本文整理匯總了Java中javax.media.opengl.glu.GLU.gluNewQuadric方法的典型用法代碼示例。如果您正苦於以下問題:Java GLU.gluNewQuadric方法的具體用法?Java GLU.gluNewQuadric怎麽用?Java GLU.gluNewQuadric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類javax.media.opengl.glu.GLU
的用法示例。
在下文中一共展示了GLU.gluNewQuadric方法的15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: VertexRenderer
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public VertexRenderer(GLAutoDrawable drawable,
NetworkRenderer networkRenderer) {
super(drawable, networkRenderer);
this.DLIST_DISK = getDisplayListIndex(Constants.SHAPE_DISK);
this.DLIST_SQUARE = getDisplayListIndex(Constants.SHAPE_SQUARE);
glu = new GLU();
quadric = glu.gluNewQuadric();
// Display List initialization
gl.glNewList(DLIST_DISK, GL2.GL_COMPILE);
glu.gluDisk(quadric, 0, 1, DISK_SLICES, DISK_RINGS);
gl.glEndList();
gl.glNewList(DLIST_SQUARE, GL2.GL_COMPILE);
gl.glRectd(-1, -1, 1, 1);
gl.glEndList();
}
示例2: gegGLCalList
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
protected void gegGLCalList(){
GLU glu = new GLU();
GLUquadric sQuad= glu.gluNewQuadric();
callist = gl.glGenLists(1);
gl.glNewList(callist, gl.GL_COMPILE);
texture.enable(gl);
texture.bind(gl);
glu.gluQuadricTexture(sQuad, true);
glu.gluQuadricOrientation(sQuad, glu.GLU_INSIDE);
glu.gluSphere(sQuad, radius, 36, 72);
gl.glEndList();
}
示例3: PictureFrame
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public PictureFrame(GL2 gl, GLU glu, Point3d s) {
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL);
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE);
glu.gluQuadricTexture (sphereQuadric, true); // for Signorile's head
photoTexture = Building.setupTexture(gl, "texturepicture.gif");
frameHeight = 8;
frameWidth = 11;
start = new Point3d(s.getX(),s.getY(),s.getZ());
}
示例4: LiptonBuilding
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public LiptonBuilding(GL2 gl, GLU glu) {
wallTexture = setupTexture(gl, "LiptonWall.gif");
brickTexture = setupTexture(gl, "LiptonBrick.jpg");
floorTexture = setupTexture(gl, "LiptonFloor.jpg");
grassTexture = setupTexture(gl, "LiptonGrass.jpg");
brick2Texture = setupTexture(gl, "LiptonBrickBack.jpg");
doorTexture = setupTexture(gl, "LiptonTable.gif");
waterTexture = setupTexture(gl, "LiptonWater.gif");
bridgeTexture = setupTexture(gl, "LiptonBridge.jpg");
furniture = new LiptonFurniture(gl, glu);
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
}
示例5: Critter
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
protected Critter(float x,float y,float z,float a,float s,float tR, GL2 gl, GLU glu){
this.x=x;this.y=y;this.z=z;
a=a%360;
if(a<0)a+=360;
tAngle=angle=a;
speed=s;tRate=tR;
textureQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(textureQuadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (textureQuadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (textureQuadric, true); // use true to generate texture coordinates
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
glu.gluQuadricNormals (quadric, GLU.GLU_NONE);
glu.gluQuadricTexture (quadric, false);
Projectile.registerWeaponWatcher(this);
}
示例6: OConnorFloatingLight
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public OConnorFloatingLight(float x, float y, float z, float size, float speed, float radX, float radY, float radZ, GL2 gl, GLU glu) {
GLUquadric quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
glu.gluQuadricTexture (quadric, false);
this.quadric = quadric;
this.x = x;
this.y = y;
this.z = z;
this.size = size;
this.flightRadiusX = radX;
this.flightRadiusY = radY;
this.flightRadiusZ = radZ;
this.speed = speed;
