Java tutorial
/* * ______ __ ______ ______ __ __ __ __ ______ ______ ______ ______ * /\ == \ /\ \ /\ __ \ /\ ___\ /\ \/ / /\ \_\ \ /\ ___\ /\ __ \ /\ == \ /\__ _\ * \ \ __< \ \ \____ \ \ __ \ \ \ \____ \ \ _"-. \ \ __ \ \ \ __\ \ \ __ \ \ \ __< \/_/\ \/ * \ \_____\ \ \_____\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_____\ \ \_\ \_\ \ \_\ \_\ \ \_\ * \/_____/ \/_____/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/\/_/ \/_____/ \/_/\/_/ \/_/ /_/ \/_/ * * (August 10th-17th 2013) * <http://7dfps.calvert.io> * * blackheart * Copyright (c) 2013 Robert Calvert <http://robert.calvert.io> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> * */ package io.flob.blackheart; import org.lwjgl.opengl.GL11; import org.lwjgl.util.vector.Vector3f; /** * * @author rob */ public class IWindow implements ICollidable { public final Level _level; private final Vector3f position; private final float size = (Level.grid_size / 2); private final CollisionBox collision_box; public TextureUV texture; private boolean parallel = true; public IWindow(Level level, Vector3f _position, boolean _parallel) { _level = level; position = _position; collision_box = new CollisionBox(this); parallel = _parallel; if (parallel) { collision_box.size(new Vector3f(Level.grid_size, Level.grid_size, Level.grid_size / 4)); } else { collision_box.size(new Vector3f(Level.grid_size / 4, Level.grid_size, Level.grid_size)); } } @Override public Vector3f position() { return position; } @Override public boolean solid() { return true; } @Override public CollisionBox collision_box() { return collision_box; } @Override public void collision(ICollidable with) { } @Override public void tick() { _render(); } @Override public void _render() { if (texture == null) { texture = TextureLibrary.placeholder; } if (parallel) { GL11.glNormal3f(0f, 0f, 1f); GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(-size + position.getX(), -size + position.getY(), position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(size + position.getX(), -size + position.getY(), position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(size + position.getX(), size + position.getY(), position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(-size + position.getX(), size + position.getY(), position.getZ()); } else { GL11.glNormal3f(-1, 0, 0); GL11.glTexCoord2f(texture.getU(), texture.getV2()); GL11.glVertex3f(position.getX(), -size + position.getY(), -size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV2()); GL11.glVertex3f(position.getX(), -size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU2(), texture.getV()); GL11.glVertex3f(position.getX(), size + position.getY(), size + position.getZ()); GL11.glTexCoord2f(texture.getU(), texture.getV()); GL11.glVertex3f(position.getX(), size + position.getY(), -size + position.getZ()); } } @Override public double player_distance() { float x = _level._barry.position().getX() - position.getX(); float y = _level._barry.position().getY() - position.getY(); float z = _level._barry.position().getZ() - position.getZ(); return Math.sqrt(x * x + y * y + z * z); } @Override public boolean IRemove() { return false; } }