コード例 #1
0
        /**
         * Causes this <code>Sphere</code> to render itself using the <code>DrawContext</code> provided. <code>dc</code> may
         * not be null.
         *
         * @param dc the <code>DrawContext</code> to be used
         *
         * @throws ArgumentException if <code>dc</code> is null
         */
        public void render(DrawContext dc)
        {
            if (dc == null)
            {
                String msg = Logging.getMessage("nullValue.DrawContextIsNull");
                Logging.logger().severe(msg);
                throw new ArgumentException(msg);
            }

            GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

            gl.glPushAttrib(GL2.GL_ENABLE_BIT | GL2.GL_CURRENT_BIT);

            gl.glMatrixMode(GL2.GL_MODELVIEW);
            gl.glPushMatrix();
            gl.glTranslated(this.center.x, this.center.y, this.center.z);
            GLUquadric quadric = dc.getGLU().gluNewQuadric();

            dc.getGLU().gluQuadricDrawStyle(quadric, GLU.GLU_LINE);
            dc.getGLU().gluSphere(quadric, this.radius, 10, 10);
            gl.glPopMatrix();
            dc.getGLU().gluDeleteQuadric(quadric);

            gl.glPopAttrib();
        }
コード例 #2
0
        /// <summary>
        /// hier wird gezeichnet
        /// </summary>
        public void drawScene()
        {
            // Verschieben des Koordinatensystems um -6 in Z-Richtung
            // also "nach hinten"
            // und kippen nach Oben

            //coordinateSystem(2);

            GL.glTranslated(0.0, 0.0, -6.0);

            GL.glRotated(-60, 1, 0, 0);
            //coordinateSystem(0.5);

            coordinateSystem(1);

            // Zylinderobjekt erzeugen
            GLUquadric zylinder = GL.gluNewQuadric();

            // Zeicheneigenschaften einstellen:
            // Drahtgittermodell
            GLU.gluQuadricDrawStyle(zylinder, GLU.GLU_LINE);

            // ab jetzt in blau zeichnen
            GL.glColor3f(0.0f, 0.0f, 1.0f);

            // Zeichnen eines Zylinders
            // bottom-Durchmesser, top-Durchmesser, Höhe,
            // Anzahl der Linien-Segmente
            // Anzahl der Linien in der Höhe

            // Hier wird die Haupt-Kran Achse gezeichnet
            //GLU.gluCylinder(zylinder, 0.2, 0.2, 2, 20, 10);
        }
コード例 #3
0
ファイル: lesson18.cs プロジェクト: zxt243416724/nehe-opengl
        protected override void InitGLContext()
        {
            LoadTextures();

            GL.glEnable(GL.GL_TEXTURE_2D);                                              // Enable Texture Mapping
            GL.glShadeModel(GL.GL_SMOOTH);                                              // Enable Smooth Shading
            GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                                    // Black Background
            GL.glClearDepth(1.0f);                                                      // Depth Buffer Setup
            GL.glEnable(GL.GL_DEPTH_TEST);                                              // Enables Depth Testing
            GL.glDepthFunc(GL.GL_LEQUAL);                                               // The Type Of Depth Testing To Do
            GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);                 // Really Nice Perspective Calculations

            GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, this.LightAmbient);               // Setup The Ambient Light
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, this.LightDiffuse);               // Setup The Diffuse Light
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, this.LightPosition);             // Position The Light
            GL.glEnable(GL.GL_LIGHT1);                                                  // Enable Light One

            this.quadratic = GL.gluNewQuadric();                                        // Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW)
            GL.gluQuadricNormals(this.quadratic, GL.GLU_SMOOTH);                        // Create Smooth Normals (NEW)
            GL.gluQuadricTexture(this.quadratic, (byte)GL.GL_TRUE);                     // Create Texture Coords (NEW)

            if (this.light)                                                             // If lighting, enable it to start
            {
                GL.glEnable(GL.GL_LIGHTING);
            }
        }
コード例 #4
0
ファイル: box.cs プロジェクト: zahrahosseini/butterfly
        public void getbox()
        {
            GLUquadric q  = GLU.gluNewQuadric();
            color      c1 = new color();

