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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 javax.media.opengl.*;
-
-/** 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();
- }
- }
-}