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Java GL2.glRotatef方法代碼示例

本文整理匯總了Java中javax.media.opengl.GL2.glRotatef方法的典型用法代碼示例。如果您正苦於以下問題:Java GL2.glRotatef方法的具體用法?Java GL2.glRotatef怎麽用?Java GL2.glRotatef使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在javax.media.opengl.GL2的用法示例。


在下文中一共展示了GL2.glRotatef方法的11個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: drawCylinder

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawCylinder(Vector3f from, Vector3f to, GL2 gl, GLUT glut) {
    Vector3f zAxis = new Vector3f(0, 0, 1);
    Vector3f vector = new Vector3f(to.x - from.x, to.y - from.y, to.z - from.z);
    float length = vector.length();
    vector.normalize();
    float angle = zAxis.angle(vector);
    Vector3f axis = new Vector3f();
    axis.cross(zAxis, vector);
    float convert = (float) (180f / Math.PI);

    gl.glPushMatrix();

    gl.glTranslatef(from.x, from.y, from.z);
    gl.glRotatef(angle * convert, axis.x, axis.y, axis.z);
    glut.glutSolidCylinder(info.getPointSize() / 4.5, length - info.getPointSize(), 20, 20);
    gl.glPopMatrix();

}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:19,代碼來源:PApainting.java

示例2: drawCylinder

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawCylinder(GLUT glut, GL2 gl, Vector3f from, Vector3f to) {

        Vector3f zAxis = new Vector3f(0, 0, 1);
        Vector3f vector1 = new Vector3f(to.x - from.x, to.y - from.y, to.z - from.z);
        float length = vector1.length();
        vector1.normalize();
        float angle = zAxis.angle(vector1);
        Vector3f axis = new Vector3f();
        axis.cross(zAxis, vector1);
        float convert = (float) (180f / Math.PI);

        gl.glPushMatrix();
        gl.glTranslatef(from.x, from.y, from.z);
        gl.glRotatef(angle * convert, axis.x, axis.y, axis.z);
        glut.glutSolidCylinder(0.5f, length - 0.5f, 20, 5);
        //glut.glutSolidCylinder(0.5f, 10, 20, 5);
        gl.glPopMatrix();

    }
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:20,代碼來源:HDpainting.java

示例3: drawArrow

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void drawArrow(Vector3f from, Vector3f to, float[] color, GL2 gl, GLUT glut) {
    Vector3f zAxis = new Vector3f(0, 0, 1);
    Vector3f vector = new Vector3f(to.x - from.x, to.y - from.y, to.z - from.z);
    float length = vector.length();
    vector.normalize();
    float angle = zAxis.angle(vector);
    Vector3f axis = new Vector3f();
    axis.cross(zAxis, vector);
    float convert = (float) (180f / Math.PI);

    gl.glPushAttrib(GL2.GL_LIGHTING_BIT);
    gl.glDisable(GL2.GL_TEXTURE_2D);
    gl.glEnable(GL2.GL_LIGHTING);

    gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, color, 0);
    gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, color, 0);
    gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 10);

    gl.glPushMatrix();

    gl.glTranslatef(from.x, from.y, from.z);
    gl.glRotatef(angle * convert, axis.x, axis.y, axis.z);
    glut.glutSolidCylinder(info.getPointSize() / 3, length - info.getPointSize(), 20, 20);
    gl.glTranslatef(0, 0, length - info.getPointSize());
    glut.glutSolidCone(info.getPointSize(), info.getPointSize(), 20, 20);

    gl.glPopMatrix();

    gl.glEnable(GL2.GL_TEXTURE_2D);
    gl.glDisable(GL2.GL_LIGHTING);
    gl.glPopAttrib();
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:33,代碼來源:PApainting.java

示例4: setupCamera

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void setupCamera(GL2 gl, GLU glu, float x, float y, float z,
		int width, int height) {

	if(state != null) {
		// Change to projection matrix.
		gl.glMatrixMode(GL2.GL_PROJECTION);
		gl.glLoadIdentity();

		gl.glViewport(0, 0, width, height);

		FloatBoundingBox bbox = state.getOrthogonalBBox();
		float glWidth = Math.abs(bbox.getUpperRight().getX()
				- bbox.getUpperLeft().getX());
		float glHeight = Math.abs(bbox.getUpperRight().getY()
				- bbox.getLowerRight().getY());

