++) {
+ gl.glBegin(GL_TRIANGLES);
+ gl.glNormal3f( 0.0f, 0.0f, 1.0f);
+ x = sector1.triangles[i].vertex[0].x;
+ y = sector1.triangles[i].vertex[0].y;
+ z = sector1.triangles[i].vertex[0].z;
+ u = sector1.triangles[i].vertex[0].u;
+ v = sector1.triangles[i].vertex[0].v;
+ gl.glTexCoord2f(u,v); gl.glVertex3f(x,y,z);
+
+ x = sector1.triangles[i].vertex[1].x;
+ y = sector1.triangles[i].vertex[1].y;
+ z = sector1.triangles[i].vertex[1].z;
+ u = sector1.triangles[i].vertex[1].u;
+ v = sector1.triangles[i].vertex[1].v;
+ gl.glTexCoord2f(u,v); gl.glVertex3f(x,y,z);
+
+ x = sector1.triangles[i].vertex[2].x;
+ y = sector1.triangles[i].vertex[2].y;
+ z = sector1.triangles[i].vertex[2].z;
+ u = sector1.triangles[i].vertex[2].u;
+ v = sector1.triangles[i].vertex[2].v;
+ gl.glTexCoord2f(u,v); gl.glVertex3f(x,y,z);
+ gl.glEnd();
+ }
+
+ //Swap buffers
+ glj.gljSwap();
+ glj.gljFree();
+ }
+
+
+ /**
+ * void keyTyped(KeyEvent e)
+ *
+ * Invoked when a key has been typed. This event occurs when a key press is followed by a key release.
+ */
+ public void keyTyped(KeyEvent e)
+ {
+ }
+
+
+ /**
+ * void keyPressed(KeyEvent e)
+ *
+ * Invoked when a key has been pressed.
+ */
+ public void keyPressed(KeyEvent e)
+ {
+ switch(e.getKeyCode())
+ {
+ //Switch ON/OFF light when L is pressed
+ case KeyEvent.VK_L:
+ {
+ if(!lp)
+ {
+ lp = true;
+ //Toggle light
+ light = !light;
+
+ if(!light)
+ gl.glDisable(GL_LIGHTING);
+ else
+ gl.glEnable(GL_LIGHTING);
+ }
+
+ break;
+ }
+
+ //Switch filter when F is pressed
+ case KeyEvent.VK_F:
+ {
+ if(!fp)
+ {
+ fp = true;
+ //Change filter
+ filter += 1;
+ if(filter > 2)
+ filter = 0;
+ }
+
+ break;
+ }
+
+ //Switch blending when B is pressed
+ case KeyEvent.VK_B:
+ {
+ if(!bp)
+ {
+ bp = true;
+ //Toggle blending
+ blend = !blend;
+
+ if(blend)
+ {
+ gl.glEnable(GL_BLEND); //Turn Blending On
+ gl.glDisable(GL_DEPTH_TEST); //Turn Depth Testing Off
+ }
+ else
+ {
+ gl.glDisable(GL_BLEND); //Turn Blending Off
+ gl.glEnable(GL_DEPTH_TEST); //Turn Depth Testing On
+ }
+ }
+
+ break;
+ }
+
+ case KeyEvent.VK_PAGE_UP:
+ {
+ z -= 0.2f;
+ lookupdown-= 1.0f;
+
+ break;
+ }
+
+ case KeyEvent.VK_PAGE_DOWN:
+ {
+ z += 0.2f;
+ lookupdown+= 1.0f;
+
+ break;
+ }
+
+ case KeyEvent.VK_UP:
+ {
+ xpos -= (float)Math.sin(heading*piover180) * 0.05f;
+ zpos -= (float)Math.cos(heading*piover180) * 0.05f;
+ if (walkbiasangle >= 359.0f)
+ {
+ walkbiasangle = 0.0f;
+ }
+ else
+ {
+ walkbiasangle+= 10;
+ }
+ walkbias = (float)Math.sin(walkbiasangle * piover180)/20.0f;
+
+ break;
+ }
+
+ case KeyEvent.VK_DOWN:
+ {
+ xpos += (float)Math.sin(heading*piover180) * 0.05f;
+ zpos += (float)Math.cos(heading*piover180) * 0.05f;
+ if (walkbiasangle <= 1.0f)
+ {
+ walkbiasangle = 359.0f;
+ }
+ else
+ {
+ walkbiasangle-= 10;
+ }
+ walkbias = (float)Math.sin(walkbiasangle * piover180)/20.0f;
+
+ break;
+ }
+
+ //Increase Y rotation speed when user presses RIGHT
+ case KeyEvent.VK_RIGHT:
+ {
+ heading -= 1.0f;
+ yrot = heading;
+
+ break;
+ }
+
+ //Decrease Y rotation speed when user presses LEFT
+ case KeyEvent.VK_LEFT:
+ {
+ heading += 1.0f;
+ yrot = heading;
+
+ break;
+ }
+ }
+ }
+
+
+ /**
+ * void keyReleased(KeyEvent e)
+ *
+ * Invoked when a key has been released.
