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package demos.tennis;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.Animator;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureCoords;
import com.jogamp.opengl.util.texture.TextureIO;
import com.jogamp.opengl.GL;
//import com.jogamp.opengl.glu.GLU;
import javax.swing.JOptionPane;
//import java.io.BufferedReader;
import java.io.ByteArrayOutputStream;
//import java.io.File;
import java.io.IOException;
import java.io.PrintStream;
import com.jogamp.newt.Window;
//import com.jogamp.newt.event.InputEvent;
import com.jogamp.newt.event.KeyAdapter;
import com.jogamp.newt.event.KeyEvent;
import com.jogamp.newt.event.KeyListener;
import com.jogamp.newt.event.MouseAdapter;
import com.jogamp.newt.event.MouseEvent;
import com.jogamp.newt.event.MouseListener;
import com.jogamp.newt.event.awt.AWTKeyAdapter;
import com.jogamp.newt.event.awt.AWTMouseAdapter;
import java.awt.AWTException;
import java.awt.Cursor;
import java.awt.Image;
import java.awt.MouseInfo;
import java.awt.Point;
import java.awt.Robot;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;
//import java.io.ByteArrayOutputStream;
//import java.io.IOException;
//import java.io.PrintStream;
/**
* Tennis.java <BR>
* author: Fofonov Alexey <P>
*/
public class Tennis implements GLEventListener {
static {
GLProfile.initSingleton();
}
private float view_rotx = 0.0f, view_roty = 0.0f; //View angles
private final float view_rotz = 0.0f;
private float sx = 0.0f, sy = 0.0f; //X, Y coords of Mydesk
private float spx,spy,spz; //Speed of the ball
private float BallCx = 0.0f, BallCy = 0.0f, BallCz = 0.0f; //Coords of the ball
private float EnDeskCx = 0.0f, EnDeskCy = 0.0f; //X, Y coords of Endesk
private int cube=0, mydesk=0, endesk=0, ball=0, box=0; //Flags of the existence
private final int swapInterval;
private static Texture[] texture;
private float Bax=0, Bay=0; //Acceleration summands
private float Vec=3; //Balls direction
private boolean CanF=false; //Ready for play
private int WindowW=0, WindowH=0;
private float LPositionDX=0, NPositionDX=0; //Mouse positions
private float LPositionDY=0, NPositionDY=0; //
private float DspeedX=0, DspeedY=0; //Speed of Mydesk
private boolean mouseButtonDown = false, control = true;
private int prevMouseX, prevMouseY;
public static void main(String[] args) {
// set argument 'NotFirstUIActionOnProcess' in the JNLP's application-desc tag for example
// <application-desc main-class="demos.j2d.TextCube"/>
// <argument>NotFirstUIActionOnProcess</argument>
// </application-desc>
// boolean firstUIActionOnProcess = 0==args.length || !args[0].equals("NotFirstUIActionOnProcess") ;
java.awt.Frame frame = new java.awt.Frame("Tennis Demo");
frame.setSize(640, 480);
frame.setLayout(new java.awt.BorderLayout());
final Animator animator = new Animator();
frame.addWindowListener(new java.awt.event.WindowAdapter() {
public void windowClosing(java.awt.event.WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
});
GLCanvas canvas = new GLCanvas();
animator.add(canvas);
// GLCapabilities caps = new GLCapabilities(GLProfile.getDefault());
