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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
/*__
* *
* Global license : *
* Microsoft Public Licence
*
* author Manuel Dahmen [email protected]_
*
Creation time 05-nov.-2014
*
**
*/
package one.empty3.apps.opad;
import one.empty3.library.ColorTexture;
import one.empty3.library.LineSegment;
import one.empty3.library.Point3D;
import one.empty3.library.RepresentableConteneur;
import one.empty3.library.core.nurbs.ParametricSurface;
import java.awt.*;
/*__
*
* Meta Description missing
* @author Manuel Dahmen [email protected]
*/
public class SolPP {
public double increment = 0.01;
private ParametricSurface sol;
public SolPP() {
}
public ParametricSurface getObject() {
return sol;
}
public SolPP(ParametricSurface ps) {
this.sol = ps;
}
public RepresentableConteneur generateWire() {
RepresentableConteneur rc = new RepresentableConteneur();
for (double i = 0; i < 1; i += increment) {
for (double j = 0; j < 1; j += increment) {
Point3D p1 = sol.calculerPoint3D(j, i);
Point3D p2 = sol.calculerPoint3D(j + increment, i);
rc.add(new LineSegment(p1, p2, new ColorTexture(Color.WHITE)));
p1 = sol.calculerPoint3D(j, i);
p2 = sol.calculerPoint3D(j, i + increment);
rc.add(new LineSegment(p1, p2, new ColorTexture(Color.WHITE)));
}
}
return rc;
}
}