本文整理汇总了Java中com.jogamp.opengl.GL2.glRotated方法的典型用法代码示例。如果您正苦于以下问题:Java GL2.glRotated方法的具体用法?Java GL2.glRotated怎么用?Java GL2.glRotated使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.jogamp.opengl.GL2
的用法示例。
在下文中一共展示了GL2.glRotated方法的11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: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
gl.glScaled(15, 15, 15);
gl.glRotated(angleY, 0, 1, 0);
//Draw Bunny Model
bunny.draw(g);
//Draw Bounding Box
gl.glColor3f(0, 1, 1);
//g.drawBoundingBox(bunnyVBO.getBoundingBox());
renderOctree(g, octree);
//Rotate Model
if (rotate) {
angleY += 1;
}
}
示例2: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -5.0f); // translate into the screen
gl.glScaled(2, 2, 2);
gl.glRotated(angleY, 0, 1, 0);
g.drawFrustrum(frustrum);
//Draw Bunny Model
bunny.draw(g);
//Draw Bounding Box
gl.glColor3f(0, 1, 1);
renderOctree(g, octree);
//Rotate Model
if(rotate) {
angleY += 1;
}
}
示例3: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
resetScene(graphics);
//Draw Scene
drawFloor(gl);
resetScene(graphics);
angleXY = leftMarker.angleXY(originMarker);
angleXZ = leftMarker.angleXZ(originMarker);
angleYZ = leftMarker.angleYZ(originMarker);
//Angle XY turn in Z
gl.glRotated(angleXY, 0, 0, 1);
drawTile(gl, leftMarker.getX(), leftMarker.getY(), tileSize, marker);
gl.glFlush();
}
示例4: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(-20.0f, -20.0f, -80.0f); // translate into the screen
// Rotate Logo
a += 0.5;
gl.glRotated(a, 0, 1, 0);
gl.glScaled(5, 5, 5);
logo.diffuseRender(gl);
}
示例5: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
if(wireFrame) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
angleY += 0.4;
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//gl.glColor3f(1.0f, 1.0f, 0f);
g.setColor(color);
gl.glLoadIdentity(); /* clear the matrix */
/* viewing transformation */
g.getGLU().gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glRotated(angleY, 0,1,0);
gl.glScalef(1.0f, 2.0f, 1.0f); /* modeling transformation */
g.drawPyramid(1.0f);
gl.glFlush();
}
示例6: paintCovarianceEllipse
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
protected static void paintCovarianceEllipse( double[] pos, double[][] cov, final double nsigmas, float[] color, GL2 gl )
{
final int no_points_ellipse = 12;
final double a = cov[0][0];
final double b = cov[1][0];
final double c = cov[1][1];
final double d = Math.sqrt( (((a*a) + (4*b*b)) - (2*a*c)) + (c*c) );
final double scale1 = Math.sqrt( 0.5 * ( a+c+d ) ) * nsigmas;
final double scale2 = Math.sqrt( 0.5 * ( (a+c)-d ) ) * nsigmas;
final double theta = (0.5 * Math.atan2( (2*b), (a-c) ) * 180.0) / Math.PI;
gl.glPushMatrix();
gl.glTranslated(pos[0], pos[1], 0);
gl.glRotated(theta, 0, 0, 1);
gl.glScaled(scale1, scale2, 1);
gl.glColor3f( color[0], color[1], color[2] );
gl.glLineWidth(2);
gl.glBegin(GL.GL_LINE_LOOP);
final double angle = (2*Math.PI) / no_points_ellipse;
for (int i = 0;i<no_points_ellipse;i++) {
gl.glVertex2d( Math.cos( i*angle ), Math.sin( i*angle ) );
}
gl.glEnd();
gl.glPopMatrix();
}
示例7: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
gl.glScaled(15, 15, 15);
gl.glRotated(angleY, 0, 1, 0);
//Draw Bounding Box
gl.glColor3f(1, 0, 0);
g.drawBoundingBox(clippingBox);
//Draw Bunny Model
bunny.draw(gl, intersectedFaces);
gl.glColor3f(0, 1, 1);
renderOctree(g, octree);
//Rotate Model
if (rotate) {
angleY += 1;
}
}
示例8: resetScene
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
protected void resetScene(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
g.updateCamera(camera);
gl.glRotated(90, 1, 0, 0);
gl.glRotated(angleX, 1, 0, 0);
gl.glRotated(angleY, 0, 1, 0);
gl.glRotated(angleZ, 0, 0, 1);
}
示例9: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2(); // get the OpenGL 2 graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
gl.glClearColor(1f,1f,1f,1f);
g.setColor(Color.WHITE);
gl.glTranslatef(0.0f, 0.0f, -15.0f); // translate into the screen
//gl.glScaled(150, 150, 150);
gl.glRotated(angleY, 0, 1, 0);
//Draw Models
//Start batch
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glPushMatrix();
stone.renderTextured(gl);
gl.glPopMatrix();
gl.glPushMatrix();
gl.glDisable(GL.GL_CULL_FACE);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
tree.renderTextured(gl);
gl.glPopMatrix();
//End batch
gl.glDisable(GL.GL_DEPTH_TEST);
//Rotate Models
if(rotate) {
angleY += 1;
}
}
示例10: applyTransform
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
/**
* Applies the given transform to the given OpenGL files.
*
* @param gl the OpenGL files
* @param t the transform
*/
public static final void applyTransform(GL2 gl, Transform t) {
Vector2 tr = t.getTranslation();
// apply the translation
gl.glTranslated(tr.x, tr.y, 0.0);
// apply the rotation (remember that OpenGL expects degrees not radians)
gl.glRotated(Math.toDegrees(t.getRotation()), 0.0, 0.0, 1.0);
}
示例11: display
import com.jogamp.opengl.GL2; //导入方法依赖的package包/类
@Override
public void display(Graphics3D graphics) {
AWTGraphics3D g = (AWTGraphics3D) graphics;
GL2 gl = g.getGL2();
//Transform by Camera
lookCamera(graphics);
gl.glRotated(angleX, 1, 0, 0);
gl.glRotated(angleY, 0, 1, 0);
gl.glRotated(angleZ, 0, 0, 1);
//Draw Scene
drawFloor(gl);
gl.glFlush();
}