// GLCanvas canvas = new GLCanvas(caps);
final Tennis tennis = new Tennis();
canvas.addGLEventListener(tennis);
frame.add(canvas, java.awt.BorderLayout.CENTER);
frame.validate();
//Hide the mouse cursor
Toolkit t = Toolkit.getDefaultToolkit();
Image i = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
Cursor noCursor = t.createCustomCursor(i, new Point(0, 0), "none");
frame.setCursor(noCursor);
frame.setVisible(true);
animator.start();
}
public Tennis(int swapInterval) {
this.swapInterval = swapInterval;
}
public Tennis() {
this.swapInterval = 1;
}
public void init(GLAutoDrawable drawable) {
System.err.println("Tennis: Init: "+drawable);
// Use debug pipeline
// drawable.setGL(new DebugGL(drawable.getGL()));
GL2 gl = drawable.getGL().getGL2();
System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());
System.err.println("INIT GL IS: " + gl.getClass().getName());
System.err.println("GL_VENDOR: " + gl.glGetString(GL2.GL_VENDOR));
System.err.println("GL_RENDERER: " + gl.glGetString(GL2.GL_RENDERER));
System.err.println("GL_VERSION: " + gl.glGetString(GL2.GL_VERSION));
float mat_specular[] =
{ 1.0f, 1.0f, 1.0f, 1.0f };
float mat_shininess[] =
{ 25.0f };
float light_position[] =
{ 1.0f, 1.0f, 1.0f, 0.0f };
float red[] = { 0.8f, 0.1f, 0.0f, 0.7f };
float yellow[] = { 0.8f, 0.75f, 0.0f, 0.7f };
float blue[] = { 0.2f, 0.2f, 1.0f, 0.7f };
float brown[] = { 0.8f, 0.4f, 0.1f, 0.7f };
texture = new Texture[5];
//Load textures
try {
System.err.println("Loading texture...");
texture[0] = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/tennis/TennisTop.png"),
false,
TextureIO.PNG);
texture[1] = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/tennis/TennisBottom.png"),
false,
TextureIO.PNG);
texture[2] = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/tennis/TennisMyDesk.png"),
false,
TextureIO.PNG);
texture[3] = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/tennis/TennisEnDesk.png"),
false,
TextureIO.PNG);
texture[4] = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/tennis/Stars.png"),
false,
TextureIO.PNG);
System.err.println("Texture0 estimated memory size = " + texture[0].getEstimatedMemorySize());
System.err.println("Texture1 estimated memory size = " + texture[1].getEstimatedMemorySize());
System.err.println("Texture2 estimated memory size = " + texture[2].getEstimatedMemorySize());
System.err.println("Texture3 estimated memory size = " + texture[3].getEstimatedMemorySize());
System.err.println("Stars estimated memory size = " + texture[4].getEstimatedMemorySize());
} catch (IOException e) {
e.printStackTrace();
ByteArrayOutputStream bos = new ByteArrayOutputStream();
e.printStackTrace(new PrintStream(bos));
JOptionPane.showMessageDialog(null,
bos.toString(),
"Error loading texture",
JOptionPane.ERROR_MESSAGE);
throw new GLException(e);
//return;
}
gl.glShadeModel(GL2.GL_SMOOTH); // Enable Smooth Shading
gl.glClearDepth(1.0f); // Depth Buffer Setup
gl.glEnable(GL2.GL_DEPTH_TEST); // Enables Depth Testing
gl.glDepthFunc(GL2.GL_LEQUAL); // The Type Of Depth Testing To Do
// Really Nice Perspective Calculations
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
