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authorKenneth Russel <[email protected]>2003-06-25 09:05:29 +0000
committerKenneth Russel <[email protected]>2003-06-25 09:05:29 +0000
commit2179980ed660ef66a9c064d153c5de7994d431ab (patch)
tree926fa0ccc31737ad9753a64bf0451dd818652d1b /src/gleem/ManipPartTriBased.java
parent1a1ad3a33b2932187410bc8bb4bf44362a26c8b0 (diff)
Split up net.java.games.util; moved GLUT and BufferUtils into
net.java.games.jogl.util, and moved demo-specific utility classes into jogl-demos project under demos.util. Added nearly all JavaOne demos into jogl-demos project; rewrote where necessary to use ClassLoader.getResourceAsStream() instead of flat files, put into packages and added to Makefile. Added gleem to jogl-demos project. Added jogl.jar build rule. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@3 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
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+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem;
+
+import java.util.*;
+
+import gleem.linalg.*;
+import net.java.games.jogl.*;
+
+/** Triangle-based manipulator part. This is the base class for most
+ of the ManipParts that GLEEM uses internally. You can feel free to
+ subclass this if you want to replace geometry in the manipulators,
+ or re-derive from ManipPart. See ManipPartLineSeg for an example. */
+
+public class ManipPartTriBased extends ManipPart {
+ private Vec3f color;
+ private Vec3f highlightColor;
+ private boolean highlighted;
+ private boolean pickable;
+ private boolean visible;
+ /** Direct references down to subclass-specific data */
+ private Vec3f[] vertices;
+ private Vec3f[] normals;
+ private int[] vertexIndices;
+ private int[] normalIndices;
+ /** Current transformation matrix */
+ private Mat4f xform;
+ /** Transformed vertices and normals */
+ private Vec3f[] curVertices;
+ private Vec3f[] curNormals;
+
+ public ManipPartTriBased() {
+ color = new Vec3f(0.8f, 0.8f, 0.8f);
+ highlightColor = new Vec3f(0.8f, 0.8f, 0.2f);
+ highlighted = false;
+ pickable = true;
+ visible = true;
+ vertices = null;
+ normals = null;
+ vertexIndices = null;
+ normalIndices = null;
+ xform = new Mat4f();
+ xform.makeIdent();
+ curVertices = null;
+ }
+
+ /** Default color is (0.8, 0.8, 0.8) */
+ public void setColor(Vec3f color) {
+ this.color.set(color);
+ }
+
+ public Vec3f getColor() {
+ return new Vec3f(color);
+ }
+
+ /** Default highlight color is (0.8, 0.8, 0) */
+ public void setHighlightColor(Vec3f highlightColor) {
+ this.highlightColor.set(highlightColor);
+ }
+
+ public Vec3f getHighlightColor() {
+ return new Vec3f(highlightColor);
+ }
+
+ public void intersectRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ List results,
+ Manip caller) {
+ consistencyCheck();
+ if (!pickable) {
+ return;
+ }
+
+ IntersectionPoint intPt = new IntersectionPoint();
+ HitPoint hitPt = new HitPoint();
+ hitPt.manipulator = caller;
+ hitPt.manipPart = this;
+ for (int i = 0; i < vertexIndices.length; i+=3) {
+ int i0 = vertexIndices[i];
+ int i1 = vertexIndices[i+1];
+ int i2 = vertexIndices[i+2];
+ if (RayTriangleIntersection.intersectRayWithTriangle(rayStart,
+ rayDirection,
+ curVertices[i0],
+ curVertices[i1],
+ curVertices[i2],
+ intPt)
+ == RayTriangleIntersection.INTERSECTION) {
+ // Check for intersections behind the ray
+ if (intPt.getT() >= 0) {
+ hitPt.rayStart = rayStart;
+ hitPt.rayDirection = rayDirection;
+ hitPt.intPt = intPt;
+ results.add(hitPt);
+ }
+ }
+ }
+ }
+
+ public void setTransform(Mat4f xform) {
+ this.xform.set(xform);