            GL.glScalef(0.125f, 0.125f, 0.125f);
            GL.glBegin(GL.GL_QUADS);
            // Front Face
            // Front Face

            GL.glNormal3f(0.0f, 0.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            // Back Face
            GL.glNormal3f(0.0f, 0.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            // Top Face
            GL.glNormal3f(0.0f, 1.0f, 0.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            // Bottom Face
            GL.glNormal3f(0.0f, -1.0f, 0.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            // Right face
            GL.glNormal3f(1.0f, 0.0f, 0.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, -1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(1.0f, -1.0f, 1.0f);
            // Left Face
            GL.glNormal3f(-1.0f, 0.0f, 0.0f);
            GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
            GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, 1.0f);
            GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, 1.0f);
            GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f, 1.0f, -1.0f);


            GL.glEnd(); GL.glScalef(8, 8, 8);
            GL.glTranslatef(0, -0.1f, 0.3f);
            GL.glColor3fv(c1.yellow);
            lo.LoadTextures1(5);
            GLU.gluQuadricNormals(q, GLU.GLU_SMOOTH);
            GLU.gluQuadricTexture(q, 1);
            GLU.gluDisk(q, 0.01, 0.1, 32, 32);
            GL.glTranslatef(0, -0.01f, -0.3f);
            GLU.gluDisk(q, 0.01, 0.1, 32, 32);
        }
コード例 #5
0
        public void schieber()
        {
            //Schieber zeichnen
            GL.glTranslated(0.0, 0.0, targetArmLength);
            GL.glRotated(0, 0, 0, 0);
            GL.glColor3f(1.0f, 1.0f, 0.0f);
            GLUquadric schieber = GL.gluNewQuadric();

            GLU.gluCylinder(schieber, 0.15, 0.15, 0.1, 20, 10);
        }
コード例 #6
0
        public void ausleger()
        {
            //Ausleger zeichnen
            GL.glTranslated(0.0, 0.0, 0.0);
            GL.glRotated(90, 0, 1, 0);
            GL.glColor3f(1.0f, 0.0f, 0.0f);
            GLUquadric ausleger = GL.gluNewQuadric();

            GLU.gluCylinder(ausleger, 0.1, 0.1, 2, 20, 10);
        }
コード例 #7
0
ファイル: Tank.cs プロジェクト: matanmaron/Tank.Net
 public Tank(float positionX, float positionZ, float initialRotation)
 {
     rotation      = initialRotation;
     posX          = positionX;
     posZ          = positionZ;
     destinX       = positionX;
     destinZ       = positionZ;
     reloadCounter = reloadTime;
     obj           = GLU.gluNewQuadric();
 }
コード例 #8
0
        public void seil()
        {
            //Seil zeichnen
            //GL.glTranslated(0.0, 0.0, targetArmLength);
            GL.glTranslated(-0.15, 0.0, 0.05);
            GL.glRotated(-90, 0, 1, 0);
            GL.glColor3f(0.0f, 1.0f, 0.0f);
            GLUquadric seil = GL.gluNewQuadric();

            GLU.gluCylinder(seil, 0.01, 0.01, targetRopeLength, 20, 10);
        }
コード例 #9
0
        // --- Basecode Methods ---
        #region Initialize()
        /// <summary>
        /// Overrides OpenGL's initialization.
        /// </summary>
        public override void Initialize()
        {
            LoadTextures();                                                                                                             // Jump To Texture Loading Routine
            glEnable(GL_TEXTURE_2D);                                                                                                    // Enable Texture Mapping

            glClearColor(0.7f, 0.7f, 0.8f, 1.0f);                                                                                       // Background Color
            glClearDepth(1.0f);                                                                                                         // Depth Buffer Setup

            glEnable(GL_DEPTH_TEST);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);                                                                  // Type Of Blending To Perform