+ */
+ public void keyReleased(KeyEvent e)
+ {
+ switch(e.getKeyCode())
+ {
+ //Key has been released
+ case KeyEvent.VK_L:
+ {
+ lp = false;
+ break;
+ }
+
+ //Key has been released
+ case KeyEvent.VK_F:
+ {
+ fp = false;
+ break;
+ }
+
+ //Key has been released
+ case KeyEvent.VK_B:
+ {
+ bp = false;
+ break;
+ }
+ }
+ }
+ }
+
+ public class Sector {
+ int numTriangles;
+ Triangle[] triangles;
+
+ public Sector (int numTriangles) {
+ this.numTriangles = numTriangles;
+ triangles = new Triangle[numTriangles];
+
+ for (int i = 0; i < numTriangles; i++)
+ triangles[i] = new Triangle();
+ }
+ }
+
+ public class Triangle {
+ Vertex[] vertex;
+
+ public Triangle () {
+ vertex = new Vertex[3];
+
+ for (int i = 0; i < 3; i++)
+ vertex[i] = new Vertex();
+ }
+ }
+
+ public class Vertex {
+ float x, y, z; // 3D Coordinates
+ float u, v; // Texture Coordinates
+
+ public Vertex () {
+ }
+ }
+}
diff --git a/demos/HodglimsNeHe/Lesson10_plugin13.html b/demos/HodglimsNeHe/Lesson10_plugin13.html
new file mode 100644
index 0000000..b83fb68
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson10_plugin13.html
@@ -0,0 +1,79 @@
+<HTML>
+<HEAD>
+<TITLE>Lesson10 Applet: Loading And Moving Through A 3D World</TITLE>
+<STYLE TYPE="text/css">
+<!--
+A:link { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:visited { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:active { color: Yellow; TEXT-DECORATION: none }
+A:hover { color: Yellow; TEXT-DECORATION: none }
+-->
+</STYLE>
+</HEAD>
+<BODY LINK="#0000ff" VLINK="#800080" BGCOLOR="#e6e6ff">
+<CENTER>
+<P>
+<FONT SIZE="+1">Loading And Moving Through A 3D World</FONT><BR>
+</P>
+<TABLE WIDTH="100%">
+<TR>
+<TD WIDTH="30%" ALIGN="LEFT" VALIGN="TOP">
+<P>
+<FONT SIZE="1" FACE="Verdana"><B><U>Keys</U></B></FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<B>PG_UP</B> - Look Up<BR>
+<B>PG_DOWN</B> - Look Down<BR>
+<B>UP</B> - Move Fwd<BR>
+<B>DOWN</B> - Move Bwd<BR>
+<B>LEFT</B> - Move Left<BR>
+<B>RIGHT</B> - Move Right<BR>
+</FONT>
+</P>
+<P><FONT SIZE="1" FACE="Verdana"><B>Note:</B> You must click inside the applet window before using these keys.</FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<A HREF="index.html">Go back</A>
+</FONT>
+</P>
+</TD>
+<TD WIDTH="70%" ALIGN="CENTER" VALIGN="TOP">
+<!--"CONVERTED_APPLET"-->
+<!-- CONVERTER VERSION 1.3 -->
+<SCRIPT LANGUAGE="JavaScript"><!--
+ var _info = navigator.userAgent; var _ns = false;
+ var _ie = (_info.indexOf("MSIE") > 0 && _info.indexOf("Win") > 0 && _info.indexOf("Windows 3.1") < 0);
+//--></SCRIPT>
+<COMMENT><SCRIPT LANGUAGE="JavaScript1.1"><!--
+ var _ns = (navigator.appName.indexOf("Netscape") >= 0 && ((_info.indexOf("Win") > 0 && _info.indexOf("Win16") < 0 && java.lang.System.getProperty("os.version").indexOf("3.5") < 0) || (_info.indexOf("Sun") > 0) || (_info.indexOf("Linux") > 0)));
+//--></SCRIPT></COMMENT>
+
+<SCRIPT LANGUAGE="JavaScript"><!--
+ if (_ie == true) document.writeln('<OBJECT classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" WIDTH = "400" HEIGHT = "400" codebase="http://java.sun.com/products/plugin/1.3/jinstall-13-win32.cab#Version=1,3,0,0"><NOEMBED><XMP>');
