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Java GLUquadric类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中javax.media.opengl.glu.GLUquadric的典型用法代码示例。如果您正苦于以下问题:Java GLUquadric类的具体用法?Java GLUquadric怎么用?Java GLUquadric使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



GLUquadric类属于javax.media.opengl.glu包,在下文中一共展示了GLUquadric类的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: gegGLCalList

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
protected void gegGLCalList(){
    GLU glu = new GLU();
    GLUquadric sQuad= glu.gluNewQuadric();
    callist = gl.glGenLists(1);
    gl.glNewList(callist, gl.GL_COMPILE);
    texture.enable(gl);
    texture.bind(gl);
    glu.gluQuadricTexture(sQuad, true);
    glu.gluQuadricOrientation(sQuad, glu.GLU_INSIDE);
    glu.gluSphere(sQuad, radius, 36, 72);
    gl.glEndList();
}
 
开发者ID:seemywingz,项目名称:Kengine,代码行数:13,代码来源:SkyDome.java


示例2: OConnorHangingLight

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
public OConnorHangingLight(float x, float yCeiling, float z, float size, float length, GL2 gl, GLU glu) {
	GLUquadric quadric = glu.gluNewQuadric();
	glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
	glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
	glu.gluQuadricTexture  (quadric, false);
	this.quadric = quadric;
	this.x = x;
	this.y = yCeiling;
	this.z = z;
	this.length = length;
	this.size = size;
	this.colorChange = (int)(Math.random()*100);
	this.bobChange = (float)(Math.random()*100);
	this.r = (float)Math.random();
	this.g = (float)Math.random();
	this.b = (float)Math.random();
}
 
开发者ID:ProfAmesBC,项目名称:Game2013,代码行数:18,代码来源:OConnorHangingLight.java


示例3: OConnorFloatingLight

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
public OConnorFloatingLight(float x, float y, float z, float size, float speed, float radX, float radY, float radZ, GL2 gl, GLU glu) {
	GLUquadric quadric = glu.gluNewQuadric();
	glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
	glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
	glu.gluQuadricTexture  (quadric, false);
	this.quadric = quadric;
	this.x = x;
	this.y = y;
	this.z = z;
	this.size = size;
	this.flightRadiusX = radX;
	this.flightRadiusY = radY;
	this.flightRadiusZ = radZ;
	this.speed = speed;
	this.colorChange = (int)(Math.random()*100);
	this.posChange = (float)(Math.random()*100);
	this.r = (float)Math.random();
	this.g = (float)Math.random();
	this.b = (float)Math.random();
}
 
开发者ID:ProfAmesBC,项目名称:Game2013,代码行数:21,代码来源:OConnorFloatingLight.java


示例4: plotObject

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
@Override
public void plotObject( final GLAutoDrawable drawable,
		final org.openimaj.vis.general.XYZVisualisation3D.LocatedObject3D<ColouredDot> object,
		final AxesRenderer3D renderer )
{
	final double[] p = renderer.calculatePosition( new double[]
			{ object.x, object.y, object.z } );

	final GL2 gl = drawable.getGL().getGL2();

	gl.glPushMatrix();

	// Translate to the position of the dot
	gl.glMatrixMode( GLMatrixFunc.GL_MODELVIEW );
	gl.glTranslated( p[0], p[1], p[2] );

	final double[] s = renderer.scaleDimension(
		new double[] {object.object.size, object.object.size, object.object.size} );
	gl.glScaled( s[0], s[1], s[2] );

	// Create a sphere
	if( !this.isEnableLights() )
		gl.glColor3f( object.object.colour[0], object.object.colour[1], object.object.colour[2] );
	else
	{
        final float[] rgba = { object.object.colour[0], object.object.colour[1], object.object.colour[2] };
        gl.glMaterialfv( GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, rgba, 0);
        gl.glMaterialfv( GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, rgba, 0);
        gl.glMaterialf( GL.GL_FRONT, GLLightingFunc.GL_SHININESS, 0.05f);
	}

	final GLUquadric qobj0 = this.glu.gluNewQuadric();
	this.glu.gluQuadricDrawStyle( qobj0, GLU.GLU_FILL );
	this.glu.gluQuadricNormals( qobj0, GLU.GLU_SMOOTH );
	this.glu.gluSphere( qobj0, 1, 12, 12 );
	this.glu.gluDeleteQuadric( qobj0 );

	gl.glPopMatrix();
}
 
开发者ID:openimaj,项目名称:openimaj,代码行数:40,代码来源:DotPlotVisualisation3D.java


示例5: mkGLCallList

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
protected int mkGLCallList(){
    GLU glu = new GLU();
    int callList;