            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);                                                                  // Really Nice Perspective Calculations

            float[] fogColor = { 0.7f, 0.7f, 0.8f, 0.0f };                                                                      // Fog Color
            glFogi(GL_FOG_MODE, (int)GL_EXP2);                                                                                  // Fog Mode
            glFogfv(GL_FOG_COLOR, fogColor);                                                                                    // Set Fog Color
            glFogf(GL_FOG_DENSITY, 0.05f);                                                                                      // How Dense Will The Fog Be
            glHint(GL_FOG_HINT, GL_DONT_CARE);                                                                                  // Fog Hint Value
            glFogf(GL_FOG_START, 0.0f);                                                                                         // Fog Start Depth
            glFogf(GL_FOG_END, 10.0f);                                                                                          // Fog End Depth
            glEnable(GL_FOG);                                                                                                   // Enables GL_FOG

            float[] m_ambient   = { 0.1f, 0.1f, 0.1f, 1.0f };
            float[] m_diffuse   = { 0.5f, 0.5f, 0.5f, 1.0f };
            float[] m_specular  = { 1.0f, 1.0f, 1.0f, 1.0f };
            float   m_shininess = 10.0f;

            glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_ambient);
            glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_diffuse);
            glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_specular);
            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_shininess);

            float[] LightAmbient  = { 0.2f, 0.2f, 0.2f, 1.0f };
            float[] LightDiffuse  = { 0.5f, 0.5f, 0.5f, 1.0f };
            float[] LightSpecular = { 1.0f, 1.0f, 1.0f, 1.0f };
            float[] LightPosition = { 0.0f, 0.0f, -11.0f, 1.0f };
            glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (int)GL_TRUE);
            glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);                                                                     // Setup The Ambient Light
            glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);                                                                     // Setup The Diffuse Light
            glLightfv(GL_LIGHT0, GL_SPECULAR, LightSpecular);                                                                   // Setup The Diffuse Light
            glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);                                                                   // Position The Light
            glEnable(GL_LIGHT0);
            glEnable(GL_COLOR_MATERIAL);
            glEnable(GL_LIGHTING);

            quadratic = gluNewQuadric();                                                                                        // Create A Pointer To The Quadric Object (Return 0 If No Memory)
            gluQuadricNormals(quadratic, GLU_SMOOTH);                                                                           // Create Smooth Normals
            gluQuadricTexture(quadratic, (byte)GL_TRUE);                                                                        // Create Texture Coords

            timer.Start();
            Time1 = TimerGetTime();

            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        }
コード例 #10
0
        public Claw(GLUquadric i_Quadric, uint list, uint shadowList)
        {
            CableLength = 1.5f;
            m_Quadric   = i_Quadric;
            LIST        = list;
            SHADOW_LIST = shadowList;
            ObjectReader arcadeReader = new ObjectReader();

            arcadeReader.loadFile("claw.obj");
            arcadeReader.createListFace(LIST, -1, false);
            arcadeReader.createListFace(SHADOW_LIST, -1, true);
        }
コード例 #11
0
 public ClawMachine(GLUquadric i_Quadric, uint clawMachineList, uint shadowList, TeddyBear teddyBear, Claw claw)
 {
     ClawPosition = new double[3] {
         0, 6.1, 0
     };
     teddyBearsLocations = new List <teddyBearLocation>();
     addTeddyBearsLocations();
     this.m_Quadric            = i_Quadric;
     this.teddyBear            = teddyBear;
     this.Claw                 = claw;
     this.HandleUpDownAngle    = -45;
     this.HandleLeftRightAngle = 0;
     CreateClawMachine(clawMachineList, false);
     CreateClawMachine(shadowList, true);
 }
コード例 #12
0
        // --- Basecode Methods ---
        #region Initialize()
        /// <summary>
        /// Overrides OpenGL's initialization.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();                                                                                                  // Run The Base Initialization
            glEnable(GL_TEXTURE_2D);                                                                                            // Enable Texture Mapping