this.colorChange = (int)(Math.random()*100);
this.posChange = (float)(Math.random()*100);
this.r = (float)Math.random();
this.g = (float)Math.random();
this.b = (float)Math.random();
}
示例7: XiangBuilding
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public XiangBuilding(GL2 gl, GLU glu) {
super();
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, false); // use true to generate texture coordinates
sphereQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(sphereQuadric, GLU.GLU_FILL);
glu.gluQuadricNormals (sphereQuadric, GLU.GLU_NONE);
glu.gluQuadricTexture (sphereQuadric, true); // for Signorile's head
brickTexture = setupTexture(gl, "XiangBricks.jpg");
groundfloorTexture = setupTexture(gl, "XiangFloor.jpg");
triangleTexture = setupTexture(gl, "XiangRoof.jpg");
homefloorTexture = setupTexture(gl,"XiangHomeFloor.jpg");
lampTexture = setupTexture(gl,"XiangLamp.jpg");
ballTexture = setupTexture(gl, "XiangBall.jpg");
basketballTexture = setupTexture(gl, "XiangBasketball.jpg");
insideWallTexture = setupTexture(gl, "XiangWall.jpg");
// png's don't seem to work any more
}
示例8: LiptonFurniture
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public LiptonFurniture(GL2 gl, GLU glu){
carpetTexture = setupTexture(gl, "LiptonCarpet.jpg");
tableTexture = setupTexture(gl, "LiptonTable.gif");
hatTexture = setupTexture(gl, "LiptonPink.jpg");
paintingTexture = setupTexture(gl, "LiptonPaint1.jpg");
painting2Texture = setupTexture(gl, "LiptonPaint2.jpg");
painting3Texture = setupTexture(gl, "LiptonPaint3.jpg");
painting4Texture = setupTexture(gl, "LiptonPaint4.jpg");
chessTexture = setupTexture(gl, "LiptonChess.jpg");
bookTexture = setupTexture(gl, "LiptonBooks.jpg");
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
}
示例9: Mummy
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public Mummy(float x, float z, GL2 gl, GLU glu){
eyeVecX = 0.2;
eyeVecZ = 0.2;
spawnx = x;
spawny = 0;
spawnz = z;
locx = x;
locy = 0;
locz = z;
bodyTexture = Building.setupTexture(gl, "liangmummy.jpg");
bodyQuadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(bodyQuadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (bodyQuadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (bodyQuadric, true); // false, or true to generate texture coordinates
agro = false;
dead = false;
PlayerMotion.registerPlayerWatcher(this);
Projectile.registerProjectileWatcher(this);
}
示例10: VallejoBuilding
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public VallejoBuilding(GL2 gl, GLU glu){
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
ballTexture = setupTexture(gl, "Vallejoball.jpg");
grassTexture = setupTexture(gl, "Vallejorock.gif");
brickTexture = setupTexture(gl, "Vallejobrick041.jpg");
insideWall = setupTexture(gl, "Vallejobeige005.jpg");
floorTexture = setupTexture(gl, "Vallejofield.jpg");
ceilingTexture = setupTexture(gl, "Vallejobeige015.jpg");
goalTexture = setupTexture(gl, "Vallejogoal.gif");
doorTexture = setupTexture(gl, "Vallejodoor.jpg");
ceilingTexture = setupTexture(gl, "Vallejoroof.jpg");
}
示例11: OConnorHangingLight
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public OConnorHangingLight(float x, float yCeiling, float z, float size, float length, GL2 gl, GLU glu) {
GLUquadric quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
glu.gluQuadricTexture (quadric, false);
this.quadric = quadric;
this.x = x;
this.y = yCeiling;
this.z = z;
this.length = length;
this.size = size;
this.colorChange = (int)(Math.random()*100);
this.bobChange = (float)(Math.random()*100);
this.r = (float)Math.random();
