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authorSven Gothel <[email protected]>2001-06-18 23:34:31 +0000
committerSven Gothel <[email protected]>2001-06-18 23:34:31 +0000
commit255908bf19515af5c3770cd304eece10f95b6ba8 (patch)
tree1e9cb3a5efb5380e811fd7f0f7d900fbcc32c5ba /demos/MiscDemos/GearsVS.java
parentcc7376ee5616743cdd7b7a5c711f054b32ae8e4e (diff)
2.8.0.0 pre-release cvs only
Diffstat (limited to 'demos/MiscDemos/GearsVS.java')
-rw-r--r--demos/MiscDemos/GearsVS.java501
1 files changed, 501 insertions, 0 deletions
diff --git a/demos/MiscDemos/GearsVS.java b/demos/MiscDemos/GearsVS.java
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+/**
+ * @(#) gears.java
+ * @(#) author: Brian Paul (converted to Java by Ron Cemer)
+ *
+ * This is a modification of the standard gears demo so that it
+ * uses the Virutal Sphere for converting mouse input to 3D
+ * rotation. --- Joe Huwaldt, Feburary 20, 2001
+ *
+ */
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.*;
+import java.util.*;
+import java.io.*;
+import java.util.*;
+import gl4java.*;
+import gl4java.drawable.*;
+import gl4java.awt.GLAnimCanvas;
+import gl4java.applet.SimpleGLAnimApplet1;
+import jahuwaldt.gl.*;
+
+
+/**
+* A version of the standard "gears" OpenGL demo
+* modified to use the Virtual Sphere algorithm for
+* converting 2D mouse movement into 3D model rotation.
+**/
+public class GearsVS extends SimpleGLAnimApplet1 {
+
+ /* Initialize the applet */
+
+
+ public void init() {
+ super.init();
+ Dimension d = getSize();
+
+ GLCapabilities caps = new GLCapabilities();
+ //caps.setDoubleBuffered(false);
+
+ canvas =
+ GLDrawableFactory.getFactory().createGLAnimCanvas(caps, d.width, d.height);
+
+ GearsVSRenderer gear = new GearsVSRenderer(true);
+ canvas.addGLEventListener(gear);
+
+ add("Center", canvas);
+ }
+
+ public static void main( String args[] ) {
+ GLContext.gljNativeDebug = true;
+ GLContext.gljClassDebug = true;
+
+ Frame mainFrame = new Frame("Gears with Virtual Sphere");
+
+ mainFrame.addWindowListener( new WindowAdapter() {
+ public void windowClosed(WindowEvent e) {
+ System.exit(0);
+ }
+ public void windowClosing(WindowEvent e) {
+ System.exit(0);
+ }
+ } );
+
+ Applet applet = new GearsVS();
+ mainFrame.add(applet);
+ applet.setSize(400, 500);
+ applet.init();
+ applet.start();
+
+ Dimension ps = applet.getPreferredSize();
+ mainFrame.setBounds(-100,-100,99,99);
+ mainFrame.setVisible(true);
+ mainFrame.setVisible(false);
+ mainFrame.setVisible(true);
+ Insets is = mainFrame.getInsets();
+ mainFrame.setBounds(0,0,
+ ps.width+is.left+is.right,
+ ps.height+is.top+is.bottom);
+ mainFrame.setVisible(true);
+ }
+
+ private class GearsVSRenderer implements GLEventListener, MouseListener, MouseMotionListener {
+ private static final float M_PI = 3.14159265359f;
+ private int gear1, gear2, gear3;
+ private float angle = 0.0f;
+
+ private boolean showGL = false;
+
+ private Point prevMouse;
+ private boolean mouseRButtonDown = false;
+ private float rot_matrix[] = Matrix.identity();
+
+ // Class variables required to implement the virtual sphere.
