public boolean tilemeshon = false;
public boolean goalon = false;
public boolean anneal = false;
+ public boolean neighbors = false;
public int breaks = 0;
boolean alt = false;
case KeyEvent.VK_SPACE: breaks++; break;
case KeyEvent.VK_D: dump(); break;
case KeyEvent.VK_A: anneal = !anneal; break;
+ case KeyEvent.VK_N: neighbors = !neighbors; break;
case KeyEvent.VK_T: tileon = !tileon; break;
case KeyEvent.VK_G: goalon = !goalon; break;
case KeyEvent.VK_M: tilemeshon = !tilemeshon; break;
float mat_specular[] = { 0.5f, 0.5f, 0.5f, 0.5f };
float mat_shininess[] = { 50.0f };
gl.glShadeModel(GL.GL_SMOOTH);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mat_specular, 0);
//gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
- gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);
+ //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 0.3f }, 0);
//gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f, 4.0f, -10.0f, 0.0f }, 0);
- gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f, 10.0f, 0.0f }, 0);
- gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f, 10.0f, 0.0f }, 0);
- gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f, 10.0f, -10.0f, 0.0f }, 0);
- gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f, -10.0f, 0.0f }, 0);
- gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { 1.0f, 4.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, new float[] { -10.0f, 10.0f, 10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT2, GL.GL_POSITION, new float[] { 10.0f, -10.0f, 10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT3, GL.GL_POSITION, new float[] { 10.0f, 10.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT4, GL.GL_POSITION, new float[] { -10.0f, 10.0f, -10.0f, 0.0f }, 0);
+ gl.glLightfv(GL.GL_LIGHT5, GL.GL_POSITION, new float[] { 10.0f, -10.0f, -10.0f, 0.0f }, 0);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
+ /*
gl.glEnable(GL.GL_LIGHT1);
gl.glEnable(GL.GL_LIGHT2);
gl.glEnable(GL.GL_LIGHT3);
gl.glEnable(GL.GL_LIGHT4);
gl.glEnable(GL.GL_LIGHT5);
-
+ */
gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
gl.glEnable(GL.GL_COLOR_MATERIAL);
display(gld);
-
}
public int temps;
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { }
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { }
public void display(GLAutoDrawable drawable) {
+
if (translations==null) return;
glcanvas.setSize(f.getWidth(), f.getHeight() - 100);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPointSize(5.0f);
gl.glLoadIdentity();
- glu.gluPerspective(50-tz, ((float)drawable.getWidth())/drawable.getHeight(), 0.5, 10);
- glu.gluLookAt(0, 0, -1, 0, 0, 0, 0, 1, 0);
- gl.glTranslatef(tx/(float)20, ty/(float)20, 0);
+ glu.gluPerspective(50, ((float)drawable.getWidth())/drawable.getHeight(), 0.5, 10);
+ glu.gluLookAt(0, 0, (tz/10)-1, 0, 0, 0, 0, 1, 0);
gl.glRotatef(anglex/3, 0, 1, 0);
gl.glRotatef(angley/3, 1, 0, 0);
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- if (i!=2&&i!=5) continue;
+ //if (i>4) continue;
+ /*
Point p = new Point(0, 0, 0).times(m);
Vec v = new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
- //draw(gl, false, safeTriangles);
+ */
+ if (neighbors) draw(gl, false, safeTriangles, m);
+ /*
gl.glTranslatef(-v.x, -v.y, -v.z);
+ */
}
//gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable (GL.GL_LIGHTING);
protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
- private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) {
+ private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) { draw(gl, triangles, tris, Matrix.ONE); }
+ private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris, Matrix m) {
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
}
- //gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
+ /*
+ if (t.e1().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
+ else if (t.e2().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
+ else if (t.e3().pair.t==null) gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3);
+ else gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
+ */
//gl.glBegin(GL.GL_LINES);
if (triangles) {
gl.glDisable(GL.GL_LIGHTING);
gl.glBegin(GL.GL_LINES);
gl.glColor3f(1, 1, 1);
- t.e1().p1.p.glVertex(gl);
- t.e1().p2.p.glVertex(gl);
- t.e2().p1.p.glVertex(gl);
- t.e2().p2.p.glVertex(gl);
- t.e3().p1.p.glVertex(gl);
- t.e3().p2.p.glVertex(gl);
+ m.times(t.e1().p1.p).glVertex(gl);
+ m.times(t.e1().p2.p).glVertex(gl);
+ m.times(t.e2().p1.p).glVertex(gl);
+ m.times(t.e2().p2.p).glVertex(gl);
+ m.times(t.e3().p1.p).glVertex(gl);
+ m.times(t.e3().p2.p).glVertex(gl);
gl.glEnd();
gl.glEnable(GL.GL_LIGHTING);