    GLUquadric quad = glu.gluNewQuadric();
    // material properties
    float[] no_mat = {0.0f, 0.0f, 0.0f, 1.0f};
    float[] mat_ambient = {1f, 1f, 1f, 1.0f};
    float[] mat_diffuse = {1, 1, 1, 1.0f};
    float[] mat_specular = {1.0f, 1.0f, 1.0f, 1.0f};
    float no_shininess = 0.0f;
    float low_shininess = 5.0f;
    float high_shininess = 100.0f;
    float[] mat_emission = {0.3f, 0.2f, 0.2f, 0.0f};

    callList = gl.glGenLists(1);
    gl.glNewList(callList, gl.GL_COMPILE);
    gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, Utils.mkFloatBuffer(no_mat));
    gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, Utils.mkFloatBuffer(mat_diffuse));
    gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, Utils.mkFloatBuffer(mat_specular));
    gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, high_shininess);
    gl.glMaterialfv(gl.GL_FRONT, gl.GL_EMISSION, Utils.mkFloatBuffer(no_mat));
    glu.gluQuadricTexture(quad, true);
    glu.gluQuadricOrientation(quad, glu.GLU_OUTSIDE);
    texture.enable(gl);
    texture.bind(gl);
    glu.gluSphere(quad, 1, 36, 72);
    texture.disable(gl);
    gl.glEndList();
    return callList;
}
 
开发者ID:seemywingz,项目名称:Kengine,代码行数:32,代码来源:Ball.java


示例6: drawSphere

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
public static void drawSphere(GL2 gl2, double radius, boolean texture) {
	GLU glu = new GLU();
    GLUquadric quadric = glu.gluNewQuadric();
    glu.gluQuadricTexture(quadric, texture);
    if (texture == false) {
    	glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
    }
    glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
    glu.gluQuadricOrientation(quadric, GLU.GLU_OUTSIDE);
    glu.gluSphere(quadric, radius, 64, 64);
    glu.gluDeleteQuadric(quadric);
}
 
开发者ID:momega,项目名称:spacesimulator,代码行数:13,代码来源:GLUtils.java


示例7: render

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
public void render(RendererState rendererState) {

		GL gl = rendererState.getGL();
		GLU glu = new GLU();
		
		gl.glRotated(90, 1, 0, 0);
		
		gl.glColor4d(
				material.getColor().getRed(),
				material.getColor().getGreen(),
				material.getColor().getBlue(),
				material.getColor().getAlpha());
		
		Texture texture = null;
		
		if(material.getTexture() != null) {
			
			texture = 
					rendererState.
					getTextureLoader().
					getTexture(
							material.getTexture());
		}
	
		if(texture != null)
			texture.enable();
		
		GLUquadric sphere = glu.gluNewQuadric();
		
		glu.gluQuadricTexture(sphere, true);
		
		glu.gluQuadricDrawStyle(sphere, GLU.GLU_FILL);
		glu.gluQuadricNormals(sphere, GLU.GLU_FLAT);
		glu.gluQuadricOrientation(sphere, GLU.GLU_OUTSIDE);
		
		glu.gluSphere(
				sphere,
				rendererState.getScale().getMagnitude(),
				slices,
				stacks);
		
		glu.gluDeleteQuadric(sphere);
		
		if(texture != null)
			texture.disable();
		
		gl.glColor4d(1, 1, 1, 1);
		
		gl.glRotated(90, -1, 0, 0);
	}
 
开发者ID:Library-of-Kaeon,项目名称:Library-of-Kaeon,代码行数:51,代码来源:Sphere.java


示例8: drawEarth

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
private void drawEarth(GL2 gl) {
	// set material properties
	float[] rgba = { 1f, 1f, 1f }; // neutral white surface
	gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT, rgba, 0);
	gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, rgba, 0);
	gl.glMaterialf(GL2.GL_FRONT, GL2.GL_SHININESS, 0.5f);