gl.glEnable(GL2.GL_TEXTURE_2D);
// Texture filter
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NONE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NONE);
// Light and material
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SHININESS, mat_shininess, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_position, 0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
/* make the objects */
if(0>=cube) {
cube = gl.glGenLists(1);
gl.glNewList(cube, GL2.GL_COMPILE);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, brown, 0);
cube(gl);
gl.glEndList();
System.err.println("cube list created: "+cube);
} else {
System.err.println("cube list reused: "+cube);
}
if(0>=box) {
box = gl.glGenLists(1);
gl.glNewList(box, GL2.GL_COMPILE);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, brown, 0);
box(gl);
gl.glEndList();
System.err.println("box list created: "+box);
} else {
System.err.println("box list reused: "+box);
}
if(0>=mydesk) {
mydesk = gl.glGenLists(1);
gl.glNewList(mydesk, GL2.GL_COMPILE);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, red, 0);
desk(gl, 2);
gl.glEndList();
System.err.println("mydesk list created: "+mydesk);
} else {
System.err.println("mydesk list reused: "+mydesk);
}
if(0>=endesk) {
endesk = gl.glGenLists(1);
gl.glNewList(endesk, GL2.GL_COMPILE);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, blue, 0);
desk(gl, 3);
gl.glEndList();
System.err.println("endesk list created: "+endesk);
} else {
System.err.println("endesk list reused: "+endesk);
}
if(0>=ball) {
ball = gl.glGenLists(1);
gl.glNewList(ball, GL2.GL_COMPILE);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, yellow, 0);
ball(gl);
gl.glEndList();
System.err.println("ball list created: "+ball);
} else {
System.err.println("ball list reused: "+ball);
}
gl.glEnable(GL2.GL_NORMALIZE);
MouseListener tennisMouse = new TennisMouseAdapter();
KeyListener tennisKeys = new TennisKeyAdapter();
if (drawable instanceof Window) {
Window window = (Window) drawable;
window.addMouseListener(tennisMouse);
window.addKeyListener(tennisKeys);
} else if (GLProfile.isAWTAvailable() && drawable instanceof java.awt.Component) {
java.awt.Component comp = (java.awt.Component) drawable;
new AWTMouseAdapter(tennisMouse, drawable).addTo(comp);
new AWTKeyAdapter(tennisKeys, drawable).addTo(comp);
}
}
public void dispose(GLAutoDrawable drawable) {
System.err.println("Tennis: Dispose");
}
public void display(GLAutoDrawable drawable) {
// Get the GL corresponding to the drawable we are animating
GL2 gl = drawable.getGL().getGL2();
if (mouseButtonDown == false && control == true)
MovMydesk();
MoveSphere();
MoveEnDesk();
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Special handling for the case where the GLJPanel is translucent
// and wants to be composited with other Java 2D content
if (GLProfile.isAWTAvailable() &&
(drawable instanceof com.jogamp.opengl.awt.GLJPanel) &&
!((com.jogamp.opengl.awt.GLJPanel) drawable).isOpaque() &&
((com.jogamp.opengl.awt.GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) {
gl.glClear(GL2.GL_DEPTH_BUFFER_BIT);
} else {
