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Java Sphere类代码示例

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


Sphere类属于org.lwjgl.util.glu包,在下文中一共展示了Sphere类的15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,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: init

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override
public void init(FMLInitializationEvent e) {
	super.init(e);
	{
		Sphere sphere = new Sphere();
		sphere.setDrawStyle(GLU.GLU_FILL);
		sphere.setNormals(GLU.GLU_SMOOTH);
		sphere.setOrientation(GLU.GLU_OUTSIDE);

		defierSphereIdOutside = GL11.glGenLists(1);
		GL11.glNewList(defierSphereIdOutside, GL11.GL_COMPILE);
		sphere.draw(0.5F, 30, 30);
		GL11.glEndList();

		sphere.setOrientation(GLU.GLU_INSIDE);
		defierSphereIdInside = GL11.glGenLists(1);
		GL11.glNewList(defierSphereIdInside, GL11.GL_COMPILE);
		sphere.draw(0.5F, 30, 30);
		GL11.glEndList();
	}
	ClientRegistry.bindTileEntitySpecialRenderer(DefierTileEntity.class, new DefierTESR());
	ClientRegistry.bindTileEntitySpecialRenderer(EnergyProviderTileEntity.class, new EnergyProviderTESR());
}
 
开发者ID:tiffit,项目名称:Defier,代码行数:24,代码来源:ClientProxy.java

示例2: bake

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void bake() {
	//--------------------Sphere--------------------//
	sphere = addDraw(new Sphere(), GLU.GLU_FILL, GLU.GLU_FLAT, form -> form.draw(1F, 16, 16));

	//---------------------Cube---------------------//
	cube = addDraw(new Cube(), GLU.GLU_FILL, GLU.GLU_FLAT, Cube::draw);

	//-----------------Json Models-----------------//
	for(BlockBaker model : BlockBaker.values()) {
		try {
			model.bake();
		} catch(Exception e) {
			Solar.LOG.fatal("[Model Bakery] Failed to bake json model: " + model.getLocation().toString());
			e.printStackTrace();
		}
	}
	Solar.LOG.info("[PIE HAS BEEN SUCCESSFULLY BAKED!]");
}
 
开发者ID:ArekkuusuJerii,项目名称:Solar,代码行数:19,代码来源:RenderHelper.java

示例3: drawSphere

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void drawSphere(double x, double y, double z, float size, int slices, int stacks) {
	final Sphere s = new Sphere();
	GL11.glPushMatrix();
	GL11.glBlendFunc(770, 771);
	GL11.glEnable(GL_BLEND);
	GL11.glLineWidth(1.2F);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	GL11.glDisable(GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	s.setDrawStyle(GLU.GLU_SILHOUETTE);
	GL11.glTranslated(x - RenderManager.renderPosX, y - RenderManager.renderPosY, z - RenderManager.renderPosZ);
	s.draw(size, slices, stacks);
	GL11.glLineWidth(2.0F);
	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glEnable(GL_DEPTH_TEST);
	GL11.glDepthMask(true);
	GL11.glDisable(GL_BLEND);
	GL11.glPopMatrix();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:20,代码来源:RenderUtils.java

示例4: drawCircle

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public  void drawCircle(ResourceLocation texture) {
	Sphere sphere = new Sphere();
	sphere.setDrawStyle(GLU.GLU_FILL);
	sphere.setNormals(GLU.GLU_SMOOTH);
	sphere.setOrientation(GLU.GLU_OUTSIDE);
	sphereId = GL11.glGenLists(1);
	GL11.glNewList(sphereId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	sphere.draw(0.5F, 32, 32);
	GL11.glEndList();
	sphere.setDrawStyle(GLU.GLU_FILL);		
	sphere.setNormals(GLU.GLU_SMOOTH);
	sphere.setOrientation(GLU.GLU_INSIDE);
	secondSphereId = GL11.glGenLists(2);
	GL11.glNewList(secondSphereId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	sphere.draw(0.49F, 32, 32);
	GL11.glEndList();	
}
 
开发者ID:Alex-the-666,项目名称:It-s-About-Time-Minecraft-Mod,代码行数:20,代码来源:ProxyClient.java

示例5: renderSelf

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
    super.renderSelf( options );

    glColorMaterial( GL_FRONT, GL_DIFFUSE );
    color4f( MoleculeShapesColor.LONE_PAIR_ELECTRON.get() );
    new Sphere().draw( 0.1f, 10, 10 );
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:8,代码来源:LonePairNode.java

示例6: renderSelf

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
    super.renderSelf( options );

    // TODO: add a specular component. noted 1f [0,128]
    glColorMaterial( GL_FRONT, GL_DIFFUSE );
    LWJGLUtils.color4f( color.get() );
    new Sphere().draw( radius, MoleculeShapesProperties.sphereSamples.get(), MoleculeShapesProperties.sphereSamples.get() );
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:9,代码来源:AtomNode.java

示例7: renderSelf

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
    super.renderSelf( options );