+ private VirtualSphere vs = new VirtualSphere();
+ private Point cueCenter = new Point();
+ private int cueRadius;
+ private boolean mouseDown = false;
+
+ private GLFunc gl;
+ private GLUFunc glu;
+ private GLContext glj;
+
+ Graphics gc = null;
+
+ public GearsVSRenderer(boolean showGL)
+ {
+ this.showGL=showGL;
+ }
+
+ public void init(GLDrawable drawable) {
+ gl = drawable.getGL();
+ glu = drawable.getGLU();
+ glj = drawable.getGLContext();
+
+ GLAnimCanvas cvs = (GLAnimCanvas)drawable;
+
+ Dimension size = cvs.getSize();
+ setupVS(size.width, size.height);
+
+ setInitialRotation();
+
+ float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f };
+ float red[] = { 0.8f, 0.1f, 0.0f, 1.0f };
+ float green[] = { 0.0f, 0.8f, 0.2f, 1.0f };
+ float blue[] = { 0.2f, 0.2f, 1.0f, 1.0f };
+
+ gl.glClearColor(0f, 0f, 0f, 0f);
+
+ gl.glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ gl.glEnable(GL_CULL_FACE);
+ gl.glEnable(GL_LIGHTING);
+ gl.glEnable(GL_LIGHT0);
+ gl.glEnable(GL_DEPTH_TEST);
+
+ /* make the gears */
+ gear1 = gl.glGenLists(1);
+ gl.glNewList(gear1, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
+ gl.glEndList();
+
+ gear2 = gl.glGenLists(1);
+ gl.glNewList(gear2, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+ gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
+ gl.glEndList();
+
+ gear3 = gl.glGenLists(1);
+ gl.glNewList(gear3, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
+ gl.glEndList();
+
+ gl.glEnable(GL_NORMALIZE);
+
+ glj.gljCheckGL();
+
+ drawable.addMouseListener(this);
+ drawable.addMouseMotionListener(this);
+
+ System.out.println("init ..");
+ }
+
+ public void cleanup(GLDrawable drawable)
+ {
+ System.out.println("destroy(): " + this);
+ drawable.removeMouseListener(this);
+ drawable.removeMouseMotionListener(this);
+ }
+
+ public void reshape(gl4java.drawable.GLDrawable gld, int width, int height) {
+ float h = (float)height / (float)width;
+
+ gl.glViewport(0,0,width,height);
+ gl.glMatrixMode(GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
+ gl.glMatrixMode(GL_MODELVIEW);
+ gl.glLoadIdentity();
+ gl.glTranslatef(0.0f, 0.0f, -40.0f);
+
+ // Resize the virtual sphere too!
+ setupVS(width, height);
+ }
+
+ public void preDisplay(GLDrawable drawable)
+ {
+ }
+
+ public void display(GLDrawable drawable)
+ {
+
+ if(showGL)
+ {
+ showGL=false;
+ System.out.println("GL VERSION : "+gl.glGetString(GL_VERSION));
+ System.out.println("GL RENDERER: "+gl.glGetString(GL_RENDERER));
+ System.out.println("GL VENDOR : "+gl.glGetString(GL_VENDOR));
+ }
+
+ angle += 0.5f;
+
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ gl.glPushMatrix();
+ gl.glMultMatrixf(rot_matrix);
+
+ gl.glPushMatrix();
+ gl.glTranslatef(-3.0f, -2.0f, 0.0f);
+ gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);
+ gl.glCallList(gear1);
+ gl.glPopMatrix();
+
+ gl.glPushMatrix();
+ gl.glTranslatef(3.1f, -2.0f, 0.0f);
+ gl.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
+ gl.glCallList(gear2);
+ gl.glPopMatrix();
+
+ gl.glPushMatrix();
+ gl.glTranslatef(-3.1f, 4.2f, 0.0f);
+ gl.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
+ gl.glCallList(gear3);
+ gl.glPopMatrix();
+
+ gl.glPopMatrix();
+
+ }
+
+ public void postDisplay(GLDrawable drawable)
+ {
+ // If the mouse is down, draw the virtual sphere 2D representation.
+ if (mouseDown)
+ drawVS(drawable);
+ }
+ /**
+ * Set up the virtual sphere cue center and radius.
+ **/
+ private void setupVS(int w, int h) {
+ cueCenter.x = w/2;
+ cueCenter.y = h/2;
+
+ cueRadius = Math.min(w-20, h-20)/2;
+ }
+
+ /**
+ * Render a 2D representation of the virtual sphere
+ * to give the user some visual feedback.
+ **/
+ private void drawVS(GLDrawable drawable) {
+ GLAnimCanvas cvs = (GLAnimCanvas)drawable;
+
+ if(gc==null)
+ gc = cvs.getGraphics();
+ Color saveColor = gc.getColor();
+ gc.setColor(Color.gray);
+
+ vs.draw(gc, prevMouse, cueCenter, cueRadius);
+
+ gc.setColor(saveColor);
+ }
+
+ private void gear
+ (float inner_radius,
+ float outer_radius,
+ float width,
+ int teeth,
+ float tooth_depth)
+ {
+ int i;
+ float r0, r1, r2;
+ float angle, da;
+ float u, v, len;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth / 2.0f;
+ r2 = outer_radius + tooth_depth / 2.0f;
+
+ da = 2.0f * M_PI / teeth / 4.0f;
+
+ gl.glShadeModel(GL_FLAT);
+
+ gl.glNormal3f(0.0f, 0.0f, 1.0f);
+
+ /* draw front face */
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw front sides of teeth */
+ gl.glBegin(GL_QUADS);
+ da = 2.0f * M_PI / teeth / 4.0f;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2.0f * da), r2 * (float)Math.sin(angle + 2.0f * da), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+ }
+ gl.glEnd();
+
+ gl.glNormal3f(0.0f, 0.0f, -1.0f);
+
+ /* draw back face */
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw back sides of teeth */
+ gl.glBegin(GL_QUADS);
+ da = 2.0f * M_PI / teeth / 4.0f;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ }
+ gl.glEnd();
+
+ /* draw outward faces of teeth */
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+ u = r2 * (float)Math.cos(angle + da) - r1 * (float)Math.cos(angle);
+ v = r2 * (float)Math.sin(angle + da) - r1 * (float)Math.sin(angle);
+ len = (float)Math.sqrt(u * u + v * v);
+ u /= len;
+ v /= len;
+ gl.glNormal3f(v, -u, 0.0f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+ gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), width * 0.5f);
+ gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+ u = r1 * (float)Math.cos(angle + 3 * da) - r2 * (float)Math.cos(angle + 2 * da);
+ v = r1 * (float)Math.sin(angle + 3 * da) - r2 * (float)Math.sin(angle + 2 * da);
+ gl.glNormal3f(v, -u, 0.0f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+ gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+ }
+ gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), width * 0.5f);
+ gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), -width * 0.5f);
+ gl.glEnd();
+
+ gl.glShadeModel(GL_SMOOTH);
+
+ /* draw inside radius cylinder */
+ gl.glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0f * M_PI / teeth;
+ gl.glNormal3f(-(float)Math.cos(angle), -(float)Math.sin(angle), 0.0f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+ gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+ }
+ gl.glEnd();
+ }
+
+ // Reset the rotation matrix to the default view.
