/*
Copyright (c) 2004, Bradley Jones
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of the nondot.org nor the names of its contributors may
be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*/
package org.nondot.applets;
import javax.swing.*;
import net.java.games.jogl.*;
import org.nondot.mesh.*;
import java.awt.*;
import java.net.URL;
import java.lang.reflect.InvocationTargetException;
/**
* An applet that draws a smooth shaded triangle to the screen
*/
public class ModelLoadingApplet
extends JApplet
implements Runnable, GLEventListener {
Mesh mesh;
GLCanvas canvas;
// current frame
int frame;
// delay in millisecs
int delay;
Thread animator;
public void init() {
GLCapabilities glc = new GLCapabilities();
canvas = GLDrawableFactory.getFactory().createGLCanvas(glc);
getContentPane().add(canvas, BorderLayout.CENTER);
canvas.addGLEventListener(this);
try {
SMFModelLoader smfml =
new SMFModelLoader(new SimpleTriMeshBuilder());
URL url = new URL(getCodeBase(), "dragon_slim.smf");
mesh = smfml.load(url.openStream());
} catch (Exception e) {
System.err.println("Error occured while loading mesh!");
}
}
public void display(GLDrawable gld) {
// the drawing code
GL gl = gld.getGL();
GLU glu = gld.getGLU();
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
// setup the camera
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
glu.gluLookAt(0.0, 0.0, 0.3, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glTranslatef(0.0f,-0.1f,0.0f);
gl.glRotatef(3.0f * (frame % 120),0.0f,1.0f,0.0f);
mesh.render(gl);
gl.glFinish();
}
public void displayChanged(GLDrawable gld, boolean arg1, boolean arg2) {
}
public void init(GLDrawable gld) {
// make sure we don't do anything wrong with OpenGL
gld.setGL(new DebugGL(gld.getGL()));
GL gl = gld.getGL();
// set the clear color, this only needs to be done once at the beginning
// of the program after the GL context has been created
gl.glClearColor(0.0f, 0.0f, 0.75f, 1.0f);
// set up smooth shading
gl.glShadeModel(GL.GL_SMOOTH);
// enable wireframe
gl.glPolygonMode(GL.GL_FRONT_AND_BACK,GL.GL_LINE);
}
public void reshape(GLDrawable gld, int x, int y, int w, int h) {
// setup the projection matrix
GL gl = gld.getGL();
GLU glu = gld.getGLU();
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(90.0, (double) w / h, .1, 100);
gl.glMatrixMode(GL.GL_MODELVIEW);
}
public void start() {
// start a new animation thread
animator = new Thread(this);
animator.start();
}
public void stop() {
// stop an animation thread that is currently running around
animator = null;
}
public void run() {
final long start = System.currentTimeMillis();
long tm = System.currentTimeMillis();
while (Thread.currentThread() == animator) {
try {
// do stuff on the event dispatch thread
SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
// calculate the current frame based on the current time
frame =
(int) ((System.currentTimeMillis() - start)
* 60.0
/ 1000.0);
// tell the applet to redraw itself
canvas.repaint();
}
});
// put this thread a sleep for a period of time so we don't busy wait
// although this can also interrupt our animation if we sleep too long
tm += delay;
Thread.sleep(Math.max(0, tm - System.currentTimeMillis()));
}
// cause this thread to die if there is some unexpected error, it will just
// mean that the animation will stop working
catch (InterruptedException ie) {
break;
} catch (InvocationTargetException ite) {
break;
}
}
}
}
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