-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathLamp2.java
More file actions
312 lines (274 loc) · 12.8 KB
/
Copy pathLamp2.java
File metadata and controls
312 lines (274 loc) · 12.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
import gmaths.*;
import java.nio.*;
import javax.naming.NameNotFoundException;
import com.jogamp.common.nio.*;
import com.jogamp.opengl.*;
import com.jogamp.opengl.util.*;
import com.jogamp.opengl.util.awt.*;
import com.jogamp.opengl.util.glsl.*;
import com.jogamp.opengl.util.texture.*;
public class Lamp2 {
private Mat4 m;
private Model limb, joint, cube;
private Camera camera;
private Light light;
private Texture texture_other, texture_arm;
private SGNode lampRoot;
private float xPosition = 0.5f, updatedXPosition = -5.0f, updatedYPosition = 1.0f;
private TransformNode lampMoveTranslate, rotateLowerZ, rotateLowerY, rotateUpper, rotateHead, rotateTail;
private float rotateLowerAngleZ = 10, rotateLowerAngleY = 0 ,rotateUpperAngle = -40, rotateHeadAngle = 10, rotateTailAngle = 0;;
private float currentLowerAngleZ = rotateLowerAngleZ, currentLowerAngleY = rotateLowerAngleY, currentUpperAngle = rotateUpperAngle, currentHeadAngle = rotateHeadAngle;
private float goalLowerAngleZ = currentLowerAngleZ, goalLowerAngleY = currentLowerAngleY, goalUpperAngle = currentUpperAngle, goalHeadAngle = currentHeadAngle;
public Lamp2(GL3 gl, Camera c, Light l){
loadTextures(gl);
camera = c;
light = l;
limb = makeArms(gl);
joint = makeJoint(gl);
cube = makeSquare(gl);
//Scene Graph
//Lamp parameters
float baseWidth = 1.5f;
float baseHeight = 0.5f;
float baseDepth = 1.0f;
float armScale = 0.35f;
float armHeight = 2.72f;
lampRoot = new NameNode("lamp2");
lampMoveTranslate = new TransformNode("lamp2 transform",Mat4Transform.translate(updatedXPosition,0,0));
TransformNode lampTranslate = new TransformNode("lamp2 transform",Mat4Transform.translate(0, 0,0));
//Lamp Base
NameNode lampBase = new NameNode("lampbase");
m = new Mat4(1);
m = Mat4Transform.scale(baseWidth, baseHeight, baseDepth);
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode lampBaseTransform = new TransformNode("lampbase transform", m);
ModelNode lampBaseShape = new ModelNode("lampbase", cube);
//Lower Limb
rotateLowerY = new TransformNode("rotateAroundY("+rotateLowerAngleY+")",Mat4Transform.rotateAroundY(rotateLowerAngleY));
rotateLowerZ = new TransformNode("rotateAroundZ("+rotateLowerAngleZ+")",Mat4Transform.rotateAroundZ(rotateLowerAngleZ));
NameNode lowerLimb = new NameNode("lamplowerarm");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
m = Mat4.multiply(m, Mat4Transform.scale(armScale, armHeight, armScale));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode lowerLimbTransform = new TransformNode("lamplowerarm transform", m);
ModelNode lowerLimbShape = new ModelNode("Sphere(lamplowerarm)", limb);
//Joint
float jointHeight = armHeight+baseHeight/2;
NameNode limbJoint = new NameNode("lampjoint");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0,jointHeight,0));
m = Mat4.multiply(m, Mat4Transform.scale(baseHeight,baseHeight,baseHeight));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode jointTransform = new TransformNode("lamplowerarm transform", m);
ModelNode jointShape = new ModelNode("Sphere(lamplowerarm)", joint);
//Tail
rotateTail = new TransformNode("rotateAroundZ("+rotateTailAngle+")", Mat4Transform.rotateAroundZ(rotateTailAngle));
float tailHeight = jointHeight+0.2f;
NameNode tail = new NameNode("lamptail");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0,jointHeight+0.2f,0));
m = Mat4.multiply(m, Mat4Transform.rotateAroundZ(60));
m = Mat4.multiply(m, Mat4Transform.scale(armScale/3, armHeight/3, armScale));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode tailTransform = new TransformNode("lamptail transform", m);
