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Diffstat (limited to 'demos/RonsDemos/rings.java')
-rw-r--r-- | demos/RonsDemos/rings.java | 406 |
1 files changed, 406 insertions, 0 deletions
diff --git a/demos/RonsDemos/rings.java b/demos/RonsDemos/rings.java new file mode 100644 index 0000000..8a08bb5 --- /dev/null +++ b/demos/RonsDemos/rings.java @@ -0,0 +1,406 @@ +/**
+ * @(#) rings.java
+ * @(#) author: Philip Winston (converted to Java by Ron Cemer)
+ */
+
+/*
+ * Homework 4, Part 1: perspective, hierarchical coords, moving eye pos.
+ *
+ * Do a slow zoom on a bunch of rings (ala Superman III?)
+ *
+ * Philip Winston - 2/21/95
+ * http://www.cs.hmc.edu/people/pwinston
+ *
+ */
+
+import java.applet.*;
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.*;
+import java.util.*;
+import java.io.*;
+import java.util.*;
+import gl4java.GLContext;
+import gl4java.awt.GLAnimCanvas;
+import gl4java.applet.SimpleGLAnimApplet1;
+
+public class rings extends SimpleGLAnimApplet1
+{
+ /* Initialize the applet */
+
+
+ public void init()
+ {
+ super.init();
+ Dimension d = getSize();
+ canvas = new ringsCanvas(d.width, d.height);
+ add("Center", canvas);
+ }
+
+
+ /* Local GLAnimCanvas extension class */
+
+
+ private class ringsCanvas extends GLAnimCanvas
+ implements MouseListener, ActionListener
+ {
+ private final double M_PI = 3.14159265;
+ private final String MENU_STARTOVER = "Start Over";
+ private final String MENU_ZOOM_OUT = "Zoom Out";
+ private final String MENU_START_RINGS = "Start rings";
+ private final String MENU_STOP_RINGS = "Stop rings";
+ private final String MENU_START_FADE = "Start fade";
+ private final String MENU_STOP_FADE = "Stop fade";
+ private final int CONE = 1, TORUS = 2, INNERMAT = 3, OUTTERMAT = 4;
+ private final double STEPS = 30.0;
+
+ private PopupMenu menu = null;
+ private boolean menu_showing = false;
+ private boolean save_suspended = false;
+ private boolean Fade = true; /* Start moving out */
+ private float Axis = 0.0f;
+ private float AxisInc = (float)(2.0 * M_PI / STEPS);
+ private float InnerRad, OutterRad, Tilt, Trans, TransCone, Dist;
+
+ public ringsCanvas(int w, int h)
+ {
+ super(w, h);
+ GLContext.gljNativeDebug = false;
+ GLContext.gljClassDebug = false;
+ setAnimateFps(30.0);
+ }
+
+ public void preInit()
+ {
+ doubleBuffer = true;
+ stereoView = false;
+ }
+
+ public void init()
+ {
+ System.out.println("init(): " + this);
+ reshape(getSize().width, getSize().height);
+
+ float sinoftilt;
+ InnerRad = 0.70f;
+ OutterRad = 5.0f;
+ Tilt = 15.0f;
+ Dist = 10.0f;
+ sinoftilt = (float)Math.sin(Tilt * M_PI*2.0/360.0);
+ Trans = (float)
+ ((2.0f*OutterRad + InnerRad) * sinoftilt +
+ InnerRad +
+ ((1 - sinoftilt) * InnerRad) - (InnerRad * 0.1));
+ TransCone = Trans + (OutterRad * sinoftilt + InnerRad);
+ /* I used code from the book's accnot.c as a starting
+ point for lighting. I have one positional light in
+ center, then one directional */
+ float light0_position[] = { 1.0f, 0.2f, 1.0f, 0.0f };
+ float light1_position[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ float light1_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ float light1_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ float lm_ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
+
+ gl.glEnable(GL_NORMALIZE);
+ gl.glMatrixMode(GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glMatrixMode(GL_MODELVIEW);
+ gl.glLoadIdentity();
+
+ gl.glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
+ gl.glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
+ gl.glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
+ gl.glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
