Package fcagnin.jglsdk.glm

Examples of fcagnin.jglsdk.glm.Vec3


            // Render the sun
            {
                modelMatrix.push();

                Vec3 sunlightDir = new Vec3( lights.getSunlightDirection() );
                modelMatrix.translate( sunlightDir.scale( 500.0f ) );
                modelMatrix.scale( 30.0f, 30.0f, 30.0f );

                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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        float widthFinger;
        float angLowerFinger;


        Armature() {
            posBase = new Vec3( 3.0f, -5.0f, -40.0f );
            angBase = -45.0f;

            posBaseLeft = new Vec3( 2.0f, 0.0f, 0.0f );
            posBaseRight = new Vec3( -2.0f, 0.0f, 0.0f );
            scaleBaseZ = 3.0f;

            angUpperArm = -70.75f;
            sizeUpperArm = 9.0f;

            posLowerArm = new Vec3( 0.0f, 0.0f, 8.0f );
            angLowerArm = 60.25f;
            lenLowerArm = 5.0f;
            widthLowerArm = 1.5f;

            posWrist = new Vec3( 0.0f, 0.0f, 5.0f );
            angWristRoll = 0.0f;
            angWristPitch = 67.5f;
            lenWrist = 2.0f;
            widthWrist = 2.0f;

            posLeftFinger = new Vec3( 1.0f, 0.0f, 1.0f );
            posRightFinger = new Vec3( -1.0f, 0.0f, 1.0f );
            angFingerOpen = 45.0f;
            lenFinger = 2.0f;
            widthFinger = 0.5f;
            angLowerFinger = 45.0f;
        }
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            // Draw left base.
            {
                modelToCameraStack.push();
                modelToCameraStack.translate( posBaseLeft );
                modelToCameraStack.scale( new Vec3( 1.0f, 1.0f, scaleBaseZ ) );
                glUniformMatrix4( modelToCameraMatrixUnif, false,
                        modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
                glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
                modelToCameraStack.pop();
            }

            // Draw right base.
            {
                modelToCameraStack.push();
                modelToCameraStack.translate( posBaseRight );
                modelToCameraStack.scale( new Vec3( 1.0f, 1.0f, scaleBaseZ ) );
                glUniformMatrix4( modelToCameraMatrixUnif, false,
                        modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
                glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
                modelToCameraStack.pop();
            }
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            modelToCameraStack.push();
            modelToCameraStack.rotateX( angUpperArm );

            {
                modelToCameraStack.push();
                modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, (sizeUpperArm / 2.0f) - 1.0f ) );
                modelToCameraStack.scale( new Vec3( 1.0f, 1.0f, sizeUpperArm / 2.0f ) );
                glUniformMatrix4( modelToCameraMatrixUnif, false,
                        modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
                glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
                modelToCameraStack.pop();
            }
View Full Code Here

            modelToCameraStack.push();
            modelToCameraStack.translate( posLowerArm );
            modelToCameraStack.rotateX( angLowerArm );

            modelToCameraStack.push();
            modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenLowerArm / 2.0f ) );
            modelToCameraStack.scale( new Vec3( widthLowerArm / 2.0f, widthLowerArm / 2.0f, lenLowerArm / 2.0f ) );
            glUniformMatrix4( modelToCameraMatrixUnif, false,
                    modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
            modelToCameraStack.pop();
View Full Code Here

            modelToCameraStack.translate( posWrist );
            modelToCameraStack.rotateZ( angWristRoll );
            modelToCameraStack.rotateX( angWristPitch );

            modelToCameraStack.push();
            modelToCameraStack.scale( new Vec3( widthWrist / 2.0f, widthWrist / 2.0f, lenWrist / 2.0f ) );
            glUniformMatrix4( modelToCameraMatrixUnif, false,
                    modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
            modelToCameraStack.pop();
View Full Code Here

            modelToCameraStack.push();
            modelToCameraStack.translate( posLeftFinger );
            modelToCameraStack.rotateY( angFingerOpen );

            modelToCameraStack.push();
            modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger / 2.0f ) );
            modelToCameraStack.scale( new Vec3( widthFinger / 2.0f, widthFinger / 2.0f, lenFinger / 2.0f ) );
            glUniformMatrix4( modelToCameraMatrixUnif, false,
                    modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
            modelToCameraStack.pop();

            {
                // Draw left lower finger
                modelToCameraStack.push();
                modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger ) );
                modelToCameraStack.rotateY( -angLowerFinger );

                modelToCameraStack.push();
                modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger / 2.0f ) );
                modelToCameraStack.scale( new Vec3( widthFinger / 2.0f, widthFinger / 2.0f, lenFinger / 2.0f ) );
                glUniformMatrix4( modelToCameraMatrixUnif, false,
                        modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
                glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
                modelToCameraStack.pop();

                modelToCameraStack.pop();
            }

            modelToCameraStack.pop();

            // Draw right finger
            modelToCameraStack.push();
            modelToCameraStack.translate( posRightFinger );
            modelToCameraStack.rotateY( -angFingerOpen );

            modelToCameraStack.push();
            modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger / 2.0f ) );
            modelToCameraStack.scale( new Vec3( widthFinger / 2.0f, widthFinger / 2.0f, lenFinger / 2.0f ) );
            glUniformMatrix4( modelToCameraMatrixUnif, false,
                    modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
            modelToCameraStack.pop();

            {
                // Draw right lower finger
                modelToCameraStack.push();
                modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger ) );
                modelToCameraStack.rotateY( angLowerFinger );

                modelToCameraStack.push();
                modelToCameraStack.translate( new Vec3( 0.0f, 0.0f, lenFinger / 2.0f ) );
                modelToCameraStack.scale( new Vec3( widthFinger / 2.0f, widthFinger / 2.0f, lenFinger / 2.0f ) );
                glUniformMatrix4( modelToCameraMatrixUnif, false,
                        modelToCameraStack.top().fillAndFlipBuffer( mat4Buffer ) );
                glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
                modelToCameraStack.pop();
View Full Code Here

        }

        abstract Vec3 calcScale(float elapsedTime);

        Mat4 constructMatrix(float elapsedTime) {
            Vec3 theScale = calcScale( elapsedTime );

            Mat4 theMat = new Mat4( 1.0f );
            theMat.set( 0, 0, theScale.x );
            theMat.set( 1, 1, theScale.y );
            theMat.set( 2, 2, theScale.z );
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            super( offset );
        }

        @Override
        Vec3 calcScale(float elapsedTime) {
            return new Vec3( 1.0f, 1.0f, 1.0f );
        }
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            super( offset );
        }

        @Override
        Vec3 calcScale(float elapsedTime) {
            return new Vec3( 4.0f, 4.0f, 4.0f );
        }
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