            LoadTextures();                                                                                                     // Jump To Texture Loading Routine

            glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);                                                                     // Setup The Ambient Light
            glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);                                                                     // Setup The Diffuse Light
            glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);                                                                   // Position The Light
            glEnable(GL_LIGHT1);                                                                                                // Enable Light One

            quadratic = gluNewQuadric();                                                                                        // Create A Quadric Object
            gluQuadricNormals(quadratic, GLU_SMOOTH);                                                                           // Create Smooth Normals
            gluQuadricTexture(quadratic, (byte)GL_TRUE);                                                                        // Create Texture Coords
        }
コード例 #13
0
        public void turm()
        {
            //Perspektive 90° auf die X-Achse
            GL.glRotated(90, 1, 0, 0);

            //Turm Zeichnen
            //lässt den Zylinder rotieren
            GL.glRotated(targetAngle, 0, 1, 0);

            GL.glTranslated(0.0, 0.0, 0.0);
            GL.glRotated(90, 1, 0, 0);      //Rotation des Objektes (Winkel, X, Y, Z)
            GL.glColor3f(0.0f, 0.0f, 1.0f); //Farbe des Objektes (R,G,B)
            // Zylinderobjekt erzeugen
            GLUquadric zylinder = GL.gluNewQuadric();

            GLU.gluCylinder(zylinder, 0.1, 0.1, 3, 20, 10);
        }
コード例 #14
0
ファイル: Bullet.cs プロジェクト: matanmaron/Tank.Net
        public Bullet(float positionX, float positionY, float positionZ, float velX, float velZ, float initialRotation)
        {
            rotation          = initialRotation;
            originalSpeedX    = (float)(velX - System.Math.Sin(System.Math.PI / 180 * (initialRotation)));
            originalSpeedZ    = (float)(velZ - System.Math.Cos(System.Math.PI / 180 * (initialRotation)));
            originalPositionX = positionX;
            originalPositionZ = positionZ;
            speedX            = originalSpeedX;
            speedZ            = originalSpeedZ;
            posX          = positionX;
            posY          = positionY;
            posZ          = positionZ;
            remainingLife = 100;
            boom          = false;
            boomcolor     = 0.5f;

            obj = GLU.gluNewQuadric();
        }
コード例 #15
0
ファイル: NeHeLesson23.cs プロジェクト: lvendrame/p-atack
        // --- Basecode Methods ---
        #region Initialize()
        /// <summary>
        /// Overrides OpenGL's initialization.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();                                                                                          // Run The Base Initialization
            glEnable(GL_TEXTURE_2D);                                                                                    // Enable Texture Mapping

            LoadTextures();                                                                                             // Jump To Texture Loading Routine

            glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);                                                             // Setup The Ambient Light
            glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);                                                             // Setup The Diffuse Light
            glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);                                                           // Position The Light
            glEnable(GL_LIGHT1);                                                                                        // Enable Light One

            quadratic = gluNewQuadric();                                                                                // Create A Pointer To The Quadric Object
            gluQuadricNormals(quadratic, GLU_SMOOTH);                                                                   // Create Smooth Normals
            gluQuadricTexture(quadratic, (byte)GL_TRUE);                                                                // Create Texture Coords

            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, (int)GL_SPHERE_MAP);                                                   // Set The Texture Generation Mode For S To Sphere Mapping
            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, (int)GL_SPHERE_MAP);                                                   // Set The Texture Generation Mode For T To Sphere Mapping
        }
コード例 #16
0
ファイル: NeHeLesson26.cs プロジェクト: lvendrame/p-atack
        // --- Basecode Methods ---
        #region Initialize()
        /// <summary>
        /// Overrides OpenGL's initialization.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();                                                                                          // Run The Base Initialization
            glEnable(GL_TEXTURE_2D);                                                                                    // Enable Texture Mapping
            glClearColor(0.2f, 0.5f, 1.0f, 1.0f);                                                                       // Override Background
            glClearStencil(0);                                                                                          // Clear The Stencil Buffer To 0