+ else if (_ns == true) document.writeln('<EMBED type="application/x-java-applet;version=1.3" CODE = "Lesson10.class" WIDTH = "400" HEIGHT = "400" scriptable=false pluginspage="http://java.sun.com/products/plugin/1.3/plugin-install.html"><NOEMBED><XMP>');
+//--></SCRIPT>
+<APPLET CODE = "Lesson10.class" WIDTH = "400" HEIGHT = "400"></XMP>
+<PARAM NAME = CODE VALUE = "Lesson10.class" >
+
+<PARAM NAME="type" VALUE="application/x-java-applet;version=1.3">
+<PARAM NAME="scriptable" VALUE="false">
+
+</APPLET>
+
+</NOEMBED></EMBED></OBJECT>
+
+
+<!--
+<APPLET CODE = "Lesson10.class" WIDTH = "400" HEIGHT = "400">
+
+
+</APPLET>
+-->
+<!--"END_CONVERTED_APPLET"-->
+
+</TD>
+</TR>
+</TABLE>
+</CENTER>
+</BODY>
+</HTML>
diff --git a/demos/HodglimsNeHe/Lesson19.html b/demos/HodglimsNeHe/Lesson19.html
new file mode 100644
index 0000000..8bf9be2
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson19.html
@@ -0,0 +1,44 @@
+<HTML>
+<HEAD>
+<TITLE>Lesson19 Applet: Particle Engine Using Triangle Strips</TITLE>
+<STYLE TYPE="text/css">
+<!--
+A:link { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:visited { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:active { color: Yellow; TEXT-DECORATION: none }
+A:hover { color: Yellow; TEXT-DECORATION: none }
+-->
+</STYLE>
+</HEAD>
+<BODY LINK="#0000ff" VLINK="#800080" BGCOLOR="#e6e6ff">
+<CENTER>
+<P>
+<FONT SIZE="+1">Particle Engine Using Triangle Strips</FONT><BR>
+</P>
+<TABLE WIDTH="100%">
+<TR>
+<TD WIDTH="30%" ALIGN="LEFT" VALIGN="TOP">
+<P>
+<FONT SIZE="1" FACE="Verdana"><B><U>Keys</U></B></FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<B>PG_UP</B> - Zoom out<BR>
+<B>PG_DOWN</B> - Zoom in<BR>
+</FONT>
+</P>
+<P><FONT SIZE="1" FACE="Verdana"><B>Note:</B> You must click inside the applet window before using these keys.</FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<A HREF="index.html">Go back</A>
+</FONT>
+</P>
+</TD>
+<TD WIDTH="70%" ALIGN="CENTER" VALIGN="TOP">
+<APPLET CODE="Lesson19.class" WIDTH="400" HEIGHT="400">
+</APPLET>
+</TD>
+</TR>
+</TABLE>
+</CENTER>
+</BODY>
+</HTML>
diff --git a/demos/HodglimsNeHe/Lesson19.java b/demos/HodglimsNeHe/Lesson19.java
new file mode 100644
index 0000000..85828e3
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson19.java
@@ -0,0 +1,420 @@
+/**
+ * Lesson19.java
+ *
+ * Author: Mattias Ekstrand
+ * Date: 18/04/2001
+ *
+ * Port of the NeHe OpenGL Tutorial (Lesson 19: "Particle Engine Using Triangle Strips")
+ * to Java using the GL4Java interface to OpenGL. Much of the code is reused
+ * from Darren Hodges port of Lession 9. :)
+ *
+ */
+
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+
+//GL4Java classes
+import gl4java.GLContext;
+import gl4java.awt.GLAnimCanvas;
+import gl4java.utils.textures.*;
+
+
+public class Lesson19 extends Applet
+{
+ //Our rendering canvas
+ //We are using GLAnimCanvas because we want the canvas
+ //to be constantly redrawn
+ renderCanvas canvas = null;
+
+
+ /**
+ * void init()
+ *
+ * Initialise the applet.
+ */
+ public void init()
+ {
+ //We will use BorderLayout to layout the applet components
+ setLayout(new BorderLayout());
+
+ //Create our canvas and add it to the center of the applet
+ canvas = new renderCanvas(getSize().width, getSize().height);
+ add("Center", canvas);
+ }
+
+
+ /**
+ * void start()
+ *
+ * Start the applet.