this.g = (float)Math.random();
this.b = (float)Math.random();
}
示例12: MidgleyBuilding
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public MidgleyBuilding(GL2 gl, GLU glu){
grass = setupTexture(gl, "MidgleyGrass.jpg");
paneling = setupTexture(gl, "MidgleyPanelWood.jpg");
wallpaper = setupTexture(gl, "MidgleyWallpaper.jpg"); // if this causes trouble, try bricks.gif
bricks = setupTexture(gl, "MidgleyBricks.jpg");
carpet = setupTexture(gl, "MidgleyCarpet.jpg"); // if this causes trouble, try bricks.gif
shingles = setupTexture(gl, "MidgleyShingles2.jpg");
chestwood = setupTexture(gl, "MidgleyChestWood.gif"); // if this causes trouble, try bricks.gif
chestwoodTop = setupTexture(gl, "MidgleyChestWoodTop.gif"); // if this causes trouble, try bricks.gif
marble = setupTexture(gl, "MidgleyMantleMarble.gif");
//cross = setupTexture(gl, "MidgleyCross.gif"); // if this causes trouble, try bricks.gif
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // true to generate texture coordinates
}
示例13: mkGLCallList
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
protected int mkGLCallList(){
GLU glu = new GLU();
int callList;
GLUquadric quad = glu.gluNewQuadric();
// material properties
float[] no_mat = {0.0f, 0.0f, 0.0f, 1.0f};
float[] mat_ambient = {1f, 1f, 1f, 1.0f};
float[] mat_diffuse = {1, 1, 1, 1.0f};
float[] mat_specular = {1.0f, 1.0f, 1.0f, 1.0f};
float no_shininess = 0.0f;
float low_shininess = 5.0f;
float high_shininess = 100.0f;
float[] mat_emission = {0.3f, 0.2f, 0.2f, 0.0f};
callList = gl.glGenLists(1);
gl.glNewList(callList, gl.GL_COMPILE);
gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, Utils.mkFloatBuffer(no_mat));
gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, Utils.mkFloatBuffer(mat_diffuse));
gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, Utils.mkFloatBuffer(mat_specular));
gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, high_shininess);
gl.glMaterialfv(gl.GL_FRONT, gl.GL_EMISSION, Utils.mkFloatBuffer(no_mat));
glu.gluQuadricTexture(quad, true);
glu.gluQuadricOrientation(quad, glu.GLU_OUTSIDE);
texture.enable(gl);
texture.bind(gl);
glu.gluSphere(quad, 1, 36, 72);
texture.disable(gl);
gl.glEndList();
return callList;
}
示例14: drawSphere
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public static void drawSphere(GL2 gl2, double radius, boolean texture) {
GLU glu = new GLU();
GLUquadric quadric = glu.gluNewQuadric();
glu.gluQuadricTexture(quadric, texture);
if (texture == false) {
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL);
}
glu.gluQuadricNormals(quadric, GLU.GLU_FLAT);
glu.gluQuadricOrientation(quadric, GLU.GLU_OUTSIDE);
glu.gluSphere(quadric, radius, 64, 64);
glu.gluDeleteQuadric(quadric);
}
示例15: Fire
import javax.media.opengl.glu.GLU; //導入方法依賴的package包/類
public Fire(double x, double y, double z, double angle, GL2 gl, GLU glu){
quadric = glu.gluNewQuadric();
glu.gluQuadricDrawStyle(quadric, GLU.GLU_FILL); // GLU_POINT, GLU_LINE, GLU_FILL, GLU_SILHOUETTE
glu.gluQuadricNormals (quadric, GLU.GLU_NONE); // GLU_NONE, GLU_FLAT, or GLU_SMOOTH
glu.gluQuadricTexture (quadric, true); // false, or true to generate texture coordinates
// Load in Textures Below
fire[0] = Building.setupTexture(gl, "DragonTextures/fire1.png");
for(int i=1; i< 23; i++){
fire[i] = Building.setupTexture(gl, "DragonTextures/fire" + (i+1) + ".png");
}
this.lx = x;
this.ly = y;
this.lz = z;
fireAngle = (-1 * Math.random() * 70) - 10;
eyeAngle = angle;
dx = Math.cos(eyeAngle);
dy = Math.sin(Math.toRadians(fireAngle));
dz = Math.sin(eyeAngle);
System.out.println("Eye Angle: " + eyeAngle);
}