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/*
* gleem -- OpenGL Extremely Easy-To-Use Manipulators.
* Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu)
*
* 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.*;
/** A line segment from (-1, 0, 0) to (1, 0, 0). */
public class ManipPartLineSeg extends ManipPart {
private Vec3f color;
private Vec3f highlightColor;
private boolean highlighted;
private boolean visible;
private static Vec3f[] vertices = new Vec3f[] {
new Vec3f(-1, 0, 0),
new Vec3f(1, 0, 0)
};
/** Current transformation matrix */
private Mat4f xform;
/** Transformed vertices */
private Vec3f[] curVertices;
public ManipPartLineSeg() {
color = new Vec3f(0.8f, 0.8f, 0.8f);
highlightColor = new Vec3f(0.8f, 0.8f, 0.2f);
highlighted = false;
visible = true;
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) {
}
public void setTransform(Mat4f xform) {
this.xform.set(xform);
recalcVertices();
}
public void highlight() {
highlighted = true;
}
public void clearHighlight() {
highlighted = false;
}
public void setPickable(boolean pickable) {
}
public boolean getPickable() {
return false;
}
/** Default is visible */
public void setVisible(boolean visible) {
this.visible = visible;
}
public boolean getVisible() {
return visible;
}
public void render(GL gl) {
if (!visible)
return;
// FIXME: probably too slow
boolean reenable = gl.glIsEnabled(GL.GL_LIGHTING);
gl.glDisable(GL.GL_LIGHTING);
gl.glBegin(GL.GL_LINES);
if (highlighted)
gl.glColor3f(highlightColor.x(), highlightColor.y(), highlightColor.z());
else
gl.glColor3f(color.x(), color.y(), color.z());
for (int i = 0; i < curVertices.length; i++) {
Vec3f v = curVertices[i];
gl.glVertex3f(v.x(), v.y(), v.z());
}
gl.glEnd();
if (reenable)
gl.glEnable(GL.GL_LIGHTING);
}
//----------------------------------------------------------------------
// Internals only below this point
//
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 < curVertices.length; i++) {
xform.xformPt(vertices[i], curVertices[i]);
}
}
}
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