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Lamp.java
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272 lines (208 loc) · 9.19 KB
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import gmaths.*;
import java.util.Random;
import java.nio.*;
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.*;
public class Lamp {
private float baseWidth = 0.15f;
private float baseDepth = 0.15f;
private float baseHeight = 0.03f;
private float lowerArmRadius = 0.05f;
private float lowerArmHeight = 0.3f;
private float upperArmRadius = 0.05f;
private float upperArmHeight = 0.3f;
private float headWidth = 0.1f;
private float headDepth = 0.1f;
private float headHeight = 0.1f;
private float lowerZrotation = 0, lowerYrotation = 0, upperZrotation = 0, headZrotation = 0;
private TransformNode rotateLowerY, rotateLowerZ, rotateUpperZ, rotateHeadZ;
private Model base, lowerArm, upperArm, head, lightBulb;
private SGNode lampRoot;
private Camera camera;
private Light light, bulb;
private Table table;
public boolean lymotion, lzmotion, uzmotion;
private double startTime = getSeconds();
public Lamp(GL3 gl, Camera camera, Light light, Table table){
this.camera = camera;
//light = new Light(gl);
this.table = table;
this.light = light;
bulb = new Light(gl);
int[] textureId0 = TextureLibrary.loadTexture(gl, "./textures/jup0vss1.jpg");
int[] textureId1 = TextureLibrary.loadTexture(gl, "./textures/mar0kuu2.jpg");
int[] textureId2 = TextureLibrary.loadTexture(gl, "./textures/container2.jpg");
base = initBase(gl, textureId2);
lowerArm = initArm(gl, textureId0);
upperArm = initArm(gl, textureId1);
head = initHead(gl, textureId0);
//lightBulb = initLightBulb(gl);
// /head.setMaterial.setEmission(1.0f,1.0f,1.0f);
lampRoot = new NameNode("lampRoot");
TransformNode lampRootTranslate = new TransformNode("lamp transform", Mat4Transform.translate(-0.7f,table.getTableHeight()+baseHeight/2,-1.5f));
NameNode baseName = new NameNode("base");
Mat4 m = Mat4Transform.scale(baseWidth, baseHeight, baseDepth);
TransformNode baseScale = new TransformNode("base scale", m);
TransformNode baseTransform = new TransformNode("base transform", m);
ModelNode baseShape = new ModelNode("Cube(0)", base);
NameNode lowerArmName = new NameNode("lowerArm");
TransformNode lowerArmTranslate = new TransformNode("lower arm translate",Mat4Transform.translate(0,lowerArmHeight/2,0));
rotateLowerZ = new TransformNode("lower arm rotate Z", Mat4Transform.rotateAroundZ(-lowerZrotation));
rotateLowerY = new TransformNode("lower arm rotate Y", Mat4Transform.rotateAroundY(lowerYrotation));
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.scale(lowerArmRadius, lowerArmHeight, lowerArmRadius));
TransformNode lowerArmScale = new TransformNode("lower arm scale", m);
ModelNode lowerArmShape = new ModelNode("Sphere(0)", lowerArm);
NameNode upperArmName = new NameNode("upperArm");
TransformNode upperArmTranslate = new TransformNode("upper arm translate", Mat4Transform.translate(0,upperArmHeight/2,0));
rotateUpperZ = new TransformNode("upper arm rotate Z", Mat4Transform.rotateAroundZ(-upperZrotation));
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.scale(upperArmRadius, upperArmHeight, upperArmRadius));
m = Mat4.multiply(m, Mat4Transform.translate(0,0.5f,0));
TransformNode upperArmScale = new TransformNode("upper arm scale", m);
ModelNode upperArmShape = new ModelNode("Sphere(1)", upperArm);
NameNode headName = new NameNode("head");
TransformNode headTranslate = new TransformNode("head translate", Mat4Transform.translate(0,upperArmHeight,0));
rotateHeadZ = new TransformNode("head rotate Z", Mat4Transform.rotateAroundZ(headZrotation));
m = new Mat4(1);
m = Mat4.multiply(m, Mat4Transform.scale(headWidth,headHeight, headDepth));
m = Mat4.multiply(m, Mat4Transform.translate(0,0.5f,0));
TransformNode headScale = new TransformNode("head scale", m);
ModelNode headShape = new ModelNode("Cube(0)", head);
NameNode lightName = new NameNode("light");
TransformNode lightTranslate = new TransformNode("light translate", Mat4Transform.translate(0.2f,0,0));
m = new Mat4(1);
ModelNode lightShape = new ModelNode("Light(0)", head);
lampRoot.addChild(lampRootTranslate);
lampRootTranslate.addChild(baseName);
baseName.addChild(baseScale);