+ recalcVertices();
+ }
+
+ public void highlight() {
+ highlighted = true;
+ }
+
+ public void clearHighlight() {
+ highlighted = false;
+ }
+
+ /** Default is pickable */
+ public void setPickable(boolean pickable) {
+ this.pickable = pickable;
+ }
+
+ public boolean getPickable() {
+ return pickable;
+ }
+
+ /** Default is visible */
+ public void setVisible(boolean visible) {
+ this.visible = visible;
+ }
+
+ public boolean getVisible() {
+ return visible;
+ }
+
+ public void render(GL gl) {
+ if (!visible)
+ return;
+ boolean lightingOn = true;
+ // FIXME: this is too expensive; figure out another way
+ // if (glIsEnabled(GL.GL_LIGHTING))
+ // lightingOn = true;
+
+ if (lightingOn) {
+ gl.glEnable(GL.GL_COLOR_MATERIAL);
+ gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
+ }
+ gl.glBegin(GL.GL_TRIANGLES);
+ if (highlighted)
+ gl.glColor3f(highlightColor.x(), highlightColor.y(), highlightColor.z());
+ else
+ gl.glColor3f(color.x(), color.y(), color.z());
+ int i = 0;
+ while (i < vertexIndices.length) {
+ Vec3f n0 = curNormals[normalIndices[i]];
+ Vec3f v0 = curVertices[vertexIndices[i]];
+ gl.glNormal3f(n0.x(), n0.y(), n0.z());
+ gl.glVertex3f(v0.x(), v0.y(), v0.z());
+ i++;
+
+ Vec3f n1 = curNormals[normalIndices[i]];
+ Vec3f v1 = curVertices[vertexIndices[i]];
+ gl.glNormal3f(n1.x(), n1.y(), n1.z());
+ gl.glVertex3f(v1.x(), v1.y(), v1.z());
+ i++;
+
+ Vec3f n2 = curNormals[normalIndices[i]];
+ Vec3f v2 = curVertices[vertexIndices[i]];
+ gl.glNormal3f(n2.x(), n2.y(), n2.z());
+ gl.glVertex3f(v2.x(), v2.y(), v2.z());
+ i++;
+ }
+ gl.glEnd();
+ if (lightingOn)
+ gl.glDisable(GL.GL_COLOR_MATERIAL);
+ }
+
+ //----------------------------------------------------------------------
+ // Used by subclasses to set up vertex, normals, and vertex and
+ // normal indices.
+ //
+
+ protected void setVertices(Vec3f[] vertices) {
+ this.vertices = vertices;
+ }
+
+ protected Vec3f[] getVertices() {
+ return vertices;
+ }
+
+ protected void setNormals(Vec3f[] normals) {
+ this.normals = normals;
+ }
+
+ protected Vec3f[] getNormals() {
+ return normals;
+ }
+
+ protected void setVertexIndices(int[] vertexIndices) {
+ this.vertexIndices = vertexIndices;
+ }
+
+ protected int[] getVertexIndices() {
+ return vertexIndices;
+ }
+
+ protected void setNormalIndices(int[] normalIndices) {
+ this.normalIndices = normalIndices;
+ }
+
+ protected int[] getNormalIndices() {
+ return normalIndices;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private void consistencyCheck() {
+ if (vertexIndices.length != normalIndices.length) {
+ throw new RuntimeException("vertexIndices.length != normalIndices.length");
+ }
+
+ if ((vertexIndices.length % 3) != 0) {
+ throw new RuntimeException("(vertexIndices % 3) != 0");
+ }
+
+ if ((curVertices != null) &&
+ (vertices.length != curVertices.length)) {
+ throw new RuntimeException("vertices.length != curVertices.length");
+ }
+ }
+
+ private void recalcVertices() {
+ if ((curVertices == null) ||
+ (curVertices.length != vertices.length)) {
+ curVertices = new Vec3f[vertices.length];
+ for (int i = 0; i < vertices.length; i++) {
+ curVertices[i] = new Vec3f();
+ }
+ }
+
+ for (int i = 0; i < vertices.length; i++) {
+ xform.xformPt(vertices[i], curVertices[i]);
+ }
+
+ if ((curNormals == null) ||
+ (curNormals.length != normals.length)) {
+ curNormals = new Vec3f[normals.length];
+ for (int i = 0; i < normals.length; i++) {
+ curNormals[i] = new Vec3f();
+ }
+ }
+
+ for (int i = 0; i < normals.length; i++) {
+ xform.xformDir(normals[i], curNormals[i]);
+ curNormals[i].normalize();
+ }
+ }
+}