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Lamp.java
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/* I declare that this code is my own work */
/* Author <Junxiang Chen> <jchen115@sheffield.ac.uk> */
/*
subclass of SceneGraphObject
*/
import com.jogamp.opengl.GL3;
import gmaths.Mat4;
import gmaths.Mat4Transform;
import gmaths.Vec3;
public class Lamp extends SceneGraphObject {
private float LAMP_POSITION_X, LAMP_POSITION_Y, LAMP_POSITION_Z, LAMP_ARM_HEIGHT;
private Model lamp_base, lamp_joint, lamp_arm, head_joint, lamp_head,
lamp_tail, lamp_head_back, lamp_head_left_ear, lamp_head_right_ear;
private NameNode lampBaseName,
lampLowerJointName, lampLowerArmName, lampUpperJointName, lampUpperArmName,
lampHeadJointName,
lampTailName, lampHeadBackName, lampHeadEarLeftName, lampHeadEarRightName;
private TransformNode lampBaseScale, lampBaseRotate,
lampJointScale, lampLowerJointTranslate,
lampArmScale, lampLowerArmTranslate,
lampUpperJointTranslate,
lampUpperArmTranslate,
lampHeadJointTranslate, lampHeadJointSelfScale, lampHeadTranslate, lampHeadSelfScale,
lampTailTransform, lampHeadBackTransform, lampHeadEarLeftTransform, lampHeadEarRightTransform;
private ModelNode lampBaseNode_1, lampBaseNode_2,
lampLowerJointNode, lampLowerArmNode, lampUpperJointNode, lampUpperArmNode,
lampHeadJointNode, lampHeadNode,
lampTailNode, lampHeadBackNode, lampHeadEarLeftNode, lampHeadEarRightNode;
private SGNode lampRoot;
public NameNode lampHeadName;
public TransformNode lampTranslate,
lampLowerJointYRotate, lampLowerJointZRotate,
lampUpperJointYRotate, lampUpperJointZRotate,
lampHeadJointYRotate, lampHeadJointZRotate,
lampHeadYRotate, lampHeadZRotate,
lampTailXRotate, lampTailYRotate, lampTailZRotate;
public Lamp(
GL3 gl3, Camera camera, Light light1, Light light2, MovingLight movingLight,
float LAMP_POSITION_X, float LAMP_POSITION_Y, float LAMP_POSITION_Z,
float LAMP_ARM_HEIGHT
) {
super(gl3, camera, light1, light2, movingLight);
this.LAMP_POSITION_X = LAMP_POSITION_X;
this.LAMP_POSITION_Y = LAMP_POSITION_Y;
this.LAMP_POSITION_Z = LAMP_POSITION_Z;
this.LAMP_ARM_HEIGHT = LAMP_ARM_HEIGHT;
}
public void generateLampBase(
float LAMP_BASE_LENGTH, float LAMP_BASE_HEIGHT, float LAMP_BASE_WIDTH, int[] textureId_LampBase01
) {
Mesh lampBaseMesh = new Mesh(gl3, Cube.vertices.clone(), Cube.indices.clone());
Shader lampBaseShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampBaseMaterial = new Material(
new Vec3(0.55f, 0.5f, 0.45f),
new Vec3(0.6f, 0.5f, 0.4f),
new Vec3(0.1f, 0.1f, 0.1f), 1.0f
);
lamp_base = new Model(
gl3, camera, light1, light2, movingLight, lampBaseShader, lampBaseMaterial, new Mat4(1), lampBaseMesh, textureId_LampBase01
);
Mat4 lampBaseModelMatrix = Mat4Transform.scale(LAMP_BASE_LENGTH, LAMP_BASE_HEIGHT, LAMP_BASE_WIDTH);
lampBaseScale = new TransformNode("lamp base scale", lampBaseModelMatrix);
lampBaseName = new NameNode("lamp base");
Mat4 lampBaseModelMatrix2 = Mat4Transform.rotateAroundY(45);
lampBaseRotate = new TransformNode("lamp base rotate", lampBaseModelMatrix2);
lampBaseNode_1 = new ModelNode("lamp base 1", lamp_base);
lampBaseNode_2 = new ModelNode("lamp base 2", lamp_base);
}
public void generateLampJoints(
float LAMP_JOINT_DIAMETER,
double lowerPressYInitialDegree, double lowerPressZInitialDegree,
double upperPressYInitialDegree, double upperPressZInitialDegree,
int[] textureId_LampJoint01
) {
Mesh lampJointMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