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
}
// Place the box and call its display list
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glCallList(box);
gl.glEnable(GL2.GL_DEPTH_TEST);
// Rotate the entire assembly of tennis based on how the user
// dragged the mouse around
gl.glPushMatrix();
gl.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
gl.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
gl.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
// Place the cube and call its display list
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, 0.0f);
gl.glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
gl.glCallList(cube);
gl.glPopMatrix();
// Place the mydesk and call its display list
gl.glPushMatrix();
gl.glTranslatef(sx, sy, 3.0f);
gl.glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
gl.glCallList(mydesk);
gl.glPopMatrix();
// Place the endesk and call its display list
gl.glPushMatrix();
gl.glTranslatef(EnDeskCx, EnDeskCy, -3.0f);
gl.glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
gl.glCallList(endesk);
gl.glPopMatrix();
// Place the ball and call its display list
gl.glPushMatrix();
gl.glTranslatef(BallCx, BallCy, BallCz);
gl.glRotatef(0.0f, 0.0f, 0.0f, 1.0f);
gl.glCallList(ball);
gl.glPopMatrix();
// Remember that every push needs a pop; this one is paired with
// rotating the entire tennis assembly
gl.glPopMatrix();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)
{
System.err.println("Gears: Reshape "+x+"/"+y+" "+width+"x"+height);
GL2 gl = drawable.getGL().getGL2();
gl.setSwapInterval(swapInterval);
float h = (float)height / (float)width;
WindowW = width;
WindowH = height;
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
if (h<1)
gl.glFrustum(-1.0f, 1.0f, -h, h, 1.0f, 60.0f);
else
{
h = 1.0f/h;
gl.glFrustum(-h, h, -1.0f, 1.0f, 1.0f, 60.0f);
}
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -6.0f);
}
public static void cube(GL2 gl)
{
gl.glShadeModel(GL2.GL_FLAT);
/* draw left sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f(-2.0f, -1.5f, -3.0f);
gl.glVertex3f(-2.0f, 1.5f, -3.0f);
gl.glVertex3f(-2.0f, 1.5f, 3.0f);
gl.glVertex3f(-2.0f, -1.5f, 3.0f);
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
gl.glVertex3f(-2.05f, -1.55f, -3.0f);
gl.glVertex3f(-2.05f, 1.55f, -3.0f);
gl.glVertex3f(-2.05f, 1.55f, 3.0f);
gl.glVertex3f(-2.05f, -1.55f, 3.0f);
gl.glEnd();
if (texture[0] != null) {
texture[0].enable(gl);
texture[0].bind(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
TextureCoords coords = texture[0].getImageTexCoords();
/* draw up sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, -1.0f, 0.0f);
gl.glTexCoord2f(coords.left(), coords.top());
gl.glVertex3f(-2.0f, 1.5f, -3.0f);
gl.glTexCoord2f(coords.left(), coords.bottom());
gl.glVertex3f(-2.0f, 1.5f, 3.0f);
gl.glTexCoord2f(coords.right(), coords.bottom());
gl.glVertex3f( 2.0f, 1.5f, 3.0f);
gl.glTexCoord2f(coords.right(), coords.top());
gl.glVertex3f( 2.0f, 1.5f, -3.0f);
gl.glEnd();
texture[0].disable(gl);
}
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 1.0f, 0.0f);
gl.glVertex3f(-2.05f, 1.55f, -3.0f);
gl.glVertex3f(-2.05f, 1.55f, 3.0f);
