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/**
* @(#) 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
* pwinston@hmc.edu
* 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)
{
long 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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