Shader lampJointShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampJointMaterial = new Material(
new Vec3(0.6f, 0.5f, 0.4f),
new Vec3(0.6f, 0.5f, 0.4f),
new Vec3(0.4f, 0.4f, 0.4f), 32.0f
);
lamp_joint = new Model(
gl3, camera, light1, light2, movingLight, lampJointShader, lampJointMaterial, new Mat4(1), lampJointMesh, textureId_LampJoint01
);
Mat4 lampJointModelMatrix = Mat4Transform.scale(LAMP_JOINT_DIAMETER, LAMP_JOINT_DIAMETER, LAMP_JOINT_DIAMETER);
lampJointScale = new TransformNode("lamp joint scale", lampJointModelMatrix);
/*
lamp lower joint
*/
Mat4 lampLowerJointMatrix = Mat4Transform.translate(0, 0.4f, 0);
lampLowerJointTranslate = new TransformNode("lamp lower joint translate", lampLowerJointMatrix);
lampLowerJointName = new NameNode("lamp lower joint");
Mat4 lampLowerJointYRotateMatrix = Mat4Transform.rotateAroundY((float) lowerPressYInitialDegree);
Mat4 lampLowerJointZRotateMatrix = Mat4Transform.rotateAroundZ((float) lowerPressZInitialDegree);
lampLowerJointYRotate = new TransformNode("lamp lower joint y rotate", lampLowerJointYRotateMatrix);
lampLowerJointZRotate = new TransformNode("lamp lower joint z rotate", lampLowerJointZRotateMatrix);
lampLowerJointNode = new ModelNode("lamp lower joint", lamp_joint);
/*
lamp upper joint
*/
Mat4 lampUpperJointMatrix = Mat4Transform.translate(0, LAMP_ARM_HEIGHT, 0);
lampUpperJointTranslate = new TransformNode("lamp upper joint translate", lampUpperJointMatrix);
lampUpperJointName = new NameNode("lamp upper joint");
Mat4 lampUpperJointYRotateMatrix = Mat4Transform.rotateAroundY((float) upperPressYInitialDegree);
Mat4 lampUpperJointZRotateMatrix = Mat4Transform.rotateAroundZ((float) upperPressZInitialDegree);
lampUpperJointYRotate = new TransformNode("lamp upper joint y rotate", lampUpperJointYRotateMatrix);
lampUpperJointZRotate = new TransformNode("lamp upper joint z rotate", lampUpperJointZRotateMatrix);
lampUpperJointNode = new ModelNode("lamp upper joint", lamp_joint);
}
public void generateArms(float LAMP_ARM_LENGTH, float LAMP_ARM_WIDTH, int[] textureId_LampArm01) {
Mesh lampArmMesh = new Mesh(gl3, Cube.vertices.clone(), Cube.indices.clone());
Shader lampArmShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampArmMaterial = new Material(
new Vec3(0.35f, 0.35f, 0.40f),
new Vec3(0.5f, 0.55f, 0.6f),
new Vec3(1.0f, 1.0f, 1.0f), 256.0f
);
lamp_arm = new Model(
gl3, camera, light1, light2, movingLight, lampArmShader, lampArmMaterial, new Mat4(1), lampArmMesh, textureId_LampArm01
);
Mat4 lampArmModelMatrix = Mat4Transform.scale(LAMP_ARM_LENGTH, LAMP_ARM_HEIGHT, LAMP_ARM_WIDTH);
lampArmScale = new TransformNode("lamp arm scale", lampArmModelMatrix);
/*
lamp lower arm
*/
Mat4 lampLowerArmMatrix = Mat4Transform.translate(0, 0.4f, 0);
lampLowerArmTranslate = new TransformNode("lamp lower arm translate", lampLowerArmMatrix);
lampLowerArmName = new NameNode("lamp lower arm");
lampLowerArmNode = new ModelNode("lamp lower arm", lamp_arm);
/*
lamp upper arm
*/
Mat4 lampUpperArmMatrix = Mat4Transform.translate(0, LAMP_ARM_HEIGHT / 2, 0);
lampUpperArmMatrix = Mat4.multiply(lampUpperArmMatrix, lampArmModelMatrix);
lampUpperArmTranslate = new TransformNode("lamp upper arm translate", lampUpperArmMatrix);
lampUpperArmName = new NameNode("lamp upper arm");
lampUpperArmNode = new ModelNode("lamp upper arm", lamp_arm);
}
public void generateHead(
float LAMP_HEAD_JOINT_DIAMETER, float LAMP_HEAD_XZ_SCALE, float LAMP_HEAD_Y_SCALE,