    // red sphere TODO cleanup
    GL11.glPushMatrix();
    Vector3F center = getBallCenter();
    GL11.glTranslatef( center.x, center.y, center.z );
    glEnable( GL_COLOR_MATERIAL );
    glColorMaterial( GL_FRONT, GL_DIFFUSE );
    glEnable( GL_CULL_FACE );
    glEnable( GL_LIGHTING );
    GL11.glColor4f( 0.6f, 0, 0, 1 );
    new Sphere().draw( BALL_RADIUS, 25, 25 );
    glDisable( GL_LIGHTING );
    glDisable( GL_DEPTH_TEST );
    GL11.glColor4f( 1, 0, 0, 0.4f );
    new Sphere().draw( BALL_RADIUS, 25, 25 );
    glEnable( GL_DEPTH_TEST );
    glDisable( GL_COLOR_MATERIAL );
    glDisable( GL_CULL_FACE );
    GL11.glPopMatrix();

    // render the back-facing parts
    handleMesh.setMaterial( new ColorMaterial( 1, 1, 1, 0.2f ) );
    glFrontFace( GL_CW );
    handleMesh.render( options );

    // then switch back to normal
    glFrontFace( GL_CCW );
    handleMesh.setMaterial( new ColorMaterial( 1, 1, 1, 0.4f ) );
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:32,代码来源:HandleNode.java

示例8: paintPointCloud

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
private void paintPointCloud(PointCloud pointCloud) {
    Sphere s = new Sphere();
    //Use the color
    GL11.glColor4d(pointCloud.color.getRed()/255.0d, pointCloud.color.getGreen()/255.0d, pointCloud.color.getBlue()/255.0d, pointCloud.color.getAlpha()/255.0d);

    for (Point3d p: pointCloud.points) {
        GL11.glPushMatrix();
        GL11.glTranslated(p.x,p.y,p.z);
        s.draw(0.04f, 3, 3);
        GL11.glPopMatrix();
    }
}
 
开发者ID:CallForSanity,项目名称:Gaalop,代码行数:13,代码来源:SimpleLwJglRenderingEngine.java

示例9: Ball

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
 * Creates a new ball.
 * 
 * @param x the x position of the ball
 * @param y the y position of the ball
 * @param z the z position of the ball
 * @param textureName the texture to apply to the ball
 * @param radius the radius of the ball
 */
public Ball(float x, float y, float z, String textureName, float radius)
{
  super(x, y, z, textureName);
  
  this.sphere = new Sphere();
  
  this.body = new SpherePhysicsBody(new Vector3f(x, y, z), radius, 1.0f);
  
  displayListId = glGenLists(1);

  glNewList(displayListId, GL_COMPILE);
  {
    glBegin(GL_SPHERE_MAP);
    {
      FloatBuffer materialColor = BufferConverter.asFloatBuffer(new float[] {0.7f, 0.7f, 0.7f, 1.0f});
      FloatBuffer materialSpecular = BufferConverter.asFloatBuffer(new float[] {1.0f, 0.75f, 0.75f, 1.0f});
      FloatBuffer materialShininess = BufferConverter.asFloatBuffer(new float[] {30.0f, 0.0f, 0.0f, 0.0f});
      
      glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor);
      glMaterial(GL_FRONT, GL_SPECULAR, materialSpecular);
      glMaterial(GL_FRONT, GL_SHININESS, materialShininess);
      
      sphere.draw(radius, 40, 40);
    }
    glEnd();
  }
  glEndList();
}
 
开发者ID:l50,项目名称:redrun,代码行数:38,代码来源:Ball.java

示例10: renderStatic

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
 * Renders the planet by itself without calculating orbits or anything.
 * Used for rendering planets on gui buttons.
 */
public void renderStatic(Minecraft mc) {
	ResourceLocation img = new ResourceLocation("futurecraft", surfacePath);
	mc.getTextureManager().bindTexture(img);
	
	glColor3f(1, 1, 1);
       Sphere sphere = new Sphere();
       sphere.setTextureFlag(true);
       sphere.draw(10, 25, 25);
}
 
开发者ID:TEAMModding,项目名称:FutureCraft,代码行数:14,代码来源:Planet.java

示例11: render

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public void render(float x, float y, float z) {
	glPushMatrix();
	glTranslatef(x, y, z);
	Sphere s = new Sphere();
	s.draw(radius, 16, 16);
	glPopMatrix();
}
 
开发者ID:Melanistic,项目名称:CubeShaft,代码行数:8,代码来源:Sun.java

示例12: drawSphere

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void drawSphere(int facets)
    {
        Sphere s = new Sphere();            // an LWJGL class
        s.setOrientation(GLU.GLU_OUTSIDE);  // normals point outwards
        s.setTextureFlag(true);             // generate texture coords
//        GL11.glPushMatrix();
//        {
//	        GL11.glRotatef(-90f, 1,0,0);    // rotate the sphere to align the axis vertically
	        s.draw(1, facets, facets);              // run GL commands to draw sphere
//        }
//        GL11.glPopMatrix();
    }
 