+ private void setInitialRotation() {
+
+ Matrix.rotateY(Matrix.deg2Rad(30), rot_matrix);
+ Matrix.rotateX(Matrix.deg2Rad(20), rot_matrix);
+ fixRotationMatrix();
+ }
+
+ private void fixRotationMatrix()
+ {
+ // Fix any problems with the rotation matrix.
+ rot_matrix[3] =
+ rot_matrix[7] =
+ rot_matrix[11] =
+ rot_matrix[12] =
+ rot_matrix[13] =
+ rot_matrix[14] = 0.0f;
+ rot_matrix[15] = 1.0f;
+ float fac;
+ if ((fac = (float)Math.sqrt
+ ((rot_matrix[0]*rot_matrix[0]) +
+ (rot_matrix[4]*rot_matrix[4]) +
+ (rot_matrix[8]*rot_matrix[8]))) != 1.0f)
+ {
+ if (fac != 0.0f)
+ {
+ fac = 1.0f/fac;
+ rot_matrix[0] *= fac;
+ rot_matrix[4] *= fac;
+ rot_matrix[8] *= fac;
+ }
+ }
+ if ((fac = (float)Math.sqrt
+ ((rot_matrix[1]*rot_matrix[1]) +
+ (rot_matrix[5]*rot_matrix[5]) +
+ (rot_matrix[9]*rot_matrix[9]))) != 1.0f)
+ {
+ if (fac != 0.0f)
+ {
+ fac = 1.0f/fac;
+ rot_matrix[1] *= fac;
+ rot_matrix[5] *= fac;
+ rot_matrix[9] *= fac;
+ }
+ }
+ if ((fac = (float)Math.sqrt
+ ((rot_matrix[2]*rot_matrix[2]) +
+ (rot_matrix[6]*rot_matrix[6]) +
+ (rot_matrix[10]*rot_matrix[10]))) != 1.0f)
+ {
+ if (fac != 0.0f)
+ {
+ fac = 1.0f/fac;
+ rot_matrix[2] *= fac;
+ rot_matrix[6] *= fac;
+ rot_matrix[10] *= fac;
+ }
+ }
+ }
+
+ // Methods required for the implementation of MouseListener
+ public void mouseEntered( MouseEvent evt )
+ {
+ }
+
+ public void mouseExited( MouseEvent evt )
+ {
+ }
+
+ public void mousePressed( MouseEvent evt ) {
+
+ mouseDown = true;
+ prevMouse = evt.getPoint();
+ if ((evt.getModifiers() & evt.BUTTON3_MASK) != 0) {
+ mouseRButtonDown = true;
+ evt.consume();
+ }
+ }
+
+ public void mouseReleased( MouseEvent evt ) {
+
+ mouseDown = false;
+ if ((evt.getModifiers() & evt.BUTTON3_MASK) != 0) {
+ mouseRButtonDown = false;
+ evt.consume();
+ }
+ }
+
+ public void mouseClicked( MouseEvent evt )
+ {
+ }
+
+ // Methods required for the implementation of MouseMotionListener
+ float[] mouseMtx = new float[16]; // The rot-matrix calculated by the virtual sphere.
+ public void mouseDragged( MouseEvent evt )
+ {
+ Point newMouse = evt.getPoint();
+
+ if (newMouse.x != prevMouse.x || newMouse.y != prevMouse.y) {
+
+ // Use virtual sphere to determine an incremental rotation matrix.
+ vs.makeRotationMtx(prevMouse, newMouse, cueCenter, cueRadius, mouseMtx);
+
+ // Multiply overall rotation matrix by incremental rot-matrix to get new rotation.
+ rot_matrix = Matrix.multiply(rot_matrix, mouseMtx);
+ fixRotationMatrix();
+
+ prevMouse = newMouse;
+ }
+
+ evt.consume();
+
+ }
+
+ public void mouseMoved( MouseEvent evt )
+ {
+ }
+ }
+}
+