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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.*;
+
+/** Piece of geometry defining a two-way arrow, used in Translate1 and
+ Translate2 manips. */
+
+public class ManipPartTwoWayArrow extends ManipPartTriBased {
+ private static final Vec3f[] vertices = {
+ // Left tetrahedron
+ new Vec3f(-1.0f, 0.0f, 0.0f),
+ new Vec3f(-0.666666f, 0.166666f, 0.166666f),
+ new Vec3f(-0.666666f, -0.166666f, 0.166666f),
+ new Vec3f(-0.666666f, -0.166666f, -0.166666f),
+ new Vec3f(-0.666666f, 0.166666f, -0.166666f),
+
+ // Box at center
+ new Vec3f(-0.666666f, 0.041666f, 0.0416666f),
+ new Vec3f(-0.666666f, -0.041666f, 0.0416666f),
+ new Vec3f(-0.666666f, -0.041666f, -0.0416666f),
+ new Vec3f(-0.666666f, 0.041666f, -0.0416666f),
+ new Vec3f(0.666666f, 0.041666f, 0.0416666f),
+ new Vec3f(0.666666f, -0.041666f, 0.0416666f),
+ new Vec3f(0.666666f, -0.041666f, -0.0416666f),
+ new Vec3f(0.666666f, 0.041666f, -0.0416666f),
+
+ // Right tetrahedron
+ new Vec3f(0.666666f, 0.166666f, 0.166666f),
+ new Vec3f(0.666666f, 0.166666f, -0.166666f),
+ new Vec3f(0.666666f, -0.166666f, -0.166666f),
+ new Vec3f(0.666666f, -0.166666f, 0.166666f),
+ new Vec3f(1.0f, 0.0f, 0.0f),
+ };
+
+ private static final int[] vertexIndices = {
+ // Left tetrahedron
+ 1, 0, 2,
+ 2, 0, 3,
+ 3, 0, 4,
+ 4, 0, 1,
+ 1, 2, 3,
+ 1, 3, 4,
+
+ // Box
+ 5, 7, 6, // left face
+ 5, 8, 7,
+ 5, 6, 10, // front face
+ 5, 10, 9,
+ 6, 7, 11, // bottom face
+ 6, 11, 10,
+ 7, 8, 12, // back face
+ 7, 12, 11,
+ 8, 5, 9, // top face
+ 8, 9, 12,
+ 9, 10, 11, // right face
+ 9, 11, 12,
+
+ // Right tetrahedron
+ 13, 14, 15,
+ 13, 15, 16,
+ 17, 14, 13,
+ 17, 15, 14,
+ 17, 16, 15,
+ 17, 13, 16
+ };
+
+ private static Vec3f[] normals = null;
+ private static int[] normalIndices = null;
+
+ public ManipPartTwoWayArrow() {
+ super();
+
+ if (normals == null) {
+ NormalCalc.NormalInfo normInfo =
+ NormalCalc.computeFacetedNormals(vertices, vertexIndices, true);
+ normals = normInfo.normals;
+ normalIndices = normInfo.normalIndices;
+ }
+
+ setVertices(vertices);
+ setVertexIndices(vertexIndices);
+ setNormals(normals);
+ setNormalIndices(normalIndices);
+ }
+}