gl.glVertex3f( 2.05f, 1.55f, 3.0f);
gl.glVertex3f( 2.05f, 1.55f, -3.0f);
gl.glEnd();
/* draw right sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
gl.glVertex3f(2.0f, -1.5f, -3.0f);
gl.glVertex3f(2.0f, 1.5f, -3.0f);
gl.glVertex3f(2.0f, 1.5f, 3.0f);
gl.glVertex3f(2.0f, -1.5f, 3.0f);
gl.glNormal3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f(2.05f, -1.55f, -3.0f);
gl.glVertex3f(2.05f, 1.55f, -3.0f);
gl.glVertex3f(2.05f, 1.55f, 3.0f);
gl.glVertex3f(2.05f, -1.55f, 3.0f);
gl.glEnd();
if (texture[1] != null) {
texture[1].enable(gl);
texture[1].bind(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
TextureCoords coords = texture[1].getImageTexCoords();
/* draw down sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 1.0f, 0.0f);
gl.glTexCoord2f(coords.left(), coords.top());
gl.glVertex3f(-2.0f, -1.5f, -3.0f);
gl.glTexCoord2f(coords.left(), coords.bottom());
gl.glVertex3f(-2.0f, -1.5f, 3.0f);
gl.glTexCoord2f(coords.right(), coords.bottom());
gl.glVertex3f( 2.0f, -1.5f, 3.0f);
gl.glTexCoord2f(coords.right(), coords.top());
gl.glVertex3f( 2.0f, -1.5f, -3.0f);
gl.glNormal3f(0.0f, -1.0f, 0.0f);
gl.glVertex3f(-2.05f, -1.55f, -3.0f);
gl.glVertex3f(-2.05f, -1.55f, 3.0f);
gl.glVertex3f( 2.05f, -1.55f, 3.0f);
gl.glVertex3f( 2.05f, -1.55f, -3.0f);
gl.glEnd();
texture[1].disable(gl);
}
/* draw back sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 0.0f, -1.0f);
gl.glVertex3f(-2.05f, 1.55f, -3.0f);
gl.glVertex3f( 2.05f, 1.55f, -3.0f);
gl.glVertex3f( 2.0f, 1.5f, -3.0f);
gl.glVertex3f(-2.0f, 1.5f, -3.0f);
gl.glVertex3f(-2.05f, -1.55f, -3.0f);
gl.glVertex3f( 2.05f, -1.55f, -3.0f);
gl.glVertex3f( 2.0f, -1.5f, -3.0f);
gl.glVertex3f(-2.0f, -1.5f, -3.0f);
gl.glVertex3f(-2.05f, -1.55f, -3.0f);
gl.glVertex3f(-2.05f, 1.55f, -3.0f);
gl.glVertex3f(-2.0f, 1.5f, -3.0f);
gl.glVertex3f(-2.0f, -1.5f, -3.0f);
gl.glVertex3f(2.05f, -1.55f, -3.0f);
gl.glVertex3f(2.05f, 1.55f, -3.0f);
gl.glVertex3f(2.0f, 1.5f, -3.0f);
gl.glVertex3f(2.0f, -1.5f, -3.0f);
gl.glEnd();
/* draw front sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(-2.05f, 1.55f, 3.0f);
gl.glVertex3f( 2.05f, 1.55f, 3.0f);
gl.glVertex3f( 2.0f, 1.5f, 3.0f);
gl.glVertex3f(-2.0f, 1.5f, 3.0f);
gl.glVertex3f(-2.05f, -1.55f, 3.0f);
gl.glVertex3f( 2.05f, -1.55f, 3.0f);
gl.glVertex3f( 2.0f, -1.5f, 3.0f);
gl.glVertex3f(-2.0f, -1.5f, 3.0f);
gl.glVertex3f(-2.05f, -1.55f, 3.0f);
gl.glVertex3f(-2.05f, 1.55f, 3.0f);
gl.glVertex3f(-2.0f, 1.5f, 3.0f);
gl.glVertex3f(-2.0f, -1.5f, 3.0f);
gl.glVertex3f(2.05f, -1.55f, 3.0f);
gl.glVertex3f(2.05f, 1.55f, 3.0f);
gl.glVertex3f(2.0f, 1.5f, 3.0f);
gl.glVertex3f(2.0f, -1.5f, 3.0f);
gl.glEnd();
}
public static void box(GL2 gl) //Usually "box" mean box, but there only one side is enough
{
gl.glShadeModel(GL2.GL_FLAT);
if (texture[4] != null) {
texture[4].enable(gl);
texture[4].bind(gl);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
/* draw the side */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glTexCoord2f(0, 0);
gl.glVertex3f(-8.0f, -8.0f, 0.0f);
gl.glTexCoord2f(0, 8.0f);
gl.glVertex3f(-8.0f, 8.0f, 0.0f);
gl.glTexCoord2f(8.0f, 8.0f);
gl.glVertex3f( 8.0f, 8.0f, 0.0f);