            LoadTextures();                                                                                             // Jump To Texture Loading Routine

            glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);                                                             // Set The Ambient Lighting For Light0
            glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);                                                             // Set The Diffuse Lighting For Light0
            glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);                                                           // Set The Position For Light0

            glEnable(GL_LIGHT0);                                                                                        // Enable Light 0
            glEnable(GL_LIGHTING);                                                                                      // Enable Lighting

            quadratic = gluNewQuadric();                                                                                // Create A New Quadratic
            gluQuadricNormals(quadratic, GLU_SMOOTH);                                                                   // Generate Smooth Normals For The Quad
            gluQuadricTexture(quadratic, (byte)GL_TRUE);                                                                // Enable Texture Coords For The Quad
            glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, (int)GL_SPHERE_MAP);                                                   // Set Up Sphere Mapping
            glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, (int)GL_SPHERE_MAP);                                                   // Set Up Sphere Mapping
        }
コード例 #17
0
ファイル: Tank.cs プロジェクト: matanmaron/Tank.Net
        void makeRectangularPrism(float x1, float y1, float z1, float x2, float y2, float z2)
        {
            float width = (x2 - x1) / 2;

            if (width < 1)
            {
                width = -width;
            }
            float height = (y2 - y1) / 2;

            if (height < 1)
            {
                height = -height;
            }
            float depth = (z2 - z1) / 2;

            if (depth < 1)
            {
                depth = -depth;
            }

            GL.glColor3f(0.273f, 0.252f, 0.135f);     //army-green light

            GL.glBegin(GL.GL_QUADS);
            //Front
            GL.glNormal3f(0.0f, 0.0f, -1.0f);
            GL.glVertex3f(-width, -height, depth);
            GL.glVertex3f(width, -height, depth);
            GL.glVertex3f(width, height, depth);
            GL.glVertex3f(-width, height, depth);
            //Top
            GL.glNormal3f(0.0f, 1.0f, 0.0f);
            GL.glVertex3f(-width, height, -depth);
            GL.glVertex3f(-width, height, depth);
            GL.glVertex3f(width, height, depth);
            GL.glVertex3f(width, height, -depth);
            //Bottom
            GL.glNormal3f(0.0f, -1.0f, 0.0f);
            GL.glVertex3f(-width, -height, -depth);
            GL.glVertex3f(-width, -height, depth);
            GL.glVertex3f(width, -height, depth);
            GL.glVertex3f(width, -height, -depth);
            //Right
            GL.glNormal3f(1.0f, 0.0f, 0.0f);
            GL.glVertex3f(width, -height, -depth);
            GL.glVertex3f(width, height, -depth);
            GL.glVertex3f(width, height, depth);
            GL.glVertex3f(width, -height, depth);
            //Left
            GL.glNormal3f(-1.0f, 0.0f, 0.0f);
            GL.glVertex3f(-width, -height, -depth);
            GL.glVertex3f(-width, -height, depth);
            GL.glVertex3f(-width, height, depth);
            GL.glVertex3f(-width, height, -depth);
            GL.glEnd();

            GL.glEnable(GL.GL_TEXTURE_2D);
            GL.glBindTexture(GL.GL_TEXTURE_2D, cOGL.Textures[2]);

            GL.glColor3f(1, 1, 1);     //white
            GL.glBegin(GL.GL_QUADS);
            //Back
            GL.glNormal3f(0.0f, 0.0f, 1.0f);
            GL.glTexCoord2f(0, 0);
            GL.glVertex3f(-width, -height, -depth);
            GL.glTexCoord2f(0, 1);
            GL.glVertex3f(-width, height, -depth);
            GL.glTexCoord2f(1, 1);
            GL.glVertex3f(width, height, -depth);
            GL.glTexCoord2f(1, 0);
            GL.glVertex3f(width, -height, -depth);
            GL.glEnd();

            GLUquadric obj;

            obj = GLU.gluNewQuadric(); //!!!