ModelNode tailShape = new ModelNode("Sphere(lamptail)", limb);
//Upper Limb
rotateUpper = new TransformNode("rotateAroundZ("+rotateUpperAngle+")", Mat4Transform.rotateAroundZ(rotateUpperAngle));
NameNode upperLimb = new NameNode("lampupperarm");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0,armHeight+0.5f,0));
TransformNode upperLimbTranslate = new TransformNode("lampupperarm translate", m);
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.scale(armScale, armHeight, armScale));
m = Mat4.multiply(m, Mat4Transform.translate(0,0.5f,0));
TransformNode upperLimbTransform = new TransformNode("lampupperarm transform", m);
ModelNode upperLimbShape = new ModelNode("Sphere(lampupperarm)", limb);
//Head
NameNode head = new NameNode("lamphead");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0,armHeight,0));
TransformNode headTranslate = new TransformNode("lamphead translate", m);
rotateHead = new TransformNode("rotateAroundZ("+rotateHeadAngle+")", Mat4Transform.rotateAroundZ(rotateHeadAngle));
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.scale(baseWidth, baseHeight, baseDepth));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode headTransform = new TransformNode("lamphead transform", m);
ModelNode headShape = new ModelNode("Cube(lamphead)", cube);
//Eyes
NameNode eye1 = new NameNode("lampeye1");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0.7f,0.3f,baseDepth/2));
m = Mat4.multiply(m, Mat4Transform.scale(0.3f, 0.3f, 0.3f));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode eye1Transform = new TransformNode("lampeye1 transform", m);
ModelNode eye1Shape = new ModelNode("Cube(lamp1eye1)", limb);
NameNode eye2 = new NameNode("lampeye2");
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.translate(0.7f,0.3f,-baseDepth/2));
m = Mat4.multiply(m, Mat4Transform.scale(0.3f, 0.3f, 0.3f));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode eye2Transform = new TransformNode("lampeye2 transform", m);
ModelNode eye2Shape = new ModelNode("Cube(lampeye2)", limb);
//Horn
NameNode horn = new NameNode("lamphorn2");
m = new Mat4(1);
m = Mat4Transform.scale(0.2f, armHeight/2, 0.2f);
m = Mat4.multiply(m, Mat4Transform.translate(0.0f,0.1f,0.2f));
m = Mat4.multiply(m, Mat4Transform.translate(0,baseHeight,0));
TransformNode hornTransform = new TransformNode("lamphorn2 transform", m);
ModelNode hornShape = new ModelNode("Cube(lamphorn2)", cube);
//Scene graph
lampRoot.addChild(lampMoveTranslate);
lampMoveTranslate.addChild(lampTranslate);
lampTranslate.addChild(lampBase);
lampBase.addChild(lampBaseTransform);
lampBaseTransform.addChild(lampBaseShape);
lampBase.addChild(rotateLowerY);
rotateLowerY.addChild(rotateLowerZ);
rotateLowerZ.addChild(lowerLimb);
lowerLimb.addChild(lowerLimbTransform);
lowerLimbTransform.addChild(lowerLimbShape);
lowerLimb.addChild(limbJoint);
limbJoint.addChild(jointTransform);
jointTransform.addChild(jointShape);
limbJoint.addChild(rotateTail);
rotateTail.addChild(tail);
tail.addChild(tailTransform);
tailTransform.addChild(tailShape);
limbJoint.addChild(upperLimbTranslate);
upperLimbTranslate.addChild(rotateUpper);
rotateUpper.addChild(upperLimb);
upperLimb.addChild(upperLimbTransform);
upperLimbTransform.addChild(upperLimbShape);
upperLimb.addChild(headTranslate);
headTranslate.addChild(rotateHead);
rotateHead.addChild(head);
head.addChild(headTransform);
headTransform.addChild(headShape);
head.addChild(eye1);
eye1.addChild(eye1Transform);
eye1Transform.addChild(eye1Shape);
head.addChild(eye2);
eye2.addChild(eye2Transform);
eye2Transform.addChild(eye2Shape);
head.addChild(horn);
horn.addChild(hornTransform);
hornTransform.addChild(hornShape);