double headJointYInitialDegree, double headJointZInitialDegree,
int[] textureId_LampHeadJoint01, int[] textureId_LampHead01
) {
/*
lamp head joint
*/
Mesh lampHeadJointMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
Shader lampHeadJointShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampHeadJointMaterial = new Material(
new Vec3(0.65f, 0.45f, 0.5f),
new Vec3(0.6f, 0.5f, 0.4f),
new Vec3(0.2f, 0.2f, 0.2f), 32.0f
);
head_joint = new Model(
gl3, camera, light1, light2, movingLight, lampHeadJointShader, lampHeadJointMaterial, new Mat4(1), lampHeadJointMesh, textureId_LampHeadJoint01
);
Shader lampHeadShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampHeadMaterial = new Material(
new Vec3(0.6f, 0.55f, 0.5f),
new Vec3(0.6f, 0.45f, 0.4f),
new Vec3(0.3f, 0.3f, 0.3f), 64.0f
);
/*
lamp head main
*/
Mesh lampHeadMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
lamp_head = new Model(
gl3, camera, light1, light2, movingLight, lampHeadShader, lampHeadMaterial, new Mat4(1), lampHeadMesh, textureId_LampHead01
);
Mat4 lampHeadJointMatrix = Mat4Transform.translate(0, LAMP_ARM_HEIGHT, 0);
Mat4 lampHeadJointSelfMatrix = Mat4Transform.scale(
LAMP_HEAD_JOINT_DIAMETER, LAMP_HEAD_JOINT_DIAMETER, LAMP_HEAD_JOINT_DIAMETER
);
lampHeadJointTranslate = new TransformNode("lamp head joint translate", lampHeadJointMatrix);
lampHeadJointSelfScale = new TransformNode("lamp head joint self scale", lampHeadJointSelfMatrix);
lampHeadJointName = new NameNode("lamp head joint");
Mat4 lampHeadJointYRotateMatrix = Mat4Transform.rotateAroundY((float) headJointYInitialDegree);
Mat4 lampHeadJointZRotateMatrix = Mat4Transform.rotateAroundZ((float) headJointZInitialDegree);
lampHeadJointYRotate = new TransformNode("lamp head joint y rotate", lampHeadJointYRotateMatrix);
lampHeadJointZRotate = new TransformNode("lamp head joint z rotate", lampHeadJointZRotateMatrix);
lampHeadJointNode = new ModelNode("lamp head joint", head_joint);
Mat4 lampHeadMatrix = Mat4Transform.translate(1f, LAMP_HEAD_JOINT_DIAMETER / 2, 0);
Mat4 lampHeadSelfMatrix = Mat4Transform.scale(LAMP_HEAD_XZ_SCALE, LAMP_HEAD_Y_SCALE, LAMP_HEAD_XZ_SCALE);
lampHeadTranslate = new TransformNode("lamp head translate", lampHeadMatrix);
lampHeadSelfScale = new TransformNode("lamp head self scale", lampHeadSelfMatrix);
lampHeadName = new NameNode("lamp head");
Mat4 lampHeadYRotateMatrix = Mat4Transform.rotateAroundY(0);
Mat4 lampHeadZRotateMatrix = Mat4Transform.rotateAroundZ(0);
lampHeadYRotate = new TransformNode("lamp head y rotate", lampHeadYRotateMatrix);
lampHeadZRotate = new TransformNode("lamp head z rotate", lampHeadZRotateMatrix);
lampHeadNode = new ModelNode("lamp head", lamp_head);
}
public void generateTail(float LAMP_TAIL_SCALE_X, float LAMP_TAIL_SCALE_Y, float LAMP_TAIL_SCALE_Z, int[] textureId_LampTail01) {
Mesh lampTailMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
Shader lampTailShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampTailMaterial = new Material(
new Vec3(0.45f, 0.35f, 0.25f),
new Vec3(0.6f, 0.55f, 0.5f),
new Vec3(0.2f, 0.2f, 0.2f), 8.0f
);
lamp_tail = new Model(
gl3, camera, light1, light2, movingLight, lampTailShader, lampTailMaterial, new Mat4(1), lampTailMesh, textureId_LampTail01
);
Mat4 lampTailModelMatrix = Mat4Transform.scale(LAMP_TAIL_SCALE_X, LAMP_TAIL_SCALE_Y, LAMP_TAIL_SCALE_Z);
lampTailModelMatrix = Mat4.multiply(Mat4Transform.translate(-LAMP_TAIL_SCALE_X, 0, 0), lampTailModelMatrix);