gl.glTexCoord2f(8.0f, 0);
gl.glVertex3f( 8.0f, -8.0f, 0.0f);
gl.glEnd();
texture[4].disable(gl);
}
}
public static void desk(GL2 gl, int two_or_three)
{
int i;
float temp1;
gl.glShadeModel(GL2.GL_FLAT);
if (texture[two_or_three] != null) {
texture[two_or_three].enable(gl);
texture[two_or_three].bind(gl);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
/* draw the front */
gl.glBegin(GL2.GL_QUAD_STRIP);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
for (i=0; i<25; i++)
{
temp1 = (float) Math.pow(Math.sin(i/24.0f*Math.PI), 0.4d);
gl.glTexCoord2f((i-12)/40.0f, temp1/4 + 0.75f);
gl.glVertex3f((i-12)/40.0f, temp1/10 + 0.1f , 0.01f + temp1/25);
gl.glTexCoord2f((i-12)/40.0f, -temp1/4 + 0.25f);
gl.glVertex3f((i-12)/40.0f, -temp1/10 - 0.1f, 0.01f + temp1/25);
}
gl.glEnd();
/* draw the back */
gl.glBegin(GL2.GL_QUAD_STRIP);
gl.glNormal3f(0.0f, 0.0f, -1.0f);
for (i=0; i<25; i++)
{
temp1 = (float) Math.pow(Math.sin(i/24.0f*Math.PI), 0.4d);
gl.glTexCoord2f((i-12)/40.0f, temp1/4 + 0.75f);
gl.glVertex3f((i-12)/40.0f, temp1/10 + 0.1f , -0.01f - temp1/25);
gl.glTexCoord2f((i-12)/40.0f, -temp1/4 + 0.25f);
gl.glVertex3f((i-12)/40.0f, -temp1/10 - 0.1f, -0.01f - temp1/25);
}
gl.glEnd();
texture[2].disable(gl);
}
/* draw the top side */
gl.glBegin(GL2.GL_QUAD_STRIP);
gl.glNormal3f(0.0f, 1.0f, 0.0f);
for (i=0; i<25; i++)
{
temp1 = (float) Math.pow(Math.sin(i/24.0f*Math.PI), 0.4d);
gl.glVertex3f((i-12)/40.0f, temp1/10 + 0.1f , -0.01f - temp1/25);
gl.glVertex3f((i-12)/40.0f, temp1/10 + 0.1f , 0.01f + temp1/25);
}
gl.glEnd();
/* draw the bottom side */
gl.glBegin(GL2.GL_QUAD_STRIP);
gl.glNormal3f(0.0f, -1.0f, 0.0f);
for (i=0; i<25; i++)
{
temp1 = (float) Math.pow(Math.sin(i/24.0f*Math.PI), 0.4d);
gl.glVertex3f((i-12)/40.0f, -temp1/10 - 0.1f, 0.01f + temp1/25);
gl.glVertex3f((i-12)/40.0f, -temp1/10 - 0.1f, -0.01f - temp1/25);
}
gl.glEnd();
/* draw the left and right sides */
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
gl.glVertex3f((-12)/40.0f, -0.1f, 0.01f);
gl.glVertex3f((-12)/40.0f, +0.1f, 0.01f);
gl.glVertex3f((-12)/40.0f, +0.1f, -0.01f);
gl.glVertex3f((-12)/40.0f, -0.1f, -0.01f);
gl.glNormal3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f((+12)/40.0f, -0.1f, 0.01f);
gl.glVertex3f((+12)/40.0f, +0.1f, 0.01f);
gl.glVertex3f((+12)/40.0f, +0.1f, -0.01f);
gl.glVertex3f((+12)/40.0f, -0.1f, -0.01f);
gl.glEnd();
}
public static void ball(GL2 gl)
{
int i,j;
float y1,y2,r1,r2,x,z;
gl.glShadeModel(GL2.GL_FLAT);
/* draw the ball */
gl.glBegin(GL2.GL_QUAD_STRIP);
for (i=0; i<20; i++)
{
y1 = (float) Math.cos((i)/20.0f*Math.PI)/10;
y2 = (float) Math.cos((i+1)/20.0f*Math.PI)/10;
r1 = (float) Math.sqrt(Math.abs(0.01f-y1*y1));
r2 = (float) Math.sqrt(Math.abs(0.01f-y2*y2));
for (j=0; j<21; j++)
{
x = (float) (r1*Math.cos((float)j/21*2.0f*Math.PI));
z = (float) (r1*Math.sin((float)j/21*2.0f*Math.PI));
gl.glNormal3f(10*x, 10*y1, 10*z);
gl.glVertex3f(x, y1, z);
x = (float) (r2*Math.cos((float)j/21*2.0f*Math.PI));
z = (float) (r2*Math.sin((float)j/21*2.0f*Math.PI));
gl.glNormal3f(10*x, 10*y2, 10*z);
gl.glVertex3f(x, y2, z);
}
}
gl.glEnd();
}
public void MoveSphere()
{
// Ball out
