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Java Cylinder类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中org.lwjgl.util.glu.Cylinder的典型用法代码示例。如果您正苦于以下问题:Java Cylinder类的具体用法?Java Cylinder怎么用?Java Cylinder使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Cylinder类属于org.lwjgl.util.glu包,在下文中一共展示了Cylinder类的7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,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: drawCylinder

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
public void drawCylinder(ResourceLocation texture) {
	Cylinder cylinder = new Cylinder();
	cylinder.setDrawStyle(GLU.GLU_FILL);
	cylinder.setNormals(GLU.GLU_SMOOTH);
	cylinder.setOrientation(GLU.GLU_OUTSIDE);
	cylinderId = GL11.glGenLists(1);
	GL11.glNewList(cylinderId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	cylinder.draw(0.5F, 0.5F, 10, 10, 2);
	GL11.glEndList();
	cylinder.setDrawStyle(GLU.GLU_FILL);		
	cylinder.setNormals(GLU.GLU_SMOOTH);
	cylinder.setOrientation(GLU.GLU_INSIDE);
	secondcylinderId = GL11.glGenLists(2);
	GL11.glNewList(secondcylinderId, GL11.GL_COMPILE);
	Minecraft.getMinecraft().getTextureManager().bindTexture(texture);
	cylinder.draw(0.49F, 0.49F, 10, 10, 2);
	GL11.glEndList();	
}
 
开发者ID:Alex-the-666,项目名称:It-s-About-Time-Minecraft-Mod,代码行数:20,代码来源:ProxyClient.java


示例2: renderSelf

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
@Override public void renderSelf( GLOptions options ) {
    super.renderSelf( options );

    glColorMaterial( GL_FRONT, GL_DIFFUSE );
    LWJGLUtils.color4f( color );

    // since this cylinder draws from z=0 to z=length, we have to handle translation here
    glTranslatef( 0, 0, -length / 2 );
    new Cylinder().draw( bondRadius, bondRadius, length, MoleculeShapesProperties.cylinderSamples.get(), 1 );
    glTranslatef( 0, 0, length / 2 );
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:12,代码来源:BondNode.java


示例3: renderPoint

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
private void renderPoint() {
	GL11.glPushMatrix();
	RenderUtils.setup3DLightlessModel();
	GL11.glBegin(1);
	GL11.glVertex3d(-0.5D, 0.0D, 0.0D);
	GL11.glVertex3d(0.0D, 0.0D, 0.0D);
	GL11.glVertex3d(0.0D, 0.0D, -0.5D);
	GL11.glVertex3d(0.0D, 0.0D, 0.0D);

	GL11.glVertex3d(0.5D, 0.0D, 0.0D);
	GL11.glVertex3d(0.0D, 0.0D, 0.0D);
	GL11.glVertex3d(0.0D, 0.0D, 0.5D);
	GL11.glVertex3d(0.0D, 0.0D, 0.0D);
	GL11.glEnd();
	
	Cylinder c = new Cylinder();
	GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
	GL11.glLineWidth(0.5F);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	c.setDrawStyle(GLU.GLU_SILHOUETTE);
	c.setNormals(GLU.GLU_SMOOTH);
	c.draw(0.5F, 0.5F, 0.1F, 400, 1);
	
	Cylinder c2 = new Cylinder();
	GL11.glLineWidth(0.5F);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	c2.setDrawStyle(GLU.GLU_SILHOUETTE);
	c2.setNormals(GLU.GLU_SMOOTH);
	c2.draw(0.3F, 0.3F, 0.1F, 200, 1);
	
	Cylinder c3 = new Cylinder();
	GL11.glLineWidth(0.5F);
	GL11.glEnable(GL11.GL_LINE_SMOOTH);
	c3.setDrawStyle(GLU.GLU_SILHOUETTE);
	c3.setNormals(GLU.GLU_SMOOTH);
	c3.draw(0.1F, 0.1F, 0.1F, 100, 1);
	RenderUtils.shutdown3DLightlessModel();
	GL11.glPopMatrix();
}
 
开发者ID:MinecraftModdedClients,项目名称:Resilience-Client-Source,代码行数:40,代码来源:ModuleTrajectories.java


示例4: renderBeam

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
public static void renderBeam(double x, double y, double z, double desierdx, double desierdy, double desierdz, double red, double green, double blue, double alpha, float radius){
	GL11.glPushMatrix();
	FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/weapons/textures/models/dynamiclyColor.png");
	double lenght = Math.sqrt(Math.pow(x - desierdx, 2) + Math.pow(y - desierdy, 2) + Math.pow(z - desierdz, 2));
	double a = x - desierdx;
	double b = z - desierdz;
	double c = Math.sqrt(Math.pow(a, 2) + Math.pow(b, 2));
	double secondb = y - desierdy;
	double secondc = Math.sqrt(Math.pow(c, 2) + Math.pow(secondb, 2));
	double yaw = Math.asin(b/c);
	double pitch = Math.asin(secondb/secondc);
	RenderUtils.color(red, green, blue, alpha);
	GL11.glTranslated(x, y, z);
	if((x - desierdx) > 0 && (z - desierdz) > 0){
		GL11.glRotatef(-180, 0, 1, 0);
		GL11.glRotatef((float)Math.toDegrees(yaw), 0, 1, 0);
	}
	else if((x - desierdx) < 0 && (z - desierdz) > 0){
		GL11.glRotatef((float)Math.toDegrees(yaw) + 90, 0, 1, 0);
	}
	else if((x - desierdx) > 0 && (z - desierdz) < 0){
		GL11.glRotatef(-(float)Math.toDegrees(yaw) - 90, 0, 1, 0);
	}
	else{
		GL11.glRotatef(-(float)Math.toDegrees(yaw), 0, 1, 0);
	}
	if((y - desierdy) > 0){
		GL11.glRotatef(-90, 1, 0, 0);
	}
	GL11.glRotatef((float)Math.toDegrees(pitch), 1, 0, 0);
	Cylinder cyl = new Cylinder();
	cyl.draw(radius, radius, (float)lenght, 16, 1);
	GL11.glPopMatrix();
}
 