+ */
+ public void start()
+ {
+ //Start animating the canvas
+ canvas.start();
+ }
+
+
+ /**
+ * void stop()
+ *
+ * Stop the applet.
+ */
+ public void stop()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ }
+
+
+ /**
+ * void destroy()
+ *
+ * Destroy the applet.
+ */
+ public void destroy()
+ {
+ //Stop animating the canvas
+ canvas.stop();
+ //Destroy the canvas
+ canvas.destroy();
+ }
+
+
+
+ static final float[][] colors = { // Rainbow Of Colors
+ {1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
+ {0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
+ {0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
+ };
+
+ private class renderCanvas extends GLAnimCanvas implements KeyListener {
+ static final int RAND_MAX = 32767;
+ static final int MAX_PARTICLES = 500;
+
+ boolean rainbow = true; // Rainbow Mode?
+ boolean sp = false; //Spacebar Pressed?
+ boolean rp = false; // Return Key Pressed?
+
+ float slowdown=2.0f; // Slow Down Particles
+ float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
+ float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
+ float zoom=-40.0f; // Used To Zoom Out
+
+ int col; // Current Color Selection
+ int delay; // Rainbow Effect Delay
+ int[] texture = new int[1]; // Storage For Our Particle Texture
+
+ Particle[] particles = new Particle[MAX_PARTICLES]; // Particle Array (Room For Particle Info)
+
+
+ public renderCanvas(int w, int h) {
+ super(w, h);
+
+ //Registers this canvas to process keyboard events
+ addKeyListener(this);
+ }
+
+ public void preInit() {
+ //We want double buffering
+ doubleBuffer = true;
+ //But we dont want stereo view
+ stereoView = false;
+ }
+
+ public float rand() {
+ return ((float) Math.random()*RAND_MAX);
+ }
+
+ public void LoadTextures() {
+ PngTextureLoader texLoader=new PngTextureLoader(gl, glu);
+
+ texLoader.readTexture(getCodeBase(), "data/star.png");
+
+ if(texLoader.isOk()) {
+ gl.glGenTextures(1, texture);
+
+ //Create Linear Filtered Texture
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ gl.glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ 3,
+ texLoader.getImageWidth(),
+ texLoader.getImageHeight(),
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ texLoader.getTexture());
+ }
+ }
+
+ public void init() {
+ LoadTextures();
+ gl.glShadeModel(GL_SMOOTH); //Enables Smooth Color Shading
+ gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //This Will Clear The Background Color To Black
+ gl.glClearDepth(1.0f); //Enables Clearing Of The Depth Buffer
+ gl.glDisable(GL_DEPTH_TEST); //Disables Depth Testing
+ gl.glEnable(GL_BLEND); //Enable Blending
+ gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Type Of Blending To Perform
+ gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // Really Nice Perspective Calculations
+ gl.glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing
+ gl.glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
+ gl.glBindTexture(GL_TEXTURE_2D,texture[0]); // Select Our Texture
+
+ for (int i=0; i < MAX_PARTICLES; i++) { // Initials All The Textures
+ particles[i] = new Particle();
+ particles[i].active = true; // Make All The Particles Active
