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📄 renderer.java

📁 NeHe用java与OpenGL结合教程源码
💻 JAVA
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            explosions[i].alpha = 0;
            explosions[i].scale = 1;
        }

        for (int i = 10; i < 20; i++) {
            explosions[i] = new Explosion();
            explosions[i].alpha = 0;
            explosions[i].scale = 1;
        }
    }

    private void update() {
        if (decreaseCameraZ)
            cameraPosition.z -= 10;
        if (increaseCameraZ)
            cameraPosition.z += 10;
        if (increaseCameraRotation)
            cameraRotation += 10;
        if (decreaseCameraRotation)
            cameraRotation -= 10;
        if (increaseTimeStep)
            timeStep += 0.1;
        if (decreaseTimeStep)
            timeStep -= 0.1;
    }

    public void display(GLAutoDrawable drawable) {
        update();
        GL gl = drawable.getGL();

        int i;
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();

        //set camera in hookmode
        if (cameraAttachedToBall)
            glu.gluLookAt(arrayPos[0].x + 250, arrayPos[0].y + 250, arrayPos[0].z,
                    arrayPos[0].x + arrayVel[0].x, arrayPos[0].y + arrayVel[0].y, arrayPos[0].z + arrayVel[0].z
                    , 0, 1, 0);
        else
            glu.gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
                    cameraPosition.x + dir.x, cameraPosition.y + dir.y, cameraPosition.z + dir.z,
                    0, 1.0, 0.0);

        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glRotatef(cameraRotation, 0, 1, 0);

        //render balls
        for (i = 0; i < nrOfBalls; i++) {
            switch (i) {
                case 1:
                    gl.glColor3f(1.0f, 1.0f, 1.0f);
                    break;
                case 2:
                    gl.glColor3f(1.0f, 1.0f, 0.0f);
                    break;
                case 3:
                    gl.glColor3f(0.0f, 1.0f, 1.0f);
                    break;
                case 4:
                    gl.glColor3f(0.0f, 1.0f, 0.0f);
                    break;
                case 5:
                    gl.glColor3f(0.0f, 0.0f, 1.0f);
                    break;
                case 6:
                    gl.glColor3f(0.65f, 0.2f, 0.3f);
                    break;
                case 7:
                    gl.glColor3f(1.0f, 0.0f, 1.0f);
                    break;
                case 8:
                    gl.glColor3f(0.0f, 0.7f, 0.4f);
                    break;
                default:
                    gl.glColor3f(1.0f, 0, 0);
            }

            gl.glPushMatrix();
            gl.glTranslated(arrayPos[i].x, arrayPos[i].y, arrayPos[i].z);
            glu.gluSphere(cylinder, 20, 20, 20);
            gl.glPopMatrix();
        }

        gl.glEnable(GL.GL_TEXTURE_2D);
        //render walls(planes) with texture
        gl.glBindTexture(GL.GL_TEXTURE_2D, texture[1][1]);
        gl.glColor3f(1, 1, 1);
        gl.glBegin(GL.GL_QUADS);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(320, 320, 320);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(320, -320, 320);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-320, -320, 320);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-320, 320, 320);

        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-320, 320, -320);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-320, -320, -320);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(320, -320, -320);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(320, 320, -320);

        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(320, 320, -320);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(320, -320, -320);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(320, -320, 320);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(320, 320, 320);

        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-320, 320, 320);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(-320, -320, 320);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(-320, -320, -320);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-320, 320, -320);
        gl.glEnd();

        //render floor (plane) with colours
        gl.glBindTexture(GL.GL_TEXTURE_2D, texture[1][0]);
        gl.glBegin(GL.GL_QUADS);
        gl.glTexCoord2f(1.0f, 0.0f);
        gl.glVertex3f(-320, -320, 320);
        gl.glTexCoord2f(1.0f, 1.0f);
        gl.glVertex3f(320, -320, 320);
        gl.glTexCoord2f(0.0f, 1.0f);
        gl.glVertex3f(320, -320, -320);
        gl.glTexCoord2f(0.0f, 0.0f);
        gl.glVertex3f(-320, -320, -320);
        gl.glEnd();

        //render columns(cylinders)
        gl.glBindTexture(GL.GL_TEXTURE_2D, texture[0][0]);   /* choose the texture to use.*/
        gl.glColor3f(.5f, .5f, .5f);
        gl.glPushMatrix();
        gl.glRotatef(90, 1, 0, 0);
        gl.glTranslatef(0, 0, -500);
        glu.gluCylinder(cylinder, 60, 60, 1000, 20, 2);
        gl.glPopMatrix();

        gl.glPushMatrix();
        gl.glTranslatef(200, -300, -500);
        glu.gluCylinder(cylinder, 60, 60, 1000, 20, 2);
        gl.glPopMatrix();

        gl.glPushMatrix();
        gl.glTranslatef(-200, 0, 0);
        gl.glRotatef(135, 1, 0, 0);
        gl.glTranslatef(0, 0, -500);
        glu.gluCylinder(cylinder, 30, 30, 1000, 20, 2);
        gl.glPopMatrix();