开发者ID:Pumuckl007,项目名称:WeaponsMod,代码行数:35,代码来源:RenderUtils.java


示例5: init

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
/** Initializes the canvas by setting the viewport, lighting, etc. */
       public void init() {
           glShadeModel(GL_SMOOTH);
           glMatrixMode(GL_MODELVIEW);
           glLoadIdentity();
           sphere=new Sphere();
           cylinder=new Cylinder();
           disk=new Disk();
           
           //GL_LIGHT0 is a very dim backlight; with it I can only see silhouetted spheres against oblique walls.
           //GL_LIGHT0 is enabled only in 3D mode.
           floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f});
           floatBuffer.flip();
           //glLight(GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, floatBuffer); // RGBA values
           glLight(GL_LIGHT0, GL_AMBIENT, floatBuffer); // RGBA values
           glLight(GL_LIGHT0, GL_DIFFUSE, floatBuffer); // RGBA values
           floatBuffer = toBuffer(new float[] {0.6f, 0.6f, 0.6f, 0.3f});
           floatBuffer.flip();
           glLight(GL_LIGHT0, GL_SPECULAR, floatBuffer);
           floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 0.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT0, GL_POSITION, floatBuffer); // position (directional if last coord is 0)

           //GL_LIGHT1 is enabled only in 3D mode, and its position is set elsewhere
           floatBuffer = toBuffer(new float[] {0.3f, 0.3f, 0.3f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT1, GL_AMBIENT, floatBuffer); // very dim gray walls; spheres invisible
           floatBuffer = toBuffer(new float[] {0.8f, 0.8f, 0.8f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT1, GL_DIFFUSE, floatBuffer); // this is most of what we see
           floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT1, GL_SPECULAR, floatBuffer); // no noticeable contribution - it looks black!

           floatBuffer = toBuffer(new float[] {0.0f, 0.0f, -1.0f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT1, GL_SPOT_DIRECTION, floatBuffer);
           glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 180);
           glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.5E-5f);
           glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 64);

           //GL_LIGHT2 is only enabled in 1D and 2D modes.
           floatBuffer = toBuffer(new float[] {0.1f, 0.1f, 0.1f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT2, GL_AMBIENT, floatBuffer);
           floatBuffer = toBuffer(new float[] {1.0f, 1.0f, 1.0f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT2, GL_DIFFUSE, floatBuffer);
           floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 0.0f, 1.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT2, GL_SPECULAR, floatBuffer);
           floatBuffer = toBuffer(new float[] {0.0f, 0.0f, 1.0f, 0.0f});
           floatBuffer.flip();
           glLight(GL_LIGHT2, GL_POSITION, floatBuffer);

           glEnable(GL_LIGHTING);
           glColorMaterial(GL_FRONT, GL_DIFFUSE);
           glEnable(GL_COLOR_MATERIAL);
           glEnable(GL_DEPTH_TEST);
           glEnable(GL_NORMALIZE);
           glCullFace(GL_BACK);
           glEnable(GL_CULL_FACE);
           glEnable(GL_POLYGON_SMOOTH);
           glEnable(GL_LINE_SMOOTH);
           glEnable(GL_POINT_SMOOTH);
           glEnable(GL_BLEND);
           glEnable(GL_DITHER);
           glPointSize(tracePointSize);
           curPointSize=tracePointSize;

           //Print valuable OpenGL driver info to the console for debugging.
           System.out.println(glGetString(GL_VENDOR));
           System.out.println(glGetString(GL_RENDERER));
           System.out.println(glGetString(GL_VERSION));
           makeCube();
}
 
开发者ID:derekmanwaring,项目名称:boltzmann-3d,代码行数:77,代码来源:GLPanel.java


示例6: drawCylinder

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
static public void drawCylinder(float baseRadius, float topRadius, float height, int slices, int stacks, Cylinder data) {

		//Cylinder c = new Cylinder();
	
		data.draw(baseRadius, topRadius, height, slices, stacks);
		
		//System.out.println(baseRadius + " " + topRadius + " " + height + " " + slices + " " + stacks);

	}
 
开发者ID:kephale,项目名称:brevis,代码行数:10,代码来源:Basic3D.java


示例7: drawCylinder

import org.lwjgl.util.glu.Cylinder; //导入依赖的package包/类
static public void drawCylinder(float baseRadius, float topRadius, float height, int slices, int stacks) {

		Cylinder c = new Cylinder();
	
		c.draw(baseRadius, topRadius, height, slices, stacks);
		
		//System.out.println(baseRadius + " " + topRadius + " " + height + " " + slices + " " + stacks);

	}
 
开发者ID:kephale,项目名称:brevis,代码行数:10,代码来源:BrShape.java



注:本文中的org.lwjgl.util.glu.Cylinder类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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