+ particles[i].life = 1.0f; // Give All The Particles Full Life
+
+ particles[i].fade = rand()%100/1000.0f+0.003f; // Random Fade Speed
+
+ particles[i].r=colors[i%12][0]; // Select Red Rainbow Color
+ particles[i].g=colors[i%12][1]; // Select Green Rainbow Color
+ particles[i].b=colors[i%12][2]; // Select Blue Rainbow Color
+
+ particles[i].xi=((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
+ particles[i].yi=((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
+ particles[i].zi=((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
+
+ particles[i].xg=0.0f; // Set Horizontal Pull To Zero
+ particles[i].yg=-0.8f; // Set Vertical Pull Downward
+ particles[i].zg=0.0f;
+ }
+ }
+
+ public void destroy() {
+ //Destroy the GLContext
+ cvsDispose();
+ }
+
+ public void reshape(int width, int height) {
+ //Reset The Current Viewport And Perspective Transformation
+ gl.glViewport(0, 0, width, height);
+
+ //Select The Projection Matrix
+ gl.glMatrixMode(GL_PROJECTION);
+ //Reset The Projection Matrix
+ gl.glLoadIdentity();
+ //Calculate The Aspect Ratio Of The Window
+ glu.gluPerspective(45.0f, getSize().width/(float)getSize().height, 0.1f, 200.0f);
+ //Select The Modelview Matrix
+ gl.glMatrixMode(GL_MODELVIEW);
+ }
+
+ public void display() {
+
+ //Ensure GL is initialised correctly
+ if (glj.gljMakeCurrent(true) == false)
+ return;
+
+ //Clear The Screen And The Depth Buffer
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ //Reset The View
+ gl.glLoadIdentity();
+
+ //Select texture
+ gl.glBindTexture(GL_TEXTURE_2D, texture[0]);
+
+ for (int i=0; i < MAX_PARTICLES; i++) { // i Through All The Particles
+
+ if (particles[i].active) { // If The Particle Is Active
+
+ float x=particles[i].x; // Grab Our Particle X Position
+ float y=particles[i].y; // Grab Our Particle Y Position
+ float z=particles[i].z+zoom; // Particle Z Pos + Zoom
+
+ // Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
+ gl.glColor4f(particles[i].r,particles[i].g,particles[i].b,particles[i].life);
+
+ gl.glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
+ gl.glTexCoord2d(1,1); gl.glVertex3f(x+0.5f,y+0.5f,z); // Top Right
+ gl.glTexCoord2d(0,1); gl.glVertex3f(x-0.5f,y+0.5f,z); // Top Left
+ gl.glTexCoord2d(1,0); gl.glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
+ gl.glTexCoord2d(0,0); gl.glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
+ gl.glEnd();
+
+ particles[i].x+=particles[i].xi/(slowdown*1000); // Move On The X Axis By X Speed
+ particles[i].y+=particles[i].yi/(slowdown*1000); // Move On The Y Axis By Y Speed
+ particles[i].z+=particles[i].zi/(slowdown*1000); // Move On The Z Axis By Z Speed
+
+ particles[i].xi+=particles[i].xg; // Take Pull On X Axis Into Account
+ particles[i].yi+=particles[i].yg; // Take Pull On Y Axis Into Account
+ particles[i].zi+=particles[i].zg; // Take Pull On Z Axis Into Account
+
+ particles[i].life-=particles[i].fade; // Reduce Particles Life By 'Fade'
+
+ if (particles[i].life < 0.0f) { // If Particle Is Burned Out
+ particles[i].life=1.0f; // Give It New Life
+ particles[i].fade=rand()%100/1000.0f+0.003f; // Random Fade Value
+
+ particles[i].x=0.0f; // Center On X Axis