            //barrel
            GL.glPushMatrix();
            GL.glTranslatef(0.0f, 0.025f, -1f);
            GLU.gluCylinder(obj, 0.05, 0.05, 1.2, 10, 2);
            GL.glPopMatrix();

            GL.glDisable(GL.GL_TEXTURE_2D);//!!!
        }
コード例 #18
0
ファイル: BVH.cs プロジェクト: caoshiwei/Motion_Capture
        void drawDisk(double x, double y, double z, double innerradius, double outerradius, int VLineNum, int HLineNum)
        {
            GLUquadric quad_obj = new GLUquadric();

            if (quad_obj.data.ToInt32() == 0)
                quad_obj = GL.gluNewQuadric();

            GL.gluQuadricDrawStyle(quad_obj, GL.GLU_FILL); //GLU_SILHOUETTE  //GLU_POINT // GLU_FILL //GLU_LINE
            GL.gluQuadricNormals(quad_obj, GL.GLU_SMOOTH);
            GL.glColor3d(1.0, 0, 0);
            //GL.glTranslated(x, y, z);
            GL.glRotated(0, 0, 0, 0);
            GL.gluDisk(quad_obj, innerradius, outerradius, VLineNum, HLineNum);
        }
コード例 #19
0
ファイル: GLUT.cs プロジェクト: fabiosammy/NeHeLessonsOpenTK
 /// <summary>
 /// Initializes a new quadric.
 /// </summary>
 private static void InitQuadObj()
 {
     quadObj = GL.gluNewQuadric();
 }
コード例 #20
0
ファイル: BVH.cs プロジェクト: caoshiwei/Motion_Capture
        /************************************************************************/
        /* 带有圆柱体的上下面的半径大小的RenderBone函数                         */
        /************************************************************************/
        void RenderBone(double x0, double y0, double z0, double x1, double y1, double z1, double topradius, double bottomradius, int VLineNum, int HLineNum)
        {
            double dir_x = x1 - x0;
            double dir_y = y1 - y0;
            double dir_z = z1 - z0;
            double bone_length = System.Math.Sqrt(dir_x * dir_x + dir_y * dir_y + dir_z * dir_z);

            GLUquadric quad_obj = new GLUquadric();

            if (quad_obj.data.ToInt32() == 0)
                quad_obj = GL.gluNewQuadric();

            GL.gluQuadricDrawStyle(quad_obj, GL.GLU_FILL); //GLU_SILHOUETTE  //GLU_POINT // GLU_FILL //GLU_LINE
            GL.gluQuadricNormals(quad_obj, GL.GLU_SMOOTH);

            GL.glPushMatrix();

            GL.glTranslated(x0, y0, z0);

            double length;
            length = System.Math.Sqrt(dir_x * dir_x + dir_y * dir_y + dir_z * dir_z);
            if (length < 0.0001)
            {
                dir_x = 0.0; dir_y = 0.0; dir_z = 1.0; length = 1.0;
            }
            dir_x /= length; dir_y /= length; dir_z /= length;

            double up_x, up_y, up_z;
            up_x = 0.0;
            up_y = 1.0;
            up_z = 0.0;

            double side_x, side_y, side_z;
            side_x = up_y * dir_z - up_z * dir_y;
            side_y = up_z * dir_x - up_x * dir_z;
            side_z = up_x * dir_y - up_y * dir_x;

            length = System.Math.Sqrt(side_x * side_x + side_y * side_y + side_z * side_z);
            if (length < 0.0001)
            {
                side_x = 1.0; side_y = 0.0; side_z = 0.0; length = 1.0;
            }
            side_x /= length; side_y /= length; side_z /= length;

            up_x = dir_y * side_z - dir_z * side_y;
            up_y = dir_z * side_x - dir_x * side_z;
            up_z = dir_x * side_y - dir_y * side_x;

            double[] m = new double[16]{ side_x, side_y, side_z, 0.0,
                                up_x,   up_y,   up_z,   0.0,
                                dir_x,  dir_y,  dir_z,  0.0,
                                0.0,    0.0,    0.0,    1.0 };
            GL.glMultMatrixd(m);