		FloatVector3D glCenter = state.getPosition();
		
		gl.glOrthof(glCenter.getX() - glWidth / 2.0f, glCenter.getX() + glWidth
				/ 2.0f, glCenter.getY() - glHeight / 2.0f, glCenter.getY()
				+ glHeight / 2.0f, -10000, 10000);
		
		gl.glTranslatef(glCenter.getX(), glCenter.getY(), 0);
		gl.glRotatef(state.getRotation().getX(), 1, 0, 0);
		gl.glRotatef(state.getRotation().getZ(), 0, 0, 1);
		gl.glTranslatef(-glCenter.getX(), -glCenter.getY(), 0);
		
		// Change back to model view matrix.
		gl.glMatrixMode(GL2.GL_MODELVIEW);
		gl.glLoadIdentity();
	}
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:34,代碼來源:Mode2D.java

示例5: compileFMS

import javax.media.opengl.GL2; //導入方法依賴的package包/類
private void compileFMS(DrawContext dc, float strike, float dip, float rake, float strike2, float dip2, float rake2) 
{
	GLU glu = dc.getGLU(); 
	//GL gl = dc.getGL();
	GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
	
	double[] a = {0,0,1, 0};
	double[] b = {0,0,-1, 0};
	
	double radius = .95;
	int slices = 36;
	int stacks = 18;
	
	double[][][] planes 
		= new double[][][] { {a,a}, {b,a}, {a,b}, {b,b}};
	
	for (int i = 0; i < 4; i++)
	{
		gl.glNewList(glListId + i, GL2.GL_COMPILE);
		
		gl.glPushMatrix();
		gl.glRotatef(strike, 0, 0, -1);
		gl.glRotatef(dip, 0, -1, 0);
		
		gl.glClipPlane(GL2.GL_CLIP_PLANE0, planes[i][0], 0);
		gl.glPopMatrix();
		
		gl.glPushMatrix();
		gl.glRotatef(strike2, 0, 0, -1);
		gl.glRotatef(dip2, 0, -1, 0);
		
		gl.glClipPlane(GL2.GL_CLIP_PLANE1, planes[i][1], 0);
		gl.glPopMatrix();

		gl.glEnable(GL2.GL_CLIP_PLANE0);
		gl.glEnable(GL2.GL_CLIP_PLANE1);
		
		glu.gluSphere(quadric, radius, slices, stacks);

		gl.glDisable(GL2.GL_CLIP_PLANE0);
		gl.glDisable(GL2.GL_CLIP_PLANE1);
		
		gl.glEndList();
	}
}
 
開發者ID:iedadata,項目名稱:geomapapp,代碼行數:46,代碼來源:FMSRenderer.java

示例6: render

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void render(GL2 gl2) {
    if (use_draw_pixels_ || view_width_ == 0 || view_height_ == 0) {
        return;
    }

    assert (initialized_context_ != null);

    final float[] vertex_data = {
            //tu,   tv,     x,     y,    z
            0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f };
    FloatBuffer vertices = FloatBuffer.wrap(vertex_data);

    gl2.glClear(gl2.GL_COLOR_BUFFER_BIT | gl2.GL_DEPTH_BUFFER_BIT);

    gl2.glMatrixMode(gl2.GL_MODELVIEW);
    gl2.glLoadIdentity();

    // Match GL units to screen coordinates.
    gl2.glViewport(0, 0, view_width_, view_height_);
    gl2.glMatrixMode(gl2.GL_PROJECTION);
    gl2.glLoadIdentity();

    // Draw the background gradient.
    gl2.glPushAttrib(gl2.GL_ALL_ATTRIB_BITS);
    gl2.glBegin(gl2.GL_QUADS);
    gl2.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);  // red
    gl2.glVertex2f(-1.0f, -1.0f);
    gl2.glVertex2f(1.0f, -1.0f);
    gl2.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);  // blue
    gl2.glVertex2f(1.0f, 1.0f);
    gl2.glVertex2f(-1.0f, 1.0f);
    gl2.glEnd();
    gl2.glPopAttrib();

