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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.
 *
 *
 */

package one.empty3.growth.graphics;

import one.empty3.library.*;

import java.awt.*;
import java.util.logging.Level;
import java.util.logging.Logger;

public class Turtle3D_3 {
    private Point3D position;
    private Point3D vU;
    private Point3D vH;
    private Point3D vL;
    private Scene scene;
    private Color color;
    private ZBuffer zBuffer;

    public Turtle3D_3() {
        setPosition(Point3D.O0);
        vU = Point3D.X;
        vH = Point3D.Y;
        vL = Point3D.Z;
    }

    public void rotU(double a) {
        vH = new Rotation(vU, getPosition(), a).rotate(vH);
        vL = new Rotation(vU, getPosition(), a).rotate(vL);
    }

    public void rotH(double a) {
        vU = new Rotation(vH, getPosition(), a).rotate(vU);
        vL = new Rotation(vH, getPosition(), a).rotate(vL);

    }

    public void rotL(double a) {
        vU = new Rotation(vL, getPosition(), a).rotate(vU);
        vH = new Rotation(vL, getPosition(), a).rotate(vH);
    }

    public void line(double dist) {
        Point3D newPosition = getPosition().plus(vU.mult(dist));
        LineSegment seg = new LineSegment(getPosition(), newPosition);
        seg.texture(new ColorTexture(this.color));
        scene().add(seg);
        setPosition(newPosition);
    }

    private Scene scene() {
        return scene;
    }

    public void move(double dist) {
        position = position.plus(vU.mult(dist));

    }


    public Point3D getPosition() {
        Logger.getAnonymousLogger().log(Level.INFO, "return position" + position);
        return position;
    }

    public void setPosition(Point3D position) {
        this.position = position;
        Logger.getAnonymousLogger().log(Level.INFO, "this.position=" + position);
    }

    public Point3D getvU() {
        return vU;
    }

    public void setvU(Point3D vU) {
        this.vU = vU;
    }

    public Point3D getvH() {
        return vH;
    }

    public void setvH(Point3D vH) {
        this.vH = vH;
    }

    public Point3D getvL() {
        return vL;
    }

    public void setvL(Point3D vL) {
        this.vL = vL;
    }

    public Scene getScene() {
        return scene;
    }

    public void setScene(Scene scene) {
        this.scene = scene;
    }

    public Color getColor() {
        return color;
    }

    public void setColor(Color color) {
        this.color = color;
    }

    public ZBuffer getzBuffer() {
        return zBuffer;
    }

    public void setzBuffer(ZBuffer zBuffer) {
        this.zBuffer = zBuffer;
        zBuffer.scene(this.scene = new Scene());
    }
}




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