baseScale.addChild(baseShape);
lampRootTranslate.addChild(lowerArmName);
lowerArmName.addChild(rotateLowerY);
rotateLowerY.addChild(rotateLowerZ);
rotateLowerZ.addChild(lowerArmTranslate);
lowerArmTranslate.addChild(lowerArmScale);
lowerArmScale.addChild(lowerArmShape);
lowerArmTranslate.addChild(upperArmName);
upperArmName.addChild(upperArmTranslate);
upperArmTranslate.addChild(rotateUpperZ);
rotateUpperZ.addChild(upperArmScale);
upperArmScale.addChild(upperArmShape);
rotateUpperZ.addChild(headName);
headName.addChild(headTranslate);
headTranslate.addChild(rotateHeadZ);
rotateHeadZ.addChild(headScale);
headScale.addChild(headShape);
//headShape.addChild(lightName);
//lightName.addChild(lightShape);
lampRoot.update();
//lampRoot.print(0, false);
}
private Model initBase(GL3 gl, int[] t){
Mesh m = new Mesh(gl, Cube.vertices.clone(), Cube.indices.clone());
Shader shader = new Shader(gl, "./shaders/vs_cube.txt", "./shaders/fs_cube.txt");
Material material = new Material(new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), 1.0f);
Model base = new Model(gl, camera, light, shader, material, new Mat4(1), m, t);
return base;
}
private Model initHead(GL3 gl, int[] t){
Mesh m = new Mesh(gl, Cube.vertices.clone(), Cube.indices.clone());
Shader shader = new Shader(gl, "./shaders/vs_cube.txt", "./shaders/fs_cube.txt");
Material material = new Material(new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), 1.0f);
material.setEmission(1.0f,0.0f,0.0f);
Model head = new Model(gl, camera, light, shader, material, new Mat4(1), m, t);
return head;
}
private Model initArm(GL3 gl, int[] t){
Mesh m = new Mesh(gl, Sphere.vertices.clone(), Sphere.indices.clone());
Shader shader = new Shader(gl, "./shaders/vs_cube.txt", "./shaders/fs_cube.txt");
Material material = new Material(new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), new Vec3(0.3f, 0.3f, 0.3f), 1.0f);
Model arm = new Model(gl, camera, light, shader, material, new Mat4(1), m, t);
return arm;
}
public void draw(GL3 gl){
lampRoot.draw(gl);
}
public void retractLamp(){
setLampPosition(20f,65f,-150f);
}
public void defaultLamp(){
setLampPosition(-20f,30f,-80f);
}
public void randomLamp(Vec3 v){
setLampPosition(v.x, v.y, v.z);
}
public void setLampPosition(float lowYtarget, float lowZtarget, float upZtarget){
float currentLowY = lowerYrotation;
float currentLowZ = lowerZrotation;
float currentUpZ = upperZrotation;
if(!((lowYtarget-1f < currentLowY) && (currentLowY < lowYtarget+1.0f))) {
lymotion = true;
if(currentLowY > lowYtarget){lowerYrotation -= 1.0f;}
else{lowerYrotation += 1.0f;}
rotateLowerY.setTransform(Mat4Transform.rotateAroundY(lowerYrotation));
rotateLowerY.update();
}else{
lymotion=false;
}
if(!((lowZtarget-1.0f < currentLowZ) && (currentLowZ < lowZtarget+1.0f))){
lzmotion=true;
if(currentLowZ > lowZtarget){lowerZrotation -= 1.0f;}
else{lowerZrotation += 1.0f;}
rotateLowerZ.setTransform(Mat4Transform.rotateAroundZ(lowerZrotation));
rotateLowerZ.update();
}else{
lzmotion=false;
}
if(!((upZtarget-1.0f < currentUpZ) && (currentUpZ < upZtarget+1.0f))){
uzmotion=true;
if(currentUpZ > upZtarget){upperZrotation -= 1.0f;}
else{upperZrotation += 1.0f;}
rotateUpperZ.setTransform(Mat4Transform.rotateAroundZ(upperZrotation));
rotateUpperZ.update();
}else{
uzmotion=false;
}
}
public Vec3 getLampPosition(){
Vec3 pos = new Vec3(lowerZrotation, lowerYrotation, upperZrotation);
return pos;
}
public boolean getIfMotion(){
if(!lymotion && !lzmotion && !uzmotion){
return false;
}else{return true;}
}
private double getSeconds() {
return System.currentTimeMillis()/1000.0;
}
public void lightOff(){
Material material = bulb.getMaterial();
material.setAmbient(0.1f,0.1f,0.1f);
material.setDiffuse(0.2f,0.2f,0.2f);
material.setEmission(0.1f,0.1f,0.1f);
material.setSpecular(0.1f,0.1f,0.1f);
material.setShininess(1f);
this.bulb.setMaterial(material);
}
public void lightOn(){
Material material = bulb.getMaterial();
material.setAmbient(0.5f,0.5f,0.5f);
material.setDiffuse(0.8f,0.8f,0.8f);
material.setEmission(1.0f,1.0f,1.0f);
material.setShininess(32f);
this.bulb.setMaterial(material);
}
public void setInMotion(){
lymotion = true;
}
public void dispose(GL3 gl){
base.dispose(gl);
lowerArm.dispose(gl);
upperArm.dispose(gl);
head.dispose(gl);
}
}