lampTailTransform = new TransformNode("lamp tail transform", lampTailModelMatrix);
Mat4 lampTailXRotateMatrix = Mat4Transform.rotateAroundX(0);
Mat4 lampTailYRotateMatrix = Mat4Transform.rotateAroundY(0);
Mat4 lampTailZRotateMatrix = Mat4Transform.rotateAroundZ(0);
lampTailXRotate = new TransformNode("lamp tail x rotate", lampTailXRotateMatrix);
lampTailYRotate = new TransformNode("lamp tail y rotate", lampTailYRotateMatrix);
lampTailZRotate = new TransformNode("lamp tail z rotate", lampTailZRotateMatrix);
lampTailName = new NameNode("lamp tail");
lampTailNode = new ModelNode("lamp tail", lamp_tail);
}
public void generateDecoration(
float LAMP_HEAD_BACK_DIAMETER, float LAMP_HEAD_BACK_Y_SCALE,
float LAMP_HEAD_EAR_X_SCALE, float LAMP_HEAD_EAR_Y_SCALE, float LAMP_HEAD_EAR_Z_SCALE,
float LAMP_HEAD_EAR_X_POSITION, float LAMP_HEAD_EAR_Y_POSITION, float LAMP_HEAD_EAR_Z_POSITION,
int[] textureId_LampHeadBack01, int[] textureId_LampHeadEar01
) {
/*
lamp head back
*/
Mesh lampHeadBackMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
Shader lampHeadBackShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampHeadBackMaterial = new Material(
new Vec3(0.6f, 0.4f, 0.35f),
new Vec3(0.65f, 0.6f, 0.5f),
new Vec3(0.15f, 0.15f, 0.15f), 8.0f
);
lamp_head_back = new Model(
gl3, camera, light1, light2, movingLight, lampHeadBackShader, lampHeadBackMaterial, new Mat4(1), lampHeadBackMesh, textureId_LampHeadBack01
);
Mat4 lampHeadBackModelMatrix = Mat4Transform.scale(
LAMP_HEAD_BACK_DIAMETER, LAMP_HEAD_BACK_DIAMETER * LAMP_HEAD_BACK_Y_SCALE, LAMP_HEAD_BACK_DIAMETER
);
lampHeadBackModelMatrix = Mat4.multiply(
Mat4Transform.translate(
0, LAMP_HEAD_BACK_DIAMETER * LAMP_HEAD_BACK_Y_SCALE / 1.5f, 0
)
, lampHeadBackModelMatrix
);
lampHeadBackTransform = new TransformNode("lamp head transform", lampHeadBackModelMatrix);
lampHeadBackName = new NameNode("lamp head back");
lampHeadBackNode = new ModelNode("lamp head back", lamp_head_back);
/*
lamp head ear
*/
Mesh lampHeadEarMesh = new Mesh(gl3, Sphere.vertices.clone(), Sphere.indices.clone());
Shader lampHeadEarShader = new Shader(gl3, "shader/vs_lamp.txt", "shader/fs_lamp.txt");
Material lampHeadEarMaterial = new Material(
new Vec3(0.6f, 0.5f, 0.1f),
new Vec3(0.6f, 0.4f, 0.4f),
new Vec3(0.1f, 0.1f, 0.1f), 8.0f
);
lamp_head_left_ear = new Model(
gl3, camera, light1, light2, movingLight, lampHeadEarShader, lampHeadEarMaterial, new Mat4(1), lampHeadEarMesh, textureId_LampHeadEar01
);
Mat4 lampHeadEarLeftModelMatrix = Mat4Transform.scale(
LAMP_HEAD_EAR_X_SCALE, LAMP_HEAD_EAR_Y_SCALE, LAMP_HEAD_EAR_Z_SCALE
);
lampHeadEarLeftModelMatrix = Mat4.multiply(
Mat4Transform.translate(LAMP_HEAD_EAR_X_POSITION, LAMP_HEAD_EAR_Y_POSITION, -LAMP_HEAD_EAR_Z_POSITION), lampHeadEarLeftModelMatrix
);
lampHeadEarLeftTransform = new TransformNode("lamp head ear left transform", lampHeadEarLeftModelMatrix);
lampHeadEarLeftName = new NameNode("lamp head ear left");
lampHeadEarLeftNode = new ModelNode("lamp head ear left", lamp_head_left_ear);
lamp_head_right_ear = new Model(
gl3, camera, light1, light2, movingLight, lampHeadEarShader, lampHeadEarMaterial, new Mat4(1), lampHeadEarMesh, textureId_LampHeadEar01
);
Mat4 lampHeadEarRightModelMatrix = Mat4Transform.scale(
LAMP_HEAD_EAR_X_SCALE, LAMP_HEAD_EAR_Y_SCALE, LAMP_HEAD_EAR_Z_SCALE
);
lampHeadEarRightModelMatrix = Mat4.multiply(
Mat4Transform.translate(