    // Rotate the view based on the mouse spin.
    if (spin_x_ != 0) {
        gl2.glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
    }
    if (spin_y_ != 0) {
        gl2.glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);
    }

    if (transparent_) {
        // Alpha blending style. Texture values have premultiplied alpha.
        gl2.glBlendFunc(gl2.GL_ONE, gl2.GL_ONE_MINUS_SRC_ALPHA);

        // Enable alpha blending.
        gl2.glEnable(gl2.GL_BLEND);
    }

    // Enable 2D textures.
    gl2.glEnable(gl2.GL_TEXTURE_2D);

    // Draw the facets with the texture.
    assert (texture_id_[0] != 0);
    gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
    gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices);
    gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);

    // Disable 2D textures.
    gl2.glDisable(gl2.GL_TEXTURE_2D);

    if (transparent_) {
        // Disable alpha blending.
        gl2.glDisable(gl2.GL_BLEND);
    }
}
 
開發者ID:Panda-Programming-Language,項目名稱:Pandomium,代碼行數:69,代碼來源:CefRenderer.java

示例7: render

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@SuppressWarnings("static-access")
protected void render(GL2 gl2) {
  if (use_draw_pixels_ || view_width_ == 0 || view_height_ == 0)
    return;

  assert(initialized_context_ != null);

  final float[] vertex_data = {
      //tu,   tv,     x,     y,    z
      0.0f, 1.0f, -1.0f, -1.0f, 0.0f,
      1.0f, 1.0f,  1.0f, -1.0f, 0.0f,
      1.0f, 0.0f,  1.0f,  1.0f, 0.0f,
      0.0f, 0.0f, -1.0f,  1.0f, 0.0f
  };
  FloatBuffer vertices = FloatBuffer.wrap(vertex_data);

  gl2.glClear(gl2.GL_COLOR_BUFFER_BIT | gl2.GL_DEPTH_BUFFER_BIT);

  gl2.glMatrixMode(gl2.GL_MODELVIEW);
  gl2.glLoadIdentity();

  // Match GL units to screen coordinates.
  gl2.glViewport(0, 0, view_width_, view_height_);
  gl2.glMatrixMode(gl2.GL_PROJECTION);
  gl2.glLoadIdentity();
  gl2.glOrtho(0, 0, view_width_, view_height_, 0.1, 100.0);

  // Draw the background gradient.
  gl2.glPushAttrib(gl2.GL_ALL_ATTRIB_BITS);
  gl2.glBegin(gl2.GL_QUADS);
  gl2.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);  // red
  gl2.glVertex2f(-1.0f, -1.0f);
  gl2.glVertex2f(1.0f, -1.0f);
  gl2.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);  // blue
  gl2.glVertex2f(1.0f, 1.0f);
  gl2.glVertex2f(-1.0f, 1.0f);
  gl2.glEnd();
  gl2.glPopAttrib();

  // Rotate the view based on the mouse spin.
  if (spin_x_ != 0)
    gl2.glRotatef(-spin_x_, 1.0f, 0.0f, 0.0f);
  if (spin_y_ != 0)
    gl2.glRotatef(-spin_y_, 0.0f, 1.0f, 0.0f);

  if (transparent_) {
    // Alpha blending style. Texture values have premultiplied alpha.
    gl2.glBlendFunc(gl2.GL_ONE, gl2.GL_ONE_MINUS_SRC_ALPHA);

    // Enable alpha blending.
    gl2.glEnable(gl2.GL_BLEND);
  }

  // Enable 2D textures.
  gl2.glEnable(gl2.GL_TEXTURE_2D);

  // Draw the facets with the texture.
  assert(texture_id_[0] != 0);
  gl2.glBindTexture(gl2.GL_TEXTURE_2D, texture_id_[0]);
  gl2.glInterleavedArrays(gl2.GL_T2F_V3F, 0, vertices);
  gl2.glDrawArrays(gl2.GL_QUADS, 0, 4);

  // Disable 2D textures.
  gl2.glDisable(gl2.GL_TEXTURE_2D);

  if (transparent_) {
    // Disable alpha blending.
    gl2.glDisable(gl2.GL_BLEND);
  }
}
 