+ particles[i].y=0.0f; // Center On Y Axis
+ particles[i].z=0.0f; // Center On Z Axis
+
+ particles[i].xi=xspeed+((rand()%60)-32.0f); // X Axis Speed And Direction
+ particles[i].yi=yspeed+((rand()%60)-30.0f); // Y Axis Speed And Direction
+ particles[i].zi=((rand()%60)-30.0f); // Z Axis Speed And Direction
+
+ particles[i].r=colors[col][0]; // Select Red From Color Table
+ particles[i].g=colors[col][1]; // Select Green From Color Table
+ particles[i].b=colors[col][2]; // Select Blue From Color Table
+ }
+
+ }
+
+
+ }
+
+ if (rainbow && delay > 25) {
+ delay=0;
+ col++;
+
+ if (col > 11)
+ col=0; // If Color Is To High Reset It
+ }
+
+ delay++;
+
+ //Swap buffers
+ glj.gljSwap();
+ glj.gljFree();
+ }
+
+ public void keyTyped(KeyEvent e) {
+ //We are not handling any keyboard events yet
+ }
+ public void keyPressed(KeyEvent e) {
+
+ switch(e.getKeyCode()) {
+ //Switch ON/OFF light when L is pressed
+
+ // If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
+ case KeyEvent.VK_UP:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (particles[i].yg < 1.5f)
+ particles[i].yg+=0.01f;
+ }
+ break;
+
+ // If Number Pad 2 And Y Gravity Is Greater Than 1.5 Increase Pull Downwards
+ case KeyEvent.VK_DOWN:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (particles[i].yg > 1.5f)
+ particles[i].yg-=0.01f;
+ }
+ break;
+
+ // If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
+ case KeyEvent.VK_RIGHT:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (particles[i].xg < 1.5f)
+ particles[i].xg+=0.01f;
+ }
+ break;
+
+ // If Number Pad 4 And X Gravity Is Greater Than 1.5 Increase Pull Left
+ case KeyEvent.VK_LEFT:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (particles[i].xg > 1.5f)
+ particles[i].xg-=0.01f;
+ }
+ break;
+
+ case KeyEvent.VK_TAB: // Tab Key Causes A Burst
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ particles[i].x=0.0f; // Center On X Axis
+ particles[i].y=0.0f; // Center On Y Axis
+ particles[i].z=0.0f; // Center On Z Axis
+ particles[i].xi=((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
+ particles[i].yi=((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
+ particles[i].zi=((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
+ }
+ break;
+
+ case KeyEvent.VK_ADD:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (slowdown > 1.0f)
+ slowdown-=0.01f; // Speed Up Particles
+ }
+ break;
+
+ case KeyEvent.VK_SUBTRACT:
+ for (int i = 0; i < MAX_PARTICLES; i++) {
+ if (slowdown < 1.0f)
+ slowdown+=0.01f; // Slow Up Particles
+ }
+ break;
+
+ case KeyEvent.VK_PAGE_UP:
+ zoom+=1.0f; // Zoom in
+ break;
+
+ case KeyEvent.VK_PAGE_DOWN:
+ zoom-=1.0f; // Zoom out
+ break;
+
+ case KeyEvent.VK_ENTER:
+ if (!rp) {
+ rp = true;
+ rainbow = !rainbow;
+ }
+ break;
+
+ case KeyEvent.VK_SPACE:
+ rainbow = false;
+ sp=true; // Set Flag Telling Us Space Is Pressed
+ delay=0; // Reset The Rainbow Color Cycling Delay
+ col++; // Change The Particle Color
+
+ if (col > 11)
+ col=0; // If Color Is To High Reset It
+
+ break;
+ }
+ }
+
+ public void keyReleased(KeyEvent e) {
+ switch(e.getKeyCode()) {
+ //Key has been released
+ case KeyEvent.VK_SPACE:
+ sp = false;
+ break;
+ //Key has been released