开发者ID:TheWhiteShadow3,项目名称:cuina,代码行数:13,代码来源:GraphicUtil.java

示例13: renderSphere

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
public static void renderSphere(double x, double y, double z, double r, double g, double b, double alpha, float radius) {
	GL11.glPushMatrix();
	FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/weapons/textures/models/dynamiclyColor.png");
	RenderUtils.color(r, g, b, alpha);
	GL11.glTranslated(x, y, z);
	Sphere s = new Sphere();
	s.draw(radius, 32, 16);
	GL11.glPopMatrix();
}
 
开发者ID:Pumuckl007,项目名称:WeaponsMod,代码行数:10,代码来源:RenderUtils.java

示例14: render

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
/**
 * Render's an awesome star.
 */
public void render(Camera cam, float time) {
	Tessellator tessellator = Tessellator.getInstance();
       WorldRenderer renderer = tessellator.getWorldRenderer();
       
       //draw the star itself
	glPushMatrix();
	GlStateManager.disableLighting();
	GlStateManager.disableTexture2D();
	glTranslatef(0, 0, 0);
	glColor3f(2.0f, 2.0f, 2.0f);
       Sphere sphere = new Sphere();
       sphere.setTextureFlag(false);
       sphere.setNormals(GLU.GLU_SMOOTH);
       sphere.draw((this.physical.diameter / 1000000) * 2, 100, 100);
       glPopMatrix();
       
       //draw the star glow
       glPushMatrix();
       GlStateManager.enableTexture2D();
       glBlendFunc(GL_ONE, GL_ONE);
       Textures.loadTexture("textures/environment/star_glow.png");
       glRotatef((float)-cam.rot.x, 0, 1, 0);
       glRotatef((float)-cam.rot.y, 1, 0, 0);
       float glowSize = ((this.physical.diameter / 1000000) * 2) * 20;
       
       renderer.startDrawingQuads();
       renderer.setColorRGBA(255, 255, 255, 255);
       renderer.addVertexWithUV(-glowSize, -glowSize, 0, 0, 1);
       renderer.addVertexWithUV(glowSize, -glowSize, 0, 1, 1);
       renderer.addVertexWithUV(glowSize, glowSize, 0, 1, 0);
       renderer.addVertexWithUV(-glowSize, glowSize, 0, 0, 0);
       tessellator.draw();
       
       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
       glPopMatrix();
       
       GlStateManager.enableLighting();
       GlStateManager.enableTexture2D();
       this.renderChildren(cam, time);
}
 
开发者ID:TEAMModding,项目名称:FutureCraft,代码行数:44,代码来源:Star.java

示例15: registerRenderInformation

import org.lwjgl.util.glu.Sphere; //导入依赖的package包/类
@Override
public void registerRenderInformation() {

	Sphere sphere = new Sphere();
	// GLU_POINT will render it as dots.
	// GLU_LINE will render as wireframe
	// GLU_SILHOUETTE will render as ?shadowed? wireframe
	// GLU_FILL as a solid.
	sphere.setDrawStyle(GLU.GLU_FILL);
	// GLU_SMOOTH will try to smoothly apply lighting
	// GLU_FLAT will have a solid brightness per face, and will not shade.
	// GLU_NONE will be completely solid, and probably will have no depth to
	// it's appearance.
	sphere.setNormals(GLU.GLU_SMOOTH);
	// GLU_INSIDE will render as if you are inside the sphere, making it
	// appear inside out.(Similar to how ender portals are rendered)
	sphere.setOrientation(GLU.GLU_OUTSIDE);

	sphere.setTextureFlag(true);
	// Simple 1x1 red texture to serve as the spheres skin, the only pixel
	// in this image is red.
	// sphereID is returned from our sphereID() method
	sphereID = GL11.glGenLists(1);
	// Create a new list to hold our sphere data.
	GL11.glNewList(sphereID, GL11.GL_COMPILE);
	// Offset the sphere by it's radius so it will be centered
	GL11.glTranslatef(0.50F, 0.50F, 0.50F);

	sphere.draw(0.5F, 12, 24);
	// Drawing done, unbind our texture
	// Tell LWJGL that we are done creating our list.
	GL11.glEndList();
	
	
	
	Sphere sphereInside = new Sphere();
	sphereInside.setDrawStyle(GLU.GLU_FILL);
	sphereInside.setNormals(GLU.GLU_NONE);
	sphereInside.setOrientation(GLU.GLU_INSIDE);

	sphereInside.setTextureFlag(true);
	sphereID2 = GL11.glGenLists(1);
	GL11.glNewList(sphereID2, GL11.GL_COMPILE);
	GL11.glTranslatef(0.50F, 0.50F, 0.50F);

	sphereInside.draw(0.5F, 12, 24);
	GL11.glEndList();

}
 
开发者ID:ArtixAllMighty,项目名称:rpginventory,代码行数:50,代码来源:ClientProxy.java


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