+ gl.glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.2f);
+ gl.glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
+
+ gl.glEnable(GL_LIGHTING);
+ gl.glEnable(GL_LIGHT0);
+ gl.glEnable(GL_LIGHT1);
+
+ gl.glDepthFunc(GL_LESS);
+ gl.glEnable(GL_DEPTH_TEST);
+
+ // Make display lists
+
+ float cone_diffuse[] = { 0.0f, 0.7f, 0.7f, 1.0f };
+ float mat1_ambient[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ float mat2_ambient[] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float torus1_diffuse[] = { 0.7f, 0.7f, 0.0f, 1.0f };
+ float torus2_diffuse[] = { 0.3f, 0.0f, 0.0f, 1.0f };
+ float mat1_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ float mat2_specular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
+
+ gl.glNewList(INNERMAT, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat1_specular);
+ gl.glMaterialf(GL_FRONT, GL_SHININESS, 50.0f);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, torus1_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat1_ambient);
+ gl.glEndList();
+
+ gl.glNewList(OUTTERMAT, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_SPECULAR, mat2_specular);
+ gl.glMaterialf(GL_FRONT, GL_SHININESS, 25.0f);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, torus2_diffuse);
+ gl.glMaterialfv(GL_FRONT, GL_AMBIENT, mat2_ambient);
+ gl.glEndList();
+
+ gl.glNewList(CONE, GL_COMPILE);
+ gl.glMaterialfv(GL_FRONT, GL_DIFFUSE, cone_diffuse);
+ gl.glPushMatrix();
+ gl.glTranslatef(0, -TransCone, 0);
+ gl.glRotatef(90, 1, 0, 0);
+ glutSolidCone(OutterRad, 10, 8, 8);
+ gl.glPopMatrix();
+ gl.glEndList();
+
+ gl.glNewList(TORUS, GL_COMPILE);
+ gl.glPushMatrix();
+ gl.glRotatef(90, 1, 0, 0);
+ glutSolidTorus(InnerRad, OutterRad, 15, 25);
+ gl.glPopMatrix();
+ gl.glEndList();
+
+ glj.gljCheckGL();
+
+ menu = new PopupMenu("Options");
+ menu.add(MENU_STARTOVER);
+ menu.add(MENU_ZOOM_OUT);
+ menu.add(MENU_START_RINGS);
+ menu.add(MENU_STOP_RINGS);
+ menu.add(MENU_START_FADE);
+ menu.add(MENU_STOP_FADE);
+ menu.addActionListener(this);
+ add(menu);
+
+ addMouseListener(this);
+ }
+
+ public void doCleanup()
+ {
+ System.out.println("destroy(): " + this);
+ removeMouseListener(this);
+ menu.removeActionListener(this);
+ }
+
+ public void reshape(int width, int height)
+ {
+ gl.glViewport(0,0,width,height);
+ }
+
+ public void display()
+ {
+ if (glj.gljMakeCurrent() == false) return;
+
+ Axis += AxisInc;
+
+ if ( (Dist < 15.0f) && (Fade) ) /* start slow */
+ Dist += 0.1f;
+ else if ( (Dist < 800.0f) && (Fade) ) /* don't go back too far */
+ Dist *= 1.005f;
+
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ gl.glMatrixMode(GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glFrustum(-1.0f,1.0f,-1.0f,1.0f,10.0f,1000.0f);
+ glu.gluLookAt(0.0f,0.0f,Dist,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f);
+
+ gl.glMatrixMode(GL_MODELVIEW);
+
+ gl.glCallList(INNERMAT);
+ DrawRings(Axis);
+ gl.glCallList(CONE);
+
+ gl.glCallList(OUTTERMAT);
+ gl.glPushMatrix();
+ gl.glScalef(10, 10, 10);
+ DrawRings(Axis/3.0f);
+ gl.glPopMatrix();
+
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+
+ //if (!isSuspended()) repaint(); // Animate at full speed.
+ }
+
+ // Methods required for the implementation of MouseListener
+ public void mouseEntered(MouseEvent evt)
+ {
+ }
+
+ public void mouseExited(MouseEvent evt)
+ {
+ }
+
+ public void mousePressed(MouseEvent evt)
+ {
+ // If user presses right mouse button within canvas area,
+ // suspend animation and pop up menu.
+ // If menu was already popped up and user presses either
+ // mouse button within canvas area, resume animation
+ // because the menu will have been removed automatically.