+ case KeyEvent.VK_ENTER:
+ rp = false;
+ break;
+ }
+ }
+ }
+
+ public class Particle {
+ boolean active; // Active (Yes/No)
+ float life; // Particle Life
+ float fade; // Fade Speed
+
+ float r; // Red Value
+ float g; // Green Value
+ float b; // Blue Value
+
+
+ float x; // X Position
+ float y; // Y Position
+ float z; // Z Position
+
+ float xi; // X Direction
+ float yi; // Y Direction
+ float zi; // Z Direction
+
+ float xg; // X Gravity
+ float yg; // Y Gravity
+ float zg; // Z Gravity
+
+ public Particle() {
+ }
+ }
+}
diff --git a/demos/HodglimsNeHe/Lesson19_plugin13.html b/demos/HodglimsNeHe/Lesson19_plugin13.html
new file mode 100644
index 0000000..4dda366
--- /dev/null
+++ b/demos/HodglimsNeHe/Lesson19_plugin13.html
@@ -0,0 +1,75 @@
+<HTML>
+<HEAD>
+<TITLE>Lesson19 Applet: Particle Engine Using Triangle Strips</TITLE>
+<STYLE TYPE="text/css">
+<!--
+A:link { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:visited { COLOR: #9C9AB1; TEXT-DECORATION: none }
+A:active { color: Yellow; TEXT-DECORATION: none }
+A:hover { color: Yellow; TEXT-DECORATION: none }
+-->
+</STYLE>
+</HEAD>
+<BODY LINK="#0000ff" VLINK="#800080" BGCOLOR="#e6e6ff">
+<CENTER>
+<P>
+<FONT SIZE="+1">Particle Engine Using Triangle Strips</FONT><BR>
+</P>
+<TABLE WIDTH="100%">
+<TR>
+<TD WIDTH="30%" ALIGN="LEFT" VALIGN="TOP">
+<P>
+<FONT SIZE="1" FACE="Verdana"><B><U>Keys</U></B></FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<B>PG_UP</B> - Zoom out<BR>
+<B>PG_DOWN</B> - Zoom in<BR>
+</FONT>
+</P>
+<P><FONT SIZE="1" FACE="Verdana"><B>Note:</B> You must click inside the applet window before using these keys.</FONT></P>
+<P>
+<FONT SIZE="1" FACE="Verdana">
+<A HREF="index.html">Go back</A>
+</FONT>
+</P>
+</TD>
+<TD WIDTH="70%" ALIGN="CENTER" VALIGN="TOP">
+<!--"CONVERTED_APPLET"-->
+<!-- CONVERTER VERSION 1.3 -->
+<SCRIPT LANGUAGE="JavaScript"><!--
+ var _info = navigator.userAgent; var _ns = false;
+ var _ie = (_info.indexOf("MSIE") > 0 && _info.indexOf("Win") > 0 && _info.indexOf("Windows 3.1") < 0);
+//--></SCRIPT>
+<COMMENT><SCRIPT LANGUAGE="JavaScript1.1"><!--
+ var _ns = (navigator.appName.indexOf("Netscape") >= 0 && ((_info.indexOf("Win") > 0 && _info.indexOf("Win16") < 0 && java.lang.System.getProperty("os.version").indexOf("3.5") < 0) || (_info.indexOf("Sun") > 0) || (_info.indexOf("Linux") > 0)));
+//--></SCRIPT></COMMENT>
+
+<SCRIPT LANGUAGE="JavaScript"><!--
+ if (_ie == true) document.writeln('<OBJECT classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" WIDTH = "400" HEIGHT = "400" codebase="http://java.sun.com/products/plugin/1.3/jinstall-13-win32.cab#Version=1,3,0,0"><NOEMBED><XMP>');
+ else if (_ns == true) document.writeln('<EMBED type="application/x-java-applet;version=1.3" CODE = "Lesson19.class" WIDTH = "400" HEIGHT = "400" scriptable=false pluginspage="http://java.sun.com/products/plugin/1.3/plugin-install.html"><NOEMBED><XMP>');
+//--></SCRIPT>
+<APPLET CODE = "Lesson19.class" WIDTH = "400" HEIGHT = "400"></XMP>
+<PARAM NAME = CODE VALUE = "Lesson19.class" >
+
+<PARAM NAME="type" VALUE="application/x-java-applet;version=1.3">
+<PARAM NAME="scriptable" VALUE="false">
+
+</APPLET>
+