	if (!texturesCreated) {
		earth.scheduleAvailableTextures(gl.getGLProfile());
		earth.createScheduledTextures(gl);
		List<String> textureNames = earth.getAvailableTextureNames();
		if (!textureNames.isEmpty()) {
			earth.setCurrentTexture(earth.getDefaultTexture());
		}

		texturesCreated = true;
	}
	
	if(skydomeTexture == null) {
		loadSkydomeTexture();
		
	} else {
		skydomeTexture.enable(gl);
		skydomeTexture.bind(gl);
		
		// create the earth ball
		GLUquadric skydome = glu.gluNewQuadric();
		glu.gluQuadricTexture(skydome, true); // apply texture to the sphere
		glu.gluQuadricDrawStyle(skydome, GLU.GLU_FILL);
		glu.gluQuadricNormals(skydome, GLU.GLU_FLAT);
		glu.gluQuadricOrientation(skydome, GLU.GLU_INSIDE);
		
		glu.gluSphere(skydome, this.currentRadius()*5, SKYDOME_RESOLUTION, SKYDOME_RESOLUTION);
		glu.gluDeleteQuadric(skydome);
	}
	
	if(credits != null && !wasLastFrame2D()) {
		credits.render(gl);
	} else {

		// apply the texture
		Texture texture = earth.getCurrentTexture();
		if (texture != null) {
			texture.enable(gl);
			texture.bind(gl);
		}

		
		
		// create the earth ball
		GLUquadric earthQuad = glu.gluNewQuadric();
		glu.gluQuadricTexture(earthQuad, true); // apply texture to the sphere
		glu.gluQuadricDrawStyle(earthQuad, GLU.GLU_FILL);
		glu.gluQuadricNormals(earthQuad, GLU.GLU_FLAT);
		glu.gluQuadricOrientation(earthQuad, GLU.GLU_OUTSIDE);

		// size of sphere depends on zoom
		glu.gluSphere(earthQuad, this.currentRadius(), EARTH_RESOLUTION, EARTH_RESOLUTION);
		glu.gluDeleteQuadric(earthQuad);
	}
}
 
开发者ID:johb,项目名称:GAIA,代码行数:62,代码来源:Mode3D.java


示例9: draw

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
/**
 * Draw all locations
 * @param gl
 * @param glu
 * @param shearX
 * @param shearY 
 */
public void draw(GL gl1, GLU glu, double shearX, double shearY) {

    //System.out.println("\ndrawing spheres");

    GL2 gl = (GL2)gl1;
    gl.glInitNames();
    gl.glPushName(0);

    GLUquadric quadric = glu.gluNewQuadric();
    glu.gluQuadricNormals(quadric, GLU.GLU_SMOOTH);

    // store initial drawing color
    gl.glPushAttrib(GL2.GL_CURRENT_BIT);

    for (int i = 0; i < locs.size(); i++) {
        Location loc = locs.get(i);
        gl.glLoadName(i);
        gl.glColor4f(loc.r, loc.g, loc.b, 1.0f);
        gl.glPushMatrix();
        try {
            double x = loc.x;
            double y = loc.y;
            double z = grid.z(x, y);
            x += shearX * z;
            y += shearY * z;
            //System.out.println("ID " + i + "\t" + x + "\t" + y + "\t" + z);
            gl.glTranslated(x, y, z);
            glu.gluSphere(quadric, R, LONGITUDE_SLICES, LATITUDE_SLICES);
        } catch (Exception exc) {
            // FIXME
            System.out.println("Could not draw sphere");                
        }
        gl.glPopMatrix();
    }

    // restore initial drawing color
    gl.glPopAttrib();

    glu.gluDeleteQuadric(quadric);
}
 
开发者ID:OSUCartography,项目名称:TerrainViewer,代码行数:48,代码来源:Spheres.java


示例10: display

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
@Override
    public void display(GLAutoDrawable glAutoDrawable) {
       // System.out.println("MER.display " + time + " " + this.mapEvent.getMessage());