+ if (!menu_showing)
+ {
+ if ((evt.getModifiers() & evt.BUTTON3_MASK) != 0)
+ {
+ menu_showing = true;
+ save_suspended = isSuspended();
+ if (!save_suspended)
+ {
+ setSuspended(true);
+ repaint(100);
+ try
+ {
+ Thread.currentThread().sleep(200);
+ }
+ catch (Exception e)
+ { }
+ }
+ menu.show(this,evt.getX(),evt.getY());
+ }
+ }
+ else
+ {
+ menu_showing = false;
+ setSuspended(save_suspended);
+ }
+ }
+
+ public void mouseReleased(MouseEvent evt)
+ {
+ }
+
+ public void mouseClicked(MouseEvent evt)
+ {
+ }
+
+ // Method required for the implementation of ActionListener
+ public void actionPerformed(ActionEvent evt)
+ {
+ String c = evt.getActionCommand();
+ if (c.equals(MENU_STARTOVER))
+ {
+ Dist = 10.0f;
+ Axis = 0.0f;
+ Fade = true;
+ AxisInc = (float)(2.0 * M_PI / STEPS);
+ }
+ else if (c.equals(MENU_ZOOM_OUT))
+ {
+ Dist = 800.0f;
+ }
+ else if (c.equals(MENU_START_RINGS))
+ {
+ AxisInc = (float)(2.0 * M_PI / STEPS);
+ }
+ else if (c.equals(MENU_STOP_RINGS))
+ {
+ AxisInc = 0.0f;
+ }
+ else if (c.equals(MENU_START_FADE))
+ {
+ Fade = true;
+ }
+ else if (c.equals(MENU_STOP_FADE))
+ {
+ Fade = false;
+ }
+ if (menu_showing)
+ {
+ menu_showing = false;
+ setSuspended(save_suspended);
+ }
+ }
+
+ /* Draw three rings, rotated and translate so they look cool */
+ private void DrawRings(float axis)
+ {
+ float x = (float)Math.sin(axis), y = (float)Math.cos(axis);
+ gl.glPushMatrix();
+ gl.glTranslatef(0.0f, Trans, 0.0f);
+ gl.glRotatef(Tilt, x, 0.0f, y);
+ gl.glCallList(TORUS);
+ gl.glPopMatrix();
+ gl.glPushMatrix();
+ gl.glRotatef(-Tilt, x, 0.0f, y);
+ gl.glCallList(TORUS);
+ gl.glPopMatrix();
+ gl.glPushMatrix();
+ gl.glTranslatef(0.0f, -Trans, 0.0f);
+ gl.glRotatef(Tilt, x, 0.0f, y);
+ gl.glCallList(TORUS);
+ gl.glPopMatrix();
+ }
+
+ // Imported from glut.
+ private void glutSolidTorus
+ (float innerRadius,
+ float outerRadius,
+ int nsides,
+ int rings)
+ {
+ doughnut(innerRadius, outerRadius, nsides, rings);
+ }
+
+ // Imported from glut.
+ private void glutSolidCone
+ (float base,
+ float height,
+ int slices,
+ int stacks)
+ {
+ int qobj = glu.gluNewQuadric();
+
+ glu.gluQuadricDrawStyle(qobj,GLU_FILL);
+ glu.gluQuadricNormals(qobj,GLU_SMOOTH);
+ glu.gluCylinder(qobj,base,0.0f,height,slices,stacks);
+ glu.gluDeleteQuadric(qobj);
+ }
+
+ // Imported from glut.
+ private void doughnut(float r, float R, int nsides, int rings)
+ {
+ int i, j;
+ float theta, phi, theta1;
+ float cosTheta, sinTheta;
+ float cosTheta1, sinTheta1;
+ float ringDelta, sideDelta;
+
+ ringDelta = 2.0f * (float)M_PI / rings;
+ sideDelta = 2.0f * (float)M_PI / nsides;
+
+ theta = 0.0f;
+ cosTheta = 1.0f;
+ sinTheta = 0.0f;
+ for (i = rings - 1; i >= 0; i--)
+ {
+ theta1 = theta + ringDelta;
+ cosTheta1 = (float)Math.cos(theta1);
+ sinTheta1 = (float)Math.sin(theta1);
+ gl.glBegin(GL_QUAD_STRIP);
+ phi = 0.0f;
+ for (j = nsides; j >= 0; j--)
+ {
+ float cosPhi, sinPhi, dist;
+
+ phi += sideDelta;
+ cosPhi = (float)Math.cos(phi);
+ sinPhi = (float)Math.sin(phi);
+ dist = R + r * cosPhi;
+
+ gl.glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
+ gl.glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
+ gl.glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
+ gl.glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
+ }
+ gl.glEnd();
+ theta = theta1;
+ cosTheta = cosTheta1;
+ sinTheta = sinTheta1;
+ }
+ }
+ }
+}
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