開發者ID:viglucci,項目名稱:app-jcef-example,代碼行數:71,代碼來源:CefRenderer.java

示例8: render

import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void render(GL2 gl) {
	
	// Create the credits texture if not done yet:
	if(creditsTexture == null) {
		createTexture();
	}
	
	if(creditsTexture != null) {
		// Activate alpha:
		gl.glEnable(GL2.GL_BLEND);
		gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
		
		// Bind the texture for use:
		creditsTexture.bind(gl);
		
		// The textures 2D-coordinates:
		TextureCoords texCoords = creditsTexture.getImageTexCoords();
		
		// Backup current matrix:
		gl.glPushMatrix();
		gl.glLoadIdentity();
		
		// Apply transformation:
		gl.glRotatef(rotation, 1, 0, 0);
		gl.glTranslatef(0, -2, position);
		gl.glRotatef(-90, 1, 0, 0);
		
		// Draw vertices and pass uv-coords.
		gl.glBegin(GL2.GL_QUADS);
		gl.glTexCoord2f(texCoords.right(), texCoords.top());
		gl.glVertex3f(CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.top());
		gl.glVertex3f(-CREDITS_PANE_WIDTH/2, CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.left(), texCoords.bottom());
		gl.glVertex3f(-CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
		gl.glTexCoord2f(texCoords.right(), texCoords.bottom());
		gl.glVertex3f(CREDITS_PANE_WIDTH/2, -CREDITS_PANE_HEIGHT/2, 0);
		gl.glEnd();
		
		// Restore matrix:
		gl.glPopMatrix();
	}
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:44,代碼來源:Credits.java

示例9: draw

import javax.media.opengl.GL2; //導入方法依賴的package包/類
@Override
public void draw(GL2 gl) {
	
	boolean lastFrame2D = wasLastFrame2D();
	super.draw(gl);
	
	// Clear the color-buffer to white:
	gl.glClearColor(0x0, 0x0, 0x0, 0);
	gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);

	this.setCamera(gl, this.glu, this.width, this.height);
	// this.setLights(gl);

	gl.glLoadIdentity();

	if(state.is2DMode() != lastFrame2D) {
		oldRotation = new FloatVector3D(0, 0, 0);
		System.arraycopy(IDENTITY, 0, modelViewMatrix, 0, IDENTITY.length);
		gl.glRotatef(-90, 1, 0, 0);
		gl.glMultMatrixf(modelViewMatrix, 0);
		gl.glGetFloatv(GL2.GL_MODELVIEW_MATRIX, modelViewMatrix, 0);
		gl.glLoadIdentity();
	}

	
	FloatVector3D relativeRotation = new FloatVector3D(oldRotation);
	relativeRotation.sub(state.getRotation());
	
	
	// rotate the globe
	gl.glRotatef(relativeRotation.getX(), 1, 0, 0);
	gl.glRotatef(relativeRotation.getY(), 0, 1, 0);
	// compute 'old' rotation
	gl.glMultMatrixf(modelViewMatrix, 0);

	// reset the rotations
	oldRotation = new FloatVector3D(state.getRotation());

	// store the current rotation in the GL-state
	gl.glGetFloatv(GL2.GL_MODELVIEW_MATRIX, modelViewMatrix, 0);

	this.drawEarth(gl);
}
 
開發者ID:johb,項目名稱:GAIA,代碼行數:44,代碼來源:Mode3D.java

示例10: interact

import javax.media.opengl.GL2; //導入方法依賴的package包/類
public void interact(GL2 gl) {
    gl.glTranslatef(0, 0, z);
    gl.glRotatef(rotx, 1f, 0f, 0f);
    gl.glRotatef(roty, 0f, 1.0f, 0f);
}
 
開發者ID:akmaier,項目名稱:CONRAD,代碼行數:6,代碼來源:UserSceneInteraction.java

示例11: rotateAround

import javax.media.opengl.GL2; //導入方法依賴的package包/類
/**
 *
 * @param openGl
 */
public void rotateAround(final GL2 openGl) {
    openGl.glRotatef((float) rotation, point[0], point[1], point[2]);
}
 
開發者ID:Fidentis,項目名稱:Analyst,代碼行數:8,代碼來源:RotationVector.java


注:本文中的javax.media.opengl.GL2.glRotatef方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。