lampRoot.update();
}
private Model makeArms(GL3 gl){
Mesh mesh = new Mesh(gl, Sphere.vertices.clone(), Sphere.indices.clone());
Shader shader = new Shader(gl, "vs_tt_05.txt", "fs_tt_05.txt");
Material material = new Material(new Vec3(1.0f, 1.0f, 1.0f), new Vec3(0.7f, 0.7f, 0.7f), new Vec3(0.5f, 0.5f, 0.5f), 32.0f);
limb = new Model(gl, camera, light, shader, material, new Mat4(1), mesh, texture_arm);
return limb;
}
private Model makeJoint(GL3 gl){
Mesh mesh = new Mesh(gl, Sphere.vertices.clone(), Sphere.indices.clone());
Shader shader = new Shader(gl, "vs_tt_05.txt", "fs_tt_05.txt");
Material material = new Material(new Vec3(1.0f, 1.0f, 1.0f), new Vec3(0.7f, 0.7f, 0.7f), new Vec3(0.5f, 0.5f, 0.5f), 32.0f);
joint = new Model(gl, camera, light, shader, material, new Mat4(1), mesh, texture_other);
return joint;
}
private Model makeSquare(GL3 gl){
Mesh mesh = new Mesh(gl, Cube.vertices.clone(), Cube.indices.clone());
Shader shader = new Shader(gl, "vs_tt_05.txt", "fs_tt_05.txt");
Material material = new Material(new Vec3(1.0f, 1.0f, 1.0f), new Vec3(0.7f, 0.7f, 0.7f), new Vec3(0.5f, 0.5f, 0.5f), 32.0f);
cube = new Model(gl, camera, light, shader, material, new Mat4(1), mesh, texture_other);
return cube;
}
private void loadTextures(GL3 gl) {
texture_arm = TextureLibrary.loadTexture(gl, "textures/marble.jpg");
texture_other = TextureLibrary.loadTexture(gl, "textures/dark_grey.jpg");
}
/* Time */
private double startTime;
private double getSeconds() {
return System.currentTimeMillis()/1000.0;
}
public void render(GL3 gl) {
updateTail();
updateHead();
updateLowerLimb();
updateUpperLimb();
lampRoot.draw(gl);
}
public void dispose(GL3 gl) {
limb.dispose(gl);
joint.dispose(gl);
cube.dispose(gl);
}
// ANIMATIONS
public void updateHead(){
if (currentHeadAngle > goalHeadAngle){
currentHeadAngle -= 1;
rotateHead.setTransform(Mat4Transform.rotateAroundZ(currentHeadAngle));
rotateHead.update();
}
if (currentHeadAngle < goalHeadAngle){
currentHeadAngle += 1;
rotateHead.setTransform(Mat4Transform.rotateAroundZ(currentHeadAngle));
rotateHead.update();
}
}
public void updateUpperLimb(){
if (currentUpperAngle > goalUpperAngle){
currentUpperAngle -= 1;
rotateUpper.setTransform(Mat4Transform.rotateAroundZ(currentUpperAngle));
rotateUpper.update();
}
if (currentUpperAngle < goalUpperAngle){
currentUpperAngle += 1;
rotateUpper.setTransform(Mat4Transform.rotateAroundZ(currentUpperAngle));
rotateUpper.update();
}
}
public void updateLowerLimb(){
if (currentLowerAngleZ > goalLowerAngleZ){
currentLowerAngleZ -= 1;
rotateLowerZ.setTransform(Mat4Transform.rotateAroundZ(currentLowerAngleZ));
rotateLowerZ.update();
}
if (currentLowerAngleZ < goalLowerAngleZ){
currentLowerAngleZ += 1;
rotateLowerZ.setTransform(Mat4Transform.rotateAroundZ(currentLowerAngleZ));
rotateLowerZ.update();
}
if (currentLowerAngleY > goalLowerAngleY){
currentLowerAngleY -= 1;
rotateLowerY.setTransform(Mat4Transform.rotateAroundY(currentLowerAngleY));
rotateLowerY.update();
}
if (currentLowerAngleY < goalLowerAngleY){
currentLowerAngleY += 1;
rotateLowerY.setTransform(Mat4Transform.rotateAroundY(currentLowerAngleY));
rotateLowerY.update();
}
}
public void updateTail(){
double elapsedTime = getSeconds()-startTime;
float rotateAngle = (float)Math.sin(elapsedTime*10);
rotateTail.setTransform(Mat4Transform.rotateAroundZ(rotateAngle));
rotateTail.update();
}
// ITERATIONS
public void originalPose(){
goalLowerAngleZ = 10f;
goalLowerAngleY = 0f;
goalUpperAngle = -40f;
goalHeadAngle = 10f;
}
public void firstPose(){
goalLowerAngleZ = 0f;
goalLowerAngleY = 50f;
goalUpperAngle = -30f;
goalHeadAngle = 50f;
}
public void secondPose(){
goalLowerAngleZ = 30f;
goalLowerAngleY = -30f;
goalUpperAngle = -70f;
goalHeadAngle = -20f;
}
}