        //render/blend explosions
        gl.glEnable(GL.GL_BLEND);
        gl.glDepthMask(false);
        gl.glBindTexture(GL.GL_TEXTURE_2D, texture[0][1]);

        for (i = 0; i < 20; i++) {
            if (explosions[i].alpha >= 0) {
                gl.glPushMatrix();
                explosions[i].alpha -= 0.01f;
                explosions[i].scale += 0.03f;
                gl.glColor4f(1, 1, 0, explosions[i].alpha);
                gl.glScalef(explosions[i].scale, explosions[i].scale, explosions[i].scale);
                gl.glTranslatef((float) explosions[i].position.x / explosions[i].scale,
                        (float) explosions[i].position.y / explosions[i].scale,
                        (float) explosions[i].position.z / explosions[i].scale);
                gl.glCallList(dlist);
                gl.glPopMatrix();
            }
        }
        gl.glDepthMask(true);
        gl.glDisable(GL.GL_BLEND);
        gl.glDisable(GL.GL_TEXTURE_2D);
        idle();
    }

    /**
     * Main loop of the simulation. Moves, finds the collisions and responses of the objects in the
     * current time step.
     */
    private void idle() {
        Tuple3d uveloc = new Tuple3d(),
                normal = new Tuple3d(),
                point = new Tuple3d(),
                norm = new Tuple3d(),
                Pos2 = new Tuple3d(),
                Nc = new Tuple3d();

        double rt2,
                rt4,
                rt[] = {0},
                lamda[] = {10000},
                RestTime[] = {0},
                BallTime[] = {0};

        int BallNr = 0,
                BallColNr1[] = {0},
                BallColNr2[] = {0};

        if (!cameraAttachedToBall) {
            cameraRotation += 0.1f;
            if (cameraRotation > 360)
                cameraRotation = 0;
        }

        RestTime[0] = this.timeStep;
        lamda[0] = 1000;

        //Compute velocity for next timestep using Euler equations
        for (int j = 0; j < nrOfBalls; j++)
            arrayVel[j].scaleAdd(RestTime[0], accel, arrayVel[j]);

        //While timestep not over
        while (RestTime[0] > EPSILON) {

            lamda[0] = 10000;   //initialize to very large value
            //For all the balls find closest intersection between balls and planes/cylinders
            for (int i = 0; i < nrOfBalls; i++) {
                //compute new position and distance
                oldPos[i] = new Tuple3d();
                oldPos[i].set(arrayPos[i]);
                uveloc.set(arrayVel[i]);
                uveloc.normalize();
                arrayPos[i].scaleAdd(RestTime[0], arrayVel[i], arrayPos[i]);
                rt2 = oldPos[i].distance(arrayPos[i]);
                //Test if collision occured between ball and all 5 planes

                if (TestIntersionPlane(pl1, oldPos[i], uveloc, rt, norm)) {
                    //Find intersection time
                    rt4 = rt[0] * RestTime[0] / rt2;
                    //if smaller than the one already stored replace and in timestep
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.scaleAdd(rt[0], uveloc, oldPos[i]);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                if (TestIntersionPlane(pl2, oldPos[i], uveloc, rt, norm)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.scaleAdd(rt[0], uveloc, oldPos[i]);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                if (TestIntersionPlane(pl3, oldPos[i], uveloc, rt, norm)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.scaleAdd(rt[0], uveloc, oldPos[i]);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                if (TestIntersionPlane(pl4, oldPos[i], uveloc, rt, norm)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.scaleAdd(rt[0], uveloc, oldPos[i]);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                if (TestIntersionPlane(pl5, oldPos[i], uveloc, rt, norm)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.scaleAdd(rt[0], uveloc, oldPos[i]);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                //Now test intersection with the 3 cylinders
                if (TestIntersionCylinder(cyl1, oldPos[i], uveloc, rt, norm, Nc)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)
                            if (!((rt[0] <= EPSILON) && (uveloc.dot(norm) > EPSILON))) {
                                normal.set(norm);
                                point.set(Nc);
                                lamda[0] = rt4;
                                BallNr = i;
                            }
                    }
                }

                if (TestIntersionCylinder(cyl2, oldPos[i], uveloc, rt, norm, Nc)) {
                    rt4 = rt[0] * RestTime[0] / rt2;
                    if (rt4 <= lamda[0]) {
                        if (rt4 <= RestTime[0] + EPSILON)

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