if ((BallCz>3)||(BallCz<-3))
{
Vec=BallCz;
BallCx = 0.0f;
BallCy = 0.0f;
BallCz = 0.0f;
spz=0;
spx=0;
spy=0;
CanF=false;
Bax=0;
Bay=0;
}
// Ball rebound
if ((spz<0)&&(BallCz+spz<-2.8)&&(BallCx+spx<EnDeskCx+0.3)&&(BallCx+spx>EnDeskCx-0.3)&&(BallCy+spy<EnDeskCy+0.2)&&(BallCy+spy>EnDeskCy-0.2))
{
spz=-spz+0.002f;
spx=spx+(BallCx-EnDeskCx)/10;
spy=spy+(BallCy-EnDeskCy)/10;
}
if ((spz>0)&&(BallCz+spz>2.8)&&(BallCx+spx<sx+0.3)&&(BallCx+spx>sx-0.3)&&(BallCy+spy<sy+0.2)&&(BallCy+spy>sy-0.2))
{
spz=-spz-0.002f;
spx=spx+(BallCx-sx)/10;
spy=spy+(BallCy-sy)/10;
Bax=DspeedX/100;
Bay=DspeedY/100;
}
if ((BallCx+spx<-1.9)||(BallCx+spx>1.9))
spx=-spx;
if ((BallCy+spy<-1.4)||(BallCy+spy>1.4))
spy=-spy;
// Ball acceleration
spx=spx+Bax;
spy=spy+Bay;
// Ball move
if (CanF==true)
BallCx += spx;
BallCy += spy;
BallCz += spz;
//Less the acceleration
Bax=Bax-Bax/100;
Bay=Bay-Bay/100;
}
public void MoveEnDesk()
{
//Just follow for the ball
float sx,sy;
double gip=Math.sqrt((BallCx-EnDeskCx)*(BallCx-EnDeskCx)+(BallCy-EnDeskCy)*(BallCy-EnDeskCy));
if (gip<0.07)
{
sx=Math.abs((BallCx-EnDeskCx));
sy=Math.abs((BallCy-EnDeskCy));
}
else
{
sx=Math.abs((BallCx-EnDeskCx))/((float) gip)*0.07f;
sy=Math.abs((BallCy-EnDeskCy))/((float) gip)*0.07f;
}
if ((BallCx-EnDeskCx>0)&&(EnDeskCx+sx<=1.7))
EnDeskCx += sx;
if ((BallCx-EnDeskCx<0)&&(EnDeskCx-sx>=-1.7))
EnDeskCx -= sx;
if ((BallCy-EnDeskCy>0)&&(EnDeskCy+sy<=1.3))
EnDeskCy += sy;
if ((BallCy-EnDeskCy<0)&&(EnDeskCy-sy>=-1.3))
EnDeskCy -= sy;
}
public void MovMydesk() {
LPositionDX = sx;
LPositionDY = sy;
int x = MouseInfo.getPointerInfo().getLocation().x;
int y = MouseInfo.getPointerInfo().getLocation().y;
sx = sx + (x-500.0f)/300.0f;
sy = sy + (400.0f-y)/300.0f;
//Check cube borders
if (sx<-1.7f || sx>1.7f)
{
if (sx>0) sx = 1.7f;
else sx = -1.7f;
}
if (sy<-1.3 || sy>1.3)
{
if (sy>0) sy = 1.3f;
else sy = -1.3f;
}
//Return the mouse back from screen borders
try {
Robot r = new Robot();
r.mouseMove(500,400);
} catch(AWTException ex) {}
NPositionDX=sx;
NPositionDY=sy;
DspeedX=NPositionDX-LPositionDX;
DspeedY=NPositionDY-LPositionDY;
}
class TennisKeyAdapter extends KeyAdapter {
public void keyPressed(KeyEvent e) {
int kc = e.getKeyCode();
if(KeyEvent.VK_ESCAPE == kc) {
System.exit(0);
}
if(KeyEvent.VK_CONTROL == kc) {
control = false;
}
if(KeyEvent.VK_SPACE == kc) { //Ready for play
if (CanF==false)
{
if (Vec<0)
spz=-0.07f;
else
spz=0.07f;
}
CanF=true;
}
}
public void keyReleased(KeyEvent e) { //Give the mouse control to the user
int kc = e.getKeyCode();
if(KeyEvent.VK_CONTROL == kc) {
control = true;
}
}
}
class TennisMouseAdapter extends MouseAdapter {
public void mousePressed(MouseEvent e) {
prevMouseX = e.getX();
prevMouseY = e.getY();
mouseButtonDown = true;
}
public void mouseReleased(MouseEvent e) {
mouseButtonDown = false;
}
public void mouseDragged(MouseEvent e) {
int x = e.getX();
int y = e.getY();
float thetaY = 360.0f * ( (float)(x-prevMouseX)/(float)WindowW);
float thetaX = 360.0f * ( (float)(prevMouseY-y)/(float)WindowH);
prevMouseX = x;
prevMouseY = y;
view_rotx += thetaX;
view_roty += thetaY;
}
}
}
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