        GL gl = glAutoDrawable.getGL();

        gl.glPushMatrix();

        gl.glTranslated(location.x, location.y, location.z + 60 * 1.1);

        // display small
  //      gl.glEnable(GL.GL_BLEND);
        gl.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE_MINUS_SRC_ALPHA);



        GlColor color = new GlColor(entity.getColor(), 0.5);
        gl.glColor4d(color.r, color.g, color.b, color.a);

        GLUquadric quadratic = glu.gluNewQuadric();
        glu.gluSphere(quadratic, SPHERE_RADIUS, SPHERE_SLICES, SPHERE_STACKS);

        gl.glPopMatrix();

        gl.glDisable(GL.GL_DEPTH_TEST);
        gl.glColor3d(1,1,1);
        gl.glRasterPos3d(location.x, location.y, location.z);
        glut.glutBitmapString(GLUT.BITMAP_HELVETICA_12, this.mapEvent.getMessage());
        gl.glEnable(GL.GL_DEPTH_TEST);

//        gl.glDisable(GL.GL_BLEND);
    }
 
开发者ID:kefik,项目名称:Pogamut3,代码行数:33,代码来源:MapEventRenderer.java


示例11: drawGForceWinLoop

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
public void drawGForceWinLoop(GL gl,GLU glu ){
		
		// Clear the screen
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
		
        if (InputHandler.MPOrientationMatrix != null)
		{
			//gl.glMatrixMode(gl.GL_PROJECTION);
			
			//glu.gluLookAt(0, 5, 5, 0, 0, 0, 0, 1, 0);

			

			//gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        	
        	gl.glMatrixMode(gl.GL_MODELVIEW);
        	
			Matrix4f m = new Matrix4f(InputHandler.MPOrientationMatrix);
			System.out.println("matrix: "+m);
			//m.invert();

			gl.glLoadIdentity();
			
			
			gl.glTranslatef(0.3f, 0.3f, -5);
			gl.glMultMatrixf(m.transposeLocal().getMatrix(), 0);
		    
			
	        
	        // ein mal ganz richtig
	        Vector3f x = new Vector3f(0.7f,0.f,0.f);
	        Vector3f y = new Vector3f(0.f,0.7f,0.f);
	        Vector3f z = new Vector3f(0.f,0.f,0.7f);
	        
			gl.glPushMatrix();
			gl.glBegin(GL.GL_LINES);
			gl.glColor3f(0.0f, 0.0f, 0.0f);
			gl.glVertex3f(0,0,0);
			gl.glColor3f(1.0f, 0.0f, 0.0f);			
			gl.glVertex3f(x.x,x.y,x.z);
			
			gl.glColor3f(0.0f, 0.0f, 0.0f);
			gl.glVertex3f(0,0,0);
			gl.glColor3f(0.0f, 1.0f, 0.0f);
			gl.glVertex3f(y.x,y.y,y.z);
			gl.glColor3f(0.0f, 0.0f, 0.0f);
			gl.glVertex3f(0,0,0);
			gl.glColor3f(0.0f, 0.0f, 1.0f);
			gl.glVertex3f(z.x,z.y,z.z);
			gl.glColor3f(1.0f, 1.0f, 1.0f);

			
			
			GLUquadric qobj0 = glu.gluNewQuadric();
			 if(Math.sin(aswitch/10)>0)
			gl.glColor3f(1.0f, 1.0f, 1.0f);
			 else
			 gl.glColor3f(0.7f, 0.7f, 0.7f);
			glu.gluSphere( qobj0, 0.2f, 12, 12);
			gl.glEnd();
			gl.glPopMatrix();
			
			
return;

		}
		
		
	}
 
开发者ID:iSchluff,项目名称:Wii-Gesture,代码行数:70,代码来源:RenderLoop.java


示例12: drawSphere

import javax.media.opengl.glu.GLUquadric; //导入依赖的package包/类
protected void drawSphere(GLUquadric quadric,float r,GLU glu){glu.gluSphere(quadric, r, 10, 10);} 
开发者ID:ProfAmesBC,项目名称:Game2013,代码行数:2,代码来源:Critter.java



注:本文中的javax.media.opengl.glu.GLUquadric类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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