            //double radius = 0.1;//这个值,暂时不用了
            //int slices = 3;
            //int stack = 50;

            GL.gluCylinder(quad_obj, topradius, bottomradius, bone_length, VLineNum, HLineNum);
            //GL.gluDisk(quad_obj, bottomradius, bottomradius, VLineNum, HLineNum);
            GL.glPopMatrix();
        }
コード例 #21
0
        /// <summary>
        /// Zeichnet die Objekte
        /// </summary>
        public void draw()
        {
            // Verschieben des Koordinatensystems um -6 in Z-Richtung
            // also "nach hinten"
            // und kippen nach Oben
            GL.glTranslated(0.0, 0.0, -6.0);


            //---------------
            //BLAUER ZYLINDER1
            //Vorgabe der Perspektive (90° auf die X-Achse) für das im folgenden erzeugte Objekt
            GL.glRotated(90, 1, 0, 0);

            //lässt den Zylinder (blau) rotieren mithilfe des Schiebereglers
            GL.glRotated(targetAngle, 0, 0, 1);

            // Zylinderobjekt erzeugen
            GLUquadric zylinder = GL.gluNewQuadric();

            // Zeicheneigenschaften einstellen:
            // Drahtgittermodell
            GLU.gluQuadricDrawStyle(zylinder, GLU.GLU_LINE);

            // ab jetzt in blau zeichnen
            GL.glColor3f(0.0f, 0.0f, 1.0f);

            // Zeichnen des eigentlichen Zylinders
            // bottom-Durchmesser, top-Durchmesser, Höhe,
            // Anzahl der Linien-Segmente
            // Anzahl der Linien in der Höhe
            GLU.gluCylinder(zylinder, 0.2, 0.2, 2, 200, 100);
            //---------------

            //MAGENTA ZYLINDER2
            GL.glTranslated(0.0, 0.0, 0.0);
            GL.glRotated(120, 0, 1, 0);
            GL.glColor3f(1.0f, 0.0f, 1.0f);
            GLUquadric zylinder2 = GL.gluNewQuadric();

            GLU.gluCylinder(zylinder2, 0.1, 0.1, 1.5, 20, 10);

            //GRÜNER ZYLINDER3
            GL.glTranslated(0.0, 0.0, 1.5);
            GL.glRotated(-60, 0, 1, 0);
            GL.glColor3f(0.0f, 1.0f, 0.0f);
            GLUquadric zylinder3 = GL.gluNewQuadric();

            GLU.gluCylinder(zylinder3, 0.1, 0.1, targetArmLength, 20, 10);

            //ROTER ZYLINDER4
            //GL.glTranslated(0.0, 0.0, targetArmLength); targetArmLength bezieht sich hier auf die Position des Vorgängerobjekts
            GL.glTranslated(0.0, 0.0, targetArmLength);
            GL.glRotated(-60, 0, 1, 0);
            GL.glColor3f(1.0f, 0.0f, 0.0f);
            GLUquadric zylinder4 = GL.gluNewQuadric();

            GLU.gluCylinder(zylinder4, 0.01, 0.01, targetRopeLength, 20, 10);

            //GELBE KUGEL
            //GL.glTranslated(0.0, 0.0, targetRopeLength); targetRopeLength bezieht sich hier auf die Position des Vorgängerobjekts
            GL.glTranslated(0.0, 0.0, targetRopeLength);
            GL.glRotated(0, 0, 0, 0);
            GL.glColor3f(1.0f, 1.00f, 0.00f);
            GLUT.glutWireSphere(targetBowlDiameter, 100, 150);
        }
コード例 #22
0
ファイル: Cylinder.cs プロジェクト: zhj149/WorldWindJava.NET
        /**
         * Display the cylinder.
         *
         * @param dc the current draw context.
         *
         * @throws ArgumentException if the draw context is null.
         */
        public void render(DrawContext dc)
        {
            if (dc == null)
            {
                String msg = Logging.getMessage("nullValue.DrawContextIsNull");
                Logging.logger().severe(msg);
                throw new ArgumentException(msg);
            }