LAMP_HEAD_EAR_X_POSITION, LAMP_HEAD_EAR_Y_POSITION, LAMP_HEAD_EAR_Z_POSITION
), lampHeadEarRightModelMatrix
);
lampHeadEarRightTransform = new TransformNode("lamp head ear right transform", lampHeadEarRightModelMatrix);
lampHeadEarRightName = new NameNode("lamp head ear right");
lampHeadEarRightNode = new ModelNode("lamp head ear right", lamp_head_right_ear);
}
@Override
void initialise() {
lampRoot = new NameNode("lamp root");
lampTranslate = new TransformNode(
"lamp transform", Mat4Transform.translate(LAMP_POSITION_X, LAMP_POSITION_Y, LAMP_POSITION_Z)
);
}
@Override
void buildTree() {
lampRoot.addChild(lampTranslate);
lampTranslate.addChild(lampBaseScale);
lampBaseScale.addChild(lampBaseName);
lampBaseName.addChild(lampBaseNode_1);
lampBaseName.addChild(lampBaseRotate);
lampBaseRotate.addChild(lampBaseNode_2);
lampTranslate.addChild(lampJointScale);
lampJointScale.addChild(lampLowerJointName);
lampLowerJointName.addChild(lampLowerJointTranslate);
lampLowerJointTranslate.addChild(lampLowerJointYRotate);
lampLowerJointYRotate.addChild(lampLowerJointZRotate);
lampLowerJointZRotate.addChild(lampLowerJointNode);
lampLowerJointZRotate.addChild(lampLowerArmName);
lampLowerArmName.addChild(lampArmScale);
lampArmScale.addChild(lampLowerArmTranslate);
lampLowerArmTranslate.addChild(lampLowerArmNode);
lampLowerArmName.addChild(lampUpperJointTranslate);
lampUpperJointTranslate.addChild(lampUpperJointYRotate);
lampUpperJointYRotate.addChild(lampUpperJointZRotate);
lampUpperJointZRotate.addChild(lampUpperJointName);
lampUpperJointName.addChild(lampUpperJointNode);
lampUpperJointName.addChild(lampUpperArmName);
lampUpperArmName.addChild(lampUpperArmTranslate);
lampUpperArmTranslate.addChild(lampUpperArmNode);
lampUpperArmName.addChild(lampHeadJointTranslate);
lampHeadJointTranslate.addChild(lampHeadJointYRotate);
lampHeadJointYRotate.addChild(lampHeadJointZRotate);
lampHeadJointZRotate.addChild(lampHeadJointName);
lampHeadJointName.addChild(lampHeadJointSelfScale);
lampHeadJointSelfScale.addChild(lampHeadJointNode);
lampHeadJointName.addChild(lampHeadTranslate);
lampHeadTranslate.addChild(lampHeadYRotate);
lampHeadYRotate.addChild(lampHeadZRotate);
lampHeadZRotate.addChild(lampHeadName);
lampHeadName.addChild(lampHeadSelfScale);
lampHeadSelfScale.addChild(lampHeadNode);
lampUpperJointTranslate.addChild(lampTailXRotate);
lampTailXRotate.addChild(lampTailYRotate);
lampTailYRotate.addChild(lampTailZRotate);
lampTailZRotate.addChild(lampTailName);
lampTailName.addChild(lampTailTransform);
lampTailTransform.addChild(lampTailNode);
lampHeadJointName.addChild(lampHeadTranslate);
lampHeadTranslate.addChild(lampHeadBackTransform);
lampHeadBackTransform.addChild(lampHeadBackName);
lampHeadBackName.addChild(lampHeadBackNode);
lampHeadJointName.addChild(lampHeadEarLeftTransform);
lampHeadEarLeftTransform.addChild(lampHeadEarLeftName);
lampHeadEarLeftName.addChild(lampHeadEarLeftNode);
lampHeadJointName.addChild(lampHeadEarRightTransform);
lampHeadEarRightTransform.addChild(lampHeadEarRightName);
lampHeadEarRightName.addChild(lampHeadEarRightNode);
lampRoot.print(0, false);
}
@Override
void update() {
lampRoot.update();
}
@Override
void dispose(GL3 gl3) {
Model[] models = new Model[] {
lamp_base, lamp_joint, lamp_arm, head_joint, lamp_head,
lamp_tail, lamp_head_back, lamp_head_left_ear, lamp_head_right_ear
};
for (Model model: models) {
model.dispose(gl3);
}
}
@Override
public void draw(GL3 gl3) {
lampRoot.draw(gl3);
}
}