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| import java.util.Random;
import org.lwjgl.opengl.GL11;
public class Quad {
float x1, y1, z1, x2, y2, z2, centerX, centerY, centerZ;
float width, height, length;
float yTop2;
float yTop, yBottom;
int num;
float cX2, cY2, cZ2;
float texSize;
boolean top, bottom, front, back, left_side, right_side;
Random r = new Random();
public Quad(float startX, float startY, float startZ, float endX,
float endY, float endZ, int number, float gh, float hj, float yu,
float jop, boolean oko, boolean gyo, boolean dfu, boolean qrt,
boolean bnjf, boolean ghiop) {
x1 = startX;
y1 = startY;
z1 = startZ;
x2 = endX;
y2 = endY;
z2 = endZ;
width = x2 - x1;
height = y2 - y1;
length = z2 - z1;
centerX = x1 + (width / 2);
centerY = y2 + (height / 2);
centerZ = z1 + (length / 2);
yTop = Math.abs(y2 - y1);
yBottom = y1 + yTop - height;
num = number;
cX2 = gh;
cY2 = hj;
cZ2 = yu;
texSize = jop;
top = oko;
bottom = gyo;
front = dfu;
back = qrt;
left_side = bnjf;
right_side = ghiop;
}
public Quad() {
}
public void texNum() {
if (num >= 1) {
TexLoad.wood.bind();
}
if (num == 2) {
TexLoad.box.bind();
}
}
public void render() {
GL11.glColor3f(cX2, cY2, cZ2);
if (top) {
texNum();
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1, y1, z1);
GL11.glVertex3f(x1, y1, z1);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1 + width, y1, z1);
GL11.glVertex3f(x1 + width, y1, z1);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1 + width, y1, z1 + length);
GL11.glVertex3f(x1 + width, y1, z1 + length);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1, y1, z1 + length);
GL11.glVertex3f(x1, y1, z1 + length);
GL11.glEnd();
GL11.glPopMatrix();
}
// GL11.glColor3f(0.2f, 0.2f, 0.2f);
if (bottom) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1, y1 + height, z1);
GL11.glVertex3f(x1, y1 + height, z1);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1 + width, y1 + height, z1);
GL11.glVertex3f(x1 + width, y1 + height, z1);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1 + width, y1 + height, z1 + length);
GL11.glVertex3f(x1 + width, y1 + height, z1 + length);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1, y1 + height, z1 + length);
GL11.glVertex3f(x1, y1 + height, z1 + length);
GL11.glEnd();
GL11.glPopMatrix();
}
// GL11.glColor3f(0.4f, 0.4f, 0.4f);
if (front) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1, y1, z1);
GL11.glVertex3f(x1, y1, z1);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1 + width, y1, z1);
GL11.glVertex3f(x1 + width, y1, z1);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1 + width, y1 + height, z1);
GL11.glVertex3f(x1 + width, y1 + height, z1);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1, y1 + height, z1);
GL11.glVertex3f(x1, y1 + height, z1);
GL11.glEnd();
GL11.glPopMatrix();
}
// GL11.glColor3f(0.4f, 0.4f, 0.4f);
if (back) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1, y1, z1 + length);
GL11.glVertex3f(x1, y1, z1 + length);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1 + width, y1, z1 + length);
GL11.glVertex3f(x1 + width, y1, z1 + length);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1 + width, y1 + height, z1 + length);
GL11.glVertex3f(x1 + width, y1 + height, z1 + length);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1, y1 + height, z1 + length);
GL11.glVertex3f(x1, y1 + height, z1 + length);
GL11.glEnd();
GL11.glPopMatrix();
}
// GL11.glColor3f(1.0f, 1.0f, 1.0f);
if (left_side) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1, y1, z1);
GL11.glVertex3f(x1, y1, z1);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1, y1, z1 + length);
GL11.glVertex3f(x1, y1, z1 + length);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1, y1 + height, z1 + length);
GL11.glVertex3f(x1, y1 + height, z1 + length);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1, y1 + height, z1);
GL11.glVertex3f(x1, y1 + height, z1);
GL11.glEnd();
GL11.glPopMatrix();
}
// GL11.glColor3f(1.0f, 1.0f, 1.0f);
if (right_side) {
GL11.glPushMatrix();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glNormal3f(x1 + width, y1, z1);
GL11.glVertex3f(x1 + width, y1, z1);
GL11.glTexCoord2f(texSize, 0);
GL11.glNormal3f(x1 + width, y1, z1 + length);
GL11.glVertex3f(x1 + width, y1, z1 + length);
GL11.glTexCoord2f(texSize, texSize);
GL11.glNormal3f(x1 + width, y1 + height, z1 + length);
GL11.glVertex3f(x1 + width, y1 + height, z1 + length);
GL11.glTexCoord2f(0, texSize);
GL11.glNormal3f(x1 + width, y1 + height, z1);
GL11.glVertex3f(x1 + width, y1 + height, z1);
GL11.glEnd();
GL11.glPopMatrix();
}
// создание цвета по умолчанию
GL11.glColor3f(1.0f, 1.0f, 10.0f);
}
} |