+</NOEMBED></EMBED></OBJECT>
+
+
+<!--
+<APPLET CODE = "Lesson19.class" WIDTH = "400" HEIGHT = "400">
+
+
+</APPLET>
+-->
+<!--"END_CONVERTED_APPLET"-->
+
+</TD>
+</TR>
+</TABLE>
+</CENTER>
+</BODY>
+</HTML>
diff --git a/demos/HodglimsNeHe/data/world.txt b/demos/HodglimsNeHe/data/world.txt
new file mode 100644
index 0000000..767385e
--- /dev/null
+++ b/demos/HodglimsNeHe/data/world.txt
@@ -0,0 +1,160 @@
+
+NUMPOLLIES 36
+
+// Floor 1
+-3.0 0.0 -3.0 0.0 6.0
+-3.0 0.0 3.0 0.0 0.0
+ 3.0 0.0 3.0 6.0 0.0
+
+-3.0 0.0 -3.0 0.0 6.0
+ 3.0 0.0 -3.0 6.0 6.0
+ 3.0 0.0 3.0 6.0 0.0
+
+// Ceiling 1
+-3.0 1.0 -3.0 0.0 6.0
+-3.0 1.0 3.0 0.0 0.0
+ 3.0 1.0 3.0 6.0 0.0
+-3.0 1.0 -3.0 0.0 6.0
+ 3.0 1.0 -3.0 6.0 6.0
+ 3.0 1.0 3.0 6.0 0.0
+
+// A1
+
+-2.0 1.0 -2.0 0.0 1.0
+-2.0 0.0 -2.0 0.0 0.0
+-0.5 0.0 -2.0 1.5 0.0
+-2.0 1.0 -2.0 0.0 1.0
+-0.5 1.0 -2.0 1.5 1.0
+-0.5 0.0 -2.0 1.5 0.0
+
+// A2
+
+ 2.0 1.0 -2.0 2.0 1.0
+ 2.0 0.0 -2.0 2.0 0.0
+ 0.5 0.0 -2.0 0.5 0.0
+ 2.0 1.0 -2.0 2.0 1.0
+ 0.5 1.0 -2.0 0.5 1.0
+ 0.5 0.0 -2.0 0.5 0.0
+
+// B1
+
+-2.0 1.0 2.0 2.0 1.0
+-2.0 0.0 2.0 2.0 0.0
+-0.5 0.0 2.0 0.5 0.0
+-2.0 1.0 2.0 2.0 1.0
+-0.5 1.0 2.0 0.5 1.0
+-0.5 0.0 2.0 0.5 0.0
+
+// B2
+
+ 2.0 1.0 2.0 2.0 1.0
+ 2.0 0.0 2.0 2.0 0.0
+ 0.5 0.0 2.0 0.5 0.0
+ 2.0 1.0 2.0 2.0 1.0
+ 0.5 1.0 2.0 0.5 1.0
+ 0.5 0.0 2.0 0.5 0.0
+
+// C1
+
+-2.0 1.0 -2.0 0.0 1.0
+-2.0 0.0 -2.0 0.0 0.0
+-2.0 0.0 -0.5 1.5 0.0
+-2.0 1.0 -2.0 0.0 1.0
+-2.0 1.0 -0.5 1.5 1.0
+-2.0 0.0 -0.5 1.5 0.0
+
+// C2
+
+-2.0 1.0 2.0 2.0 1.0
+-2.0 0.0 2.0 2.0 0.0
+-2.0 0.0 0.5 0.5 0.0
+-2.0 1.0 2.0 2.0 1.0
+-2.0 1.0 0.5 0.5 1.0
+-2.0 0.0 0.5 0.5 0.0
+
+// D1
+
+2.0 1.0 -2.0 0.0 1.0
+2.0 0.0 -2.0 0.0 0.0
+2.0 0.0 -0.5 1.5 0.0
+2.0 1.0 -2.0 0.0 1.0
+2.0 1.0 -0.5 1.5 1.0
+2.0 0.0 -0.5 1.5 0.0
+
+// D2
+
+2.0 1.0 2.0 2.0 1.0
+2.0 0.0 2.0 2.0 0.0
+2.0 0.0 0.5 0.5 0.0
+2.0 1.0 2.0 2.0 1.0
+2.0 1.0 0.5 0.5 1.0
+2.0 0.0 0.5 0.5 0.0
+
+// Upper hallway - L
+-0.5 1.0 -3.0 0.0 1.0
+-0.5 0.0 -3.0 0.0 0.0
+-0.5 0.0 -2.0 1.0 0.0
+-0.5 1.0 -3.0 0.0 1.0
+-0.5 1.0 -2.0 1.0 1.0
+-0.5 0.0 -2.0 1.0 0.0
+
+// Upper hallway - R
+0.5 1.0 -3.0 0.0 1.0
+0.5 0.0 -3.0 0.0 0.0
+0.5 0.0 -2.0 1.0 0.0
+0.5 1.0 -3.0 0.0 1.0
+0.5 1.0 -2.0 1.0 1.0
+0.5 0.0 -2.0 1.0 0.0
+
+// Lower hallway - L
+-0.5 1.0 3.0 0.0 1.0
+-0.5 0.0 3.0 0.0 0.0
+-0.5 0.0 2.0 1.0 0.0
+-0.5 1.0 3.0 0.0 1.0
+-0.5 1.0 2.0 1.0 1.0
+-0.5 0.0 2.0 1.0 0.0
+
+// Lower hallway - R
+0.5 1.0 3.0 0.0 1.0
+0.5 0.0 3.0 0.0 0.0
+0.5 0.0 2.0 1.0 0.0
+0.5 1.0 3.0 0.0 1.0
+0.5 1.0 2.0 1.0 1.0
+0.5 0.0 2.0 1.0 0.0
+
+
+// Left hallway - Lw
+
+-3.0 1.0 0.5 1.0 1.0
+-3.0 0.0 0.5 1.0 0.0
+-2.0 0.0 0.5 0.0 0.0
+-3.0 1.0 0.5 1.0 1.0
+-2.0 1.0 0.5 0.0 1.0
+-2.0 0.0 0.5 0.0 0.0
+
+// Left hallway - Hi
+
+-3.0 1.0 -0.5 1.0 1.0
+-3.0 0.0 -0.5 1.0 0.0
+-2.0 0.0 -0.5 0.0 0.0
+-3.0 1.0 -0.5 1.0 1.0
+-2.0 1.0 -0.5 0.0 1.0
+-2.0 0.0 -0.5 0.0 0.0
+
+// Right hallway - Lw
+
+3.0 1.0 0.5 1.0 1.0
+3.0 0.0 0.5 1.0 0.0
+2.0 0.0 0.5 0.0 0.0
+3.0 1.0 0.5 1.0 1.0
+2.0 1.0 0.5 0.0 1.0
+2.0 0.0 0.5 0.0 0.0
+
+// Right hallway - Hi
+
+3.0 1.0 -0.5 1.0 1.0
+3.0 0.0 -0.5 1.0 0.0
+2.0 0.0 -0.5 0.0 0.0
+3.0 1.0 -0.5 1.0 1.0
+2.0 1.0 -0.5 0.0 1.0
+2.0 0.0 -0.5 0.0 0.0 \ No newline at end of file