package org.lwjgl.opengl.glu; import org.lwjgl.opengl.GL; /** * Quadric.java * * * Created 22-dec-2003 * @author Erik Duijs */ public class Quadric implements GLUConstants { protected int drawStyle; protected int orientation; protected boolean textureFlag; protected int normals; /** * Constructor for Quadric. */ public Quadric() { super(); drawStyle = this.GLU_FILL; orientation = this.GLU_OUTSIDE; textureFlag = false; normals = this.GLU_SMOOTH; } /** * Call glNormal3f after scaling normal to unit length. * * @param x * @param y * @param z */ protected void normal3f(float x, float y, float z) { float mag; mag = (float)Math.sqrt(x * x + y * y + z * z); if (mag > 0.00001F) { x /= mag; y /= mag; z /= mag; } GL.glNormal3f(x, y, z); } /** * specifies the draw style for quadrics. * * The legal values are as follows: * * GLU.FILL: Quadrics are rendered with polygon primitives. The polygons * are drawn in a counterclockwise fashion with respect to * their normals (as defined with glu.quadricOrientation). * * GLU.LINE: Quadrics are rendered as a set of lines. * * GLU.SILHOUETTE: Quadrics are rendered as a set of lines, except that edges * separating coplanar faces will not be drawn. * * GLU.POINT: Quadrics are rendered as a set of points. * * @param drawStyle The drawStyle to set */ public void setDrawStyle(int drawStyle) { this.drawStyle = drawStyle; } /** * specifies what kind of normals are desired for quadrics. * The legal values are as follows: * * GLU.NONE: No normals are generated. * * GLU.FLAT: One normal is generated for every facet of a quadric. * * GLU.SMOOTH: One normal is generated for every vertex of a quadric. This * is the default. * * @param normals The normals to set */ public void setNormals(int normals) { this.normals = normals; } /** * specifies what kind of orientation is desired for. * The orientation values are as follows: * * GLU.OUTSIDE: Quadrics are drawn with normals pointing outward. * * GLU.INSIDE: Normals point inward. The default is GLU.OUTSIDE. * * Note that the interpretation of outward and inward depends on the quadric * being drawn. * * @param orientation The orientation to set */ public void setOrientation(int orientation) { this.orientation = orientation; } /** * specifies if texture coordinates should be generated for * quadrics rendered with qobj. If the value of textureCoords is true, * then texture coordinates are generated, and if textureCoords is false, * they are not.. The default is false. * * The manner in which texture coordinates are generated depends upon the * specific quadric rendered. * * @param textureFlag The textureFlag to set */ public void setTextureFlag(boolean textureFlag) { this.textureFlag = textureFlag; } /** * Returns the drawStyle. * @return int */ public int getDrawStyle() { return drawStyle; } /** * Returns the normals. * @return int */ public int getNormals() { return normals; } /** * Returns the orientation. * @return int */ public int getOrientation() { return orientation; } /** * Returns the textureFlag. * @return boolean */ public boolean getTextureFlag() { return textureFlag; } protected void TXTR_COORD(float x, float y) { if (textureFlag) GL.glTexCoord2f(x,y); } protected float sin(float r) { return (float)Math.sin(r); } protected float cos(float r) { return (float)Math.cos(r); } }