            // Compute a matrix that will transform world coordinates to cylinder coordinates. The negative z-axis
            // will point from the cylinder's bottomCenter to its topCenter. The y-axis will be a vector that is
            // perpendicular to the cylinder's axisUnitDirection. Because the cylinder is symmetric, it does not matter
            // in what direction the y-axis points, as long as it is perpendicular to the z-axis.
            double tolerance = 1e-6;
            Vec4   upVector  = (this.axisUnitDirection.cross3(Vec4.UNIT_Y).getLength3() <= tolerance) ?
                               Vec4.UNIT_NEGATIVE_Z : Vec4.UNIT_Y;
            Matrix transformMatrix = Matrix.fromModelLookAt(this.bottomCenter, this.topCenter, upVector);

            double[] matrixArray = new double[16];
            transformMatrix.toArray(matrixArray, 0, false);

            GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

            OGLStackHandler ogsh = new OGLStackHandler();

            ogsh.pushAttrib(gl, GL2.GL_CURRENT_BIT | GL2.GL_ENABLE_BIT | GL2.GL_TRANSFORM_BIT | GL2.GL_DEPTH_BUFFER_BIT);
            try
            {
                // The cylinder is drawn with as a wireframe plus a center axis. It's drawn in two passes in order to
                // visualize the portions of the cylinder above and below an intersecting surface.

                gl.glEnable(GL.GL_BLEND);
                OGLUtil.applyBlending(gl, false);
                gl.glEnable(GL.GL_DEPTH_TEST);

                // Draw the axis
                gl.glDepthFunc(GL.GL_LEQUAL); // draw the part that would normally be visible
                gl.glColor4f(1f, 1f, 1f, 0.4f);
                gl.glBegin(GL2.GL_LINES);
                gl.glVertex3d(this.bottomCenter.x, this.bottomCenter.y, this.bottomCenter.z);
                gl.glVertex3d(this.topCenter.x, this.topCenter.y, this.topCenter.z);
                gl.glEnd();

                gl.glDepthFunc(GL.GL_GREATER); // draw the part that is behind an intersecting surface
                gl.glColor4f(1f, 0f, 1f, 0.4f);
                gl.glBegin(GL2.GL_LINES);
                gl.glVertex3d(this.bottomCenter.x, this.bottomCenter.y, this.bottomCenter.z);
                gl.glVertex3d(this.topCenter.x, this.topCenter.y, this.topCenter.z);
                gl.glEnd();

                // Draw the exterior wireframe
                ogsh.pushModelview(gl);
                gl.glMultMatrixd(matrixArray, 0);

                GLUquadric quadric = dc.getGLU().gluNewQuadric();
                dc.getGLU().gluQuadricDrawStyle(quadric, GLU.GLU_LINE);

                gl.glDepthFunc(GL.GL_LEQUAL);
                gl.glColor4f(1f, 1f, 1f, 0.5f);
                dc.getGLU().gluCylinder(quadric, this.cylinderRadius, this.cylinderRadius, this.cylinderHeight, 30, 30);

                gl.glDepthFunc(GL.GL_GREATER);
                gl.glColor4f(1f, 0f, 1f, 0.4f);
                dc.getGLU().gluCylinder(quadric, this.cylinderRadius, this.cylinderRadius, this.cylinderHeight, 30, 30);

                dc.getGLU().gluDeleteQuadric(quadric);
            }
            finally
            {
                ogsh.pop(gl);
            }
        }
コード例 #23
0
 public Quadric()
 {
     q = gluNewQuadric();
 }
コード例 #24
0
ファイル: GLUT.cs プロジェクト: lvendrame/p-atack
 /// <summary>
 /// Initializes a new quadric.
 /// </summary>
 private static void InitQuadObj()
 {
     quadObj = GL.gluNewQuadric();
 }
コード例 #25
0
 public GLxDisplayQuadric()
 {
     glQuadric = GL.gluNewQuadric();
 }