public static void Pyramid(int it, float x, float y, float z, float size, float rotAngle, OpenTK.Vector3 rotAxis, Texture tRef, Scheme Tint, Transparency transparancy) {//Creates Pyramid Object //Adjusts object position for centering x += size / 2; x *= -1; y += size / 2; z += size / 2; rotAngle *= it;//sets rotation angle GL.PushMatrix(); GL.Translate(x, y, z); //Moves object GL.Rotate(-rotAngle, rotAxis.X, rotAxis.Y, rotAxis.Z); //Rotates object //Bottom GL.BindTexture(TextureTarget.Texture2D, tRef.getBottom()); //Get texture GL.Begin(PrimitiveType.Quads); GL.Color4(Tint.getBottom().R, Tint.getBottom().G, Tint.getBottom().B, transparancy.getBottom()); //Set color and transparancy GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, size / 2); //Create Plane GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, -size / 2); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(size / 2, -size / 2, -size / 2); GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(size / 2, -size / 2, size / 2); GL.End(); //Front GL.BindTexture(TextureTarget.Texture2D, tRef.getFront()); GL.Begin(PrimitiveType.Triangles); GL.Color4(Tint.getFront().R, Tint.getFront().G, Tint.getFront().B, transparancy.getFront()); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, size / 2); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(size / 2, -size / 2, size / 2); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(0, size / 2, 0); GL.End(); //Back GL.BindTexture(TextureTarget.Texture2D, tRef.getBack()); GL.Begin(PrimitiveType.Triangles); GL.Color4(Tint.getBack().R, Tint.getBack().G, Tint.getBack().B, transparancy.getBack()); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(size / 2, -size / 2, -size / 2); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, -size / 2); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(0, size / 2, 0); GL.End(); //Left GL.BindTexture(TextureTarget.Texture2D, tRef.getLeft()); GL.Begin(PrimitiveType.Triangles); GL.Color4(Tint.getLeft().R, Tint.getLeft().G, Tint.getLeft().B, transparancy.getLeft()); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, -size / 2); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(-size / 2, -size / 2, size / 2); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(0, size / 2, 0); GL.End(); //Right GL.BindTexture(TextureTarget.Texture2D, tRef.getRight()); GL.Begin(PrimitiveType.Triangles); GL.Color4(Tint.getRight().R, Tint.getRight().G, Tint.getRight().B, transparancy.getRight()); GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(size / 2, -size / 2, size / 2); GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(size / 2, -size / 2, -size / 2); GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(0, size / 2, 0); GL.End(); GL.PopMatrix(); }
public static void BoxScene(int it, OpenTK.Vector3 coor1, OpenTK.Vector3 coor2, int scheme) { //Draws Frame and Floor for a specified area float rotSpeed = 0; //sets the angle of Rotation OpenTK.Vector3 rotAxis = Main.rotAxis; float[] TP = new float[6] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; Texture texture = new Texture("Wood"); Scheme Basic = Main.Colors[scheme]; OpenTK.Vector3 distance = coor1.distanceTo(coor2); int xcount; int ycount; int zcount; if (distance.X == 0) { xcount = 1; } else { xcount = (int)(distance.X / Math.Abs(distance.X)); } if (distance.Y == 0) { ycount = 1; } else { ycount = (int)(distance.Y / Math.Abs(distance.Y)); } if (distance.Z == 0) { zcount = 1; } else { zcount = (int)(distance.Z / Math.Abs(distance.Z)); } //Base DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y - .6f * ycount), (coor1.Z - .6f * zcount), -distance.X - xcount * 1.2f, 0.1f, 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y - .6f * ycount), (coor1.Z - .6f * zcount), 0.1f, 0.1f, distance.Z + zcount * 1.2f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y - .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), distance.X + xcount * 1.2f, 0.1f, 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y - .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), 0.1f, 0.1f, -distance.Z - zcount * 1.2f, rotSpeed, rotAxis, texture, Basic, TP); //Walls DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z - .6f * zcount), 0.1f, -(distance.Y + ycount * 1.2f), 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), 0.1f, -(distance.Y + ycount * 1.2f), 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), 0.1f, -(distance.Y + ycount * 1.2f), 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z - .6f * zcount), 0.1f, -(distance.Y + ycount * 1.2f), 0.1f, rotSpeed, rotAxis, texture, Basic, TP); //Top DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z - .6f * zcount), -distance.X - xcount * 1.2f, 0.1f, 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X - .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z - .6f * zcount), 0.1f, 0.1f, distance.Z + zcount * 1.2f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), distance.X + xcount * 1.2f, 0.1f, 0.1f, rotSpeed, rotAxis, texture, Basic, TP); DrawRect(it, -(coor1.X + distance.X + .6f * xcount), (coor1.Y + distance.Y + .6f * ycount), (coor1.Z + distance.Z + .6f * zcount), 0.1f, 0.1f, -distance.Z - zcount * 1.2f, rotSpeed, rotAxis, texture, Basic, TP); //BasePlane //DrawRect(it, 0, 0, 0, coor.X, 0, coor.Z, rotSpeed, rotAxis, floor, Basic, TP); }