package org.hwbot.bench; import java.awt.Dimension; import java.awt.Frame; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.io.IOException; import com.sun.j3d.utils.universe.*; import com.sun.j3d.utils.geometry.*; import javax.media.j3d.*; import javax.swing.text.AbstractDocument.BranchElement; import javax.vecmath.*; import javax.media.opengl.GL2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLEventListener; import javax.media.opengl.awt.AWTGLAutoDrawable; import javax.media.opengl.awt.GLCanvas; import javax.media.opengl.awt.GLJPanel; import com.jogamp.opengl.util.Animator; /** * Gears.java <BR> * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) * <P> * * This version is equal to Brian Paul's version 1.2 1999/10/21 */ public class Gears implements GLEventListener, MouseListener, MouseMotionListener { public static void main(String[] args) throws IOException { // new Gears().benchmark(); com.sun.j3d.utils.universe.SimpleUniverse uni = new com.sun.j3d.utils.universe.SimpleUniverse(); BranchGroup group = new BranchGroup(); Sphere ball = new Sphere(0.5f); uni.addBranchGraph(group); Color3f color = new Color3f(0, 0, 2); BoundingSphere bounds = new BoundingSphere(new Point3d(0, 0, 0), 1000); Vector3f direction = new Vector3f(5, -6, -10); DirectionalLight light = new DirectionalLight(); light.setInfluencingBounds(bounds); group.addChild(ball); group.addChild(light); uni.getViewingPlatform().setNominalViewingTransform(); System.in.read(); } public Long benchmark() { Frame frame = new Frame("Gear Demo"); GLCanvas canvas = new GLCanvas(); final Gears gears = new Gears(); canvas.addGLEventListener(gears); frame.add(canvas); frame.setSize(600, 600); final Animator animator = new Animator(canvas); frame.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { // Run this on another thread than the AWT event queue to // make sure the call to Animator.stop() completes before // exiting new Thread(new Runnable() { public void run() { animator.stop(); System.exit(0); } }).start(); } }); frame.setVisible(true); System.out.println("Starting gears animation..."); animator.setRunAsFastAsPossible(true); animator.setUpdateFPSFrames(50, null); animator.start(); try { Thread.sleep(4000); } catch (InterruptedException e1) { e1.printStackTrace(); } animator.stop(); System.out.println("Animation finished."); System.out.println("FPS: " + animator.getTotalFPS()); return (long) animator.getTotalFPS(); } private float view_rotx = 20.0f, view_roty = 30.0f, view_rotz = 0.0f; private int gear1, gear2, gear3; private float angle = 0.0f; private int prevMouseX, prevMouseY; private boolean mouseRButtonDown = false; public void init(GLAutoDrawable drawable) { // Use debug pipeline // drawable.setGL(new DebugGL(drawable.getGL())); GL2 gl = drawable.getGL().getGL2(); System.err.println("INIT GL IS: " + gl.getClass().getName()); System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); // render as fast as possible. 1 = 60fps gl.setSwapInterval(0); float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f }; float red[] = { 0.8f, 0.1f, 0.0f, 1.0f }; float green[] = { 0.0f, 0.8f, 0.2f, 1.0f }; float blue[] = { 0.2f, 0.2f, 1.0f, 1.0f }; gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0); gl.glEnable(GL2.GL_CULL_FACE); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_DEPTH_TEST); /* make the gears */ gear1 = gl.glGenLists(1); gl.glNewList(gear1, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, red, 0); gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f); gl.glEndList(); gear2 = gl.glGenLists(1); gl.glNewList(gear2, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, green, 0); gear(gl, 0.5f, 2.0f, 2.0f, 10, 0.7f); gl.glEndList(); gear3 = gl.glGenLists(1); gl.glNewList(gear3, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, blue, 0); gear(gl, 1.3f, 2.0f, 0.5f, 10, 0.7f); gl.glEndList(); gl.glEnable(GL2.GL_NORMALIZE); if (drawable instanceof AWTGLAutoDrawable) { AWTGLAutoDrawable awtDrawable = (AWTGLAutoDrawable) drawable; awtDrawable.addMouseListener(this); awtDrawable.addMouseMotionListener(this); } } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = drawable.getGL().getGL2(); float h = (float) height / (float) width; gl.glMatrixMode(GL2.GL_PROJECTION); System.err.println("GL_VENDOR: " + gl.glGetString(GL2.GL_VENDOR)); System.err.println("GL_RENDERER: " + gl.glGetString(GL2.GL_RENDERER)); System.err.println("GL_VERSION: " + gl.glGetString(GL2.GL_VERSION)); gl.glLoadIdentity(); gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -40.0f); } public void dispose(GLAutoDrawable drawable) { System.out.println("Gears.dispose: " + drawable); } public void display(GLAutoDrawable drawable) { // Turn the gears' teeth angle += 2.0f; // Get the GL corresponding to the drawable we are animating GL2 gl = drawable.getGL().getGL2(); // Special handling for the case where the GLJPanel is translucent // and wants to be composited with other Java 2D content if ((drawable instanceof GLJPanel) && !((GLJPanel) drawable).isOpaque() && ((GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) { gl.glClear(GL2.GL_DEPTH_BUFFER_BIT); } else { gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); } // Rotate the entire assembly of gears based on how the user // dragged the mouse around gl.glPushMatrix(); gl.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); gl.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); gl.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f); // Place the first gear and call its display list gl.glPushMatrix(); gl.glTranslatef(-3.0f, -2.0f, 0.0f); gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); gl.glCallList(gear1); gl.glPopMatrix(); // Place the second gear and call its display list gl.glPushMatrix(); gl.glTranslatef(3.1f, -2.0f, 0.0f); gl.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); gl.glCallList(gear2); gl.glPopMatrix(); // Place the third gear and call its display list gl.glPushMatrix(); gl.glTranslatef(-3.1f, 4.2f, 0.0f); gl.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); gl.glCallList(gear3); gl.glPopMatrix(); // Remember that every push needs a pop; this one is paired with // rotating the entire gear assembly gl.glPopMatrix(); } public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } public static void gear(GL2 gl, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { int i; float r0, r1, r2; float angle, da; float u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = 2.0f * (float) Math.PI / teeth / 4.0f; gl.glShadeModel(GL2.GL_FLAT); gl.glNormal3f(0.0f, 0.0f, 1.0f); /* draw front face */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); if (i < teeth) { gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } } gl.glEnd(); /* draw front sides of teeth */ gl.glBegin(GL2.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } gl.glEnd(); /* draw back face */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); } gl.glEnd(); /* draw back sides of teeth */ gl.glBegin(GL2.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); } gl.glEnd(); /* draw outward faces of teeth */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle); v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle); len = (float) Math.sqrt(u * u + v * v); u /= len; v /= len; gl.glNormal3f(v, -u, 0.0f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da); v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da); gl.glNormal3f(v, -u, 0.0f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); } gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f); gl.glEnd(); gl.glShadeModel(GL2.GL_SMOOTH); /* draw inside radius cylinder */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); } gl.glEnd(); } // Methods required for the implementation of MouseListener public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } public void mousePressed(MouseEvent e) { prevMouseX = e.getX(); prevMouseY = e.getY(); if ((e.getModifiers() & e.BUTTON3_MASK) != 0) { mouseRButtonDown = true; } } public void mouseReleased(MouseEvent e) { if ((e.getModifiers() & e.BUTTON3_MASK) != 0) { mouseRButtonDown = false; } } public void mouseClicked(MouseEvent e) { } // Methods required for the implementation of MouseMotionListener public void mouseDragged(MouseEvent e) { int x = e.getX(); int y = e.getY(); Dimension size = e.getComponent().getSize(); float thetaY = 360.0f * ((float) (x - prevMouseX) / (float) size.width); float thetaX = 360.0f * ((float) (prevMouseY - y) / (float) size.height); prevMouseX = x; prevMouseY = y; view_rotx += thetaX; view_roty += thetaY; } public void mouseMoved(MouseEvent e) { } }