public void listenInput(GameContainer gc, StateBasedGame sbg, int delta) { Input input = gc.getInput(); if (input.isKeyPressed(Input.KEY_DOWN)) { cursor = Math.min(cursor + 1, 2); } else if (input.isKeyPressed(Input.KEY_UP)) { cursor = Math.max(cursor - 1, 0); } if (cursor == 0 && input.isKeyDown(Input.KEY_RIGHT)) { control.changeVolume(delta * 0.5f); } else if (cursor == 0 && input.isKeyDown(Input.KEY_LEFT)) { control.changeVolume(-delta * 0.5f); } if (cursor == 1 && input.isKeyDown(Input.KEY_RIGHT)) { control.goFullScreen(true); } else if (cursor == 1 && input.isKeyDown(Input.KEY_LEFT)) { control.goFullScreen(false); } if (cursor == 2 && input.isKeyDown(Input.KEY_RIGHT)) { control.changeBrightness(+5); } else if (cursor == 2 && input.isKeyDown(Input.KEY_LEFT)) { control.changeBrightness(-5); } else if (input.isKeyDown(Input.KEY_ENTER)) { ((GameController) gc).changeState("pause"); // sbg.enterState(((Game)sbg).prevState); ((GameController) gc).changeState(((Game) sbg).prevState); } }
/** * Draw a gear wheel. You'll probably want to call this function when building a display list * since we do a lot of trig here. * * @param inner_radius radius of hole at center * @param outer_radius radius at center of teeth * @param width width of gear * @param teeth number of teeth * @param tooth_depth depth of tooth */ private void gear( float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { int i; float r0, r1, r2; float angle, da; float u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = 2.0f * (float) Math.PI / teeth / 4.0f; glShadeModel(GL_FLAT); glNormal3f(0.0f, 0.0f, 1.0f); /* draw front face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); if (i < teeth) { glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); glVertex3f( r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } } glEnd(); /* draw front sides of teeth */ glBegin(GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f); glVertex3f( r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } glEnd(); /* draw back face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); glVertex3f( r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); } glEnd(); /* draw back sides of teeth */ glBegin(GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glVertex3f( r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); } glEnd(); /* draw outward faces of teeth */ glBegin(GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle); v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle); len = (float) Math.sqrt(u * u + v * v); u /= len; v /= len; glNormal3f(v, -u, 0.0f); glVertex3f( r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); glVertex3f( r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f); glVertex3f( r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da); v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da); glNormal3f(v, -u, 0.0f); glVertex3f( r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f); glVertex3f( r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); } glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f); glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f); glEnd(); glShadeModel(GL_SMOOTH); /* draw inside radius cylinder */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f); glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); } glEnd(); }
// Convert from Degrees to Radians. private float AR_DegToRad(float x) { return (float) Math.toRadians(x); }
// Convert from Radians to Degrees. private float AR_RadToDeg(float x) { return (float) Math.toDegrees(x); }
@Override public void init() throws IOException { super.init(); camera = new Camera(true); camera.setPosition(-17f, 20f, 17f, 0, 0, 0, 0, 1, 0); float df = 100.0f; // Precalculate the Sine and Cosine Lookup Tables. // Basically, loop through 360 Degrees and assign the Radian // value to each array index (which represents the Degree). for (int i = 0; i < 360; i++) { g_fSinTable[i] = (float) Math.sin(AR_DegToRad(i)); g_fCosTable[i] = (float) Math.cos(AR_DegToRad(i)); } pObj = new Sphere(); pObj.setOrientation(GLU_OUTSIDE); Octree.debug = new BoundingBox(); // Turn lighting on initially Octree.turnLighting = true; // The current amount of end nodes in our tree (The nodes with vertices stored in them) Octree.totalNodesCount = 0; // This stores the amount of nodes that are in the frustum Octree.totalNodesDrawn = 0; // The maximum amount of triangles per node. If a node has equal or less // than this, stop subdividing and store the face indices in that node Octree.maxTriangles = 800; // The maximum amount of subdivisions allowed (Levels of subdivision) Octree.maxSubdivisions = 5; // The number of Nodes we've checked for collision. Octree.numNodesCollided = 0; // Wheter the Object is Colliding with anything in the World or not. octree.setObjectColliding(false); // Wheter we test the whole world for collision or just the nodes we are in. Octree.octreeCollisionDetection = true; LoadWorld(); // for(int i=0; i < g_World.getNumOfMaterials(); i++) // { // System.out.println(g_World.getMaterials(i).getName() + " indice " + i); // } // for(int i=0; i < g_World.getNumOfObjects(); i++) // { // System.out.println(g_World.getObject(i).getName()); // System.out.println(g_World.getObject(i).getMaterialID()); // System.out.println(g_World.getPObject(i).getMaterialID()); // } // System.out.println(g_World.getPMaterials(12).getColor()[0] + " " + // g_World.getPMaterials(12).getColor()[1] // + " " + g_World.getPMaterials(12).getColor()[2]); // System.out.println(g_World.getPMaterials(g_World.getPObject(6).getMaterialID())); inputManager = new InputManager(); createGameActions(); posLuz1F = Conversion.allocFloats(posLuz1); // Define a cor de fundo da janela de visualização como preto glClearColor(0, 0, 0, 1); // Ajusta iluminação glLight(GL_LIGHT0, GL_AMBIENT, Conversion.allocFloats(luzAmb1)); glLight(GL_LIGHT0, GL_DIFFUSE, Conversion.allocFloats(luzDif1)); glLight(GL_LIGHT0, GL_SPECULAR, Conversion.allocFloats(luzEsp1)); // Habilita todas as fontes de luz glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); // Agora posiciona demais fontes de luz glLight(GL_LIGHT0, GL_POSITION, posLuz1F); // Habilita Z-Buffer glEnable(GL_DEPTH_TEST); // Seleciona o modo de GL_COLOR_MATERIAL // glColorMaterial(GL_FRONT, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glMaterial(GL_FRONT, GL_SPECULAR, Conversion.allocFloats(spec)); glMaterialf(GL_FRONT, GL_SHININESS, df); }