Author Topic: How use to change JFrame to JInternalFrame !  (Read 5230 times)

Offline edision

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How use to change JFrame to JInternalFrame !
« on: April 08, 2009, 04:07:02 pm »
The  code are will object3D show in the jfame!
How use to object3D show in the JInternalFrame!
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package com.cims.eshop;

import java.awt.Color;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.GraphicsDevice;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.io.File;

import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;

import org.lwjgl.LWJGLException;
import org.lwjgl.input.Mouse;

import com.threed.jpct.Camera;
import com.threed.jpct.Config;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.IRenderer;
import com.threed.jpct.Interact2D;
import com.threed.jpct.Lights;
import com.threed.jpct.Loader;
import com.threed.jpct.Matrix;
import com.threed.jpct.Object3D;
import com.threed.jpct.OcTree;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.KeyMapper;
import com.threed.jpct.util.KeyState;

/**
 * This is a simple demonstration of how a first-person-shooter like application
 * can be implementated using jPCT. It shows fps-like movement and collision
 * detection as well as loading a 3DS-level, some OcTree-stuff etc.
 */
public class JPCTDemo {

/**
* The starting position of the player
*/
private final static SimpleVector STARTING_POS = new SimpleVector(800,
-120, -400);

/**
* The radius of the sphere used for sphere/polygon collision detection
*/
private final static float COLLISION_SPHERE_RADIUS = 8f;

/**
* The "height" of the player, i.e. how many units the camera is loacted
* above the ground.
*/
private final static float PLAYER_HEIGHT = 30f;

/**
* The dimensions of the ellipsoid used for collision detection. This
* represents the "size" of the player
*/
private final static SimpleVector ELLIPSOID_RADIUS = new SimpleVector(
COLLISION_SPHERE_RADIUS, PLAYER_HEIGHT / 2f,
COLLISION_SPHERE_RADIUS);

/**
* The speed with which the player will fall if there's no ground below his
* feet
*/
private final static float GRAVITY = 4f;

/**
* How fast the player will move (in world units)
*/
private final static float MOVE_SPEED = 2.5f;

/**
* How fast the player will turn
*/
private final static float TURN_SPEED = 0.06f;

/**
* A flag that signals a change of the renderer (don't ask about the 35
* here....)
*/
private final static int SWITCH_RENDERER = 35;

/**
* Should we try to do fullscreen?
*/
private boolean fullscreen = false;

/**
* Are we using OpenGL?
*/
private boolean openGL = false;

/**
* Are we rendering in wireframe mode?
*/
private boolean wireframe = false;

/**
* Some jPCT related stuff...
*/
private Object3D level = null;
private Object3D weapon = null;
private Object3D elevator = null;
private FrameBuffer buffer = null;
private World theWorld = null;
private TextureManager texMan = null;
private Camera camera = null;

/**
* The texture used for blitting the framerate
*/
private Texture numbers = null;

/**
* playerDirection stores the player's current orientation, so that the
* player's movement is decoupled from the actual camera.
*/
private Matrix playerDirection = new Matrix();
private SimpleVector tempVector = new SimpleVector();

/**
* Default size of the framebuffer
*/
private int width = 640;
private int height = 480;

/**
* Some AWT related stuff
*/
private JFrame frame = null;
private Graphics gFrame = null;
private BufferStrategy bufferStrategy = null;
private GraphicsDevice device = null;
private int titleBarHeight = 0;
private int leftBorderWidth = 0;

private int switchMode = 0;

private int fps;
private int lastFps;
private long totalFps;

private int pps;
private int lastPps;

private boolean isIdle = false;
private boolean exit = false;

/**
* Flags for the keys
*/
private boolean left = false;
private boolean right = false;
private boolean up = false;
private boolean down = false;
private boolean forward = false;
private boolean back = false;

/**
* The KeyMapper that offers a uniform way to access the keyboard in hard-
* and software-mode
*/
private KeyMapper keyMapper = null;

/**
* Some vars to handle the elevator
*/
float elevatorOffset = -0.8f;
float elevatorPosition = -90f;
int elevatorCountdown = 50;

/**
* control Object3D
*/
JButton leftButton, rightButton, frontButton, upButton, downButton , rotateMouse , zoomMouse , moveMouse , rotate , reset , view , play;

/**
* Very complex stuff...impossible to explain...
*
* @throws LWJGLException
*/

public static void main(String[] args) throws LWJGLException {
JPCTDemo start = new JPCTDemo(args);
}

/**
* The constructor. Here we are initializing things...
*
* @throws LWJGLException
*/
private JPCTDemo(String[] args) throws LWJGLException {
/**
* Evaluate the commandline parameters
*/
for (int i = 0; i < args.length; i++) {
if (args[i].equals("fullscreen")) {
fullscreen = true;
Config.glFullscreen = true;
}
if (args[i].equals("mipmap")) {
Config.glMipmap = true;
}
if (args[i].equals("trilinear")) {
Config.glTrilinear = true;
}

if (args[i].equals("16bit")) {
Config.glColorDepth = 16;
}
try {
if (args[i].startsWith("width=")) {
width = Integer.parseInt(args[i].substring(6));
}
if (args[i].startsWith("height=")) {
height = Integer.parseInt(args[i].substring(7));
}
if (args[i].startsWith("refresh=")) {
Config.glRefresh = Integer.parseInt(args[i].substring(8));
}
if (args[i].startsWith("zbuffer=")) {
Config.glZBufferDepth = Integer.parseInt(args[i]
.substring(8));
if (Config.glZBufferDepth == 16) {
Config.glFixedBlitting = true;
}
}

} catch (Exception e) {
// We don't care...
}
}

isIdle = false;
switchMode = 0;
totalFps = 0;
fps = 0;
lastFps = 0;

/**
* Initialize the World instance and get the TextureManager (a
* singleton)
*/
theWorld = new World();
texMan = TextureManager.getInstance();

/**
* Setup the lighting. We are not using overbright lighting because the
* OpenGL renderer can't do it, but we are using RGB-scaling. Some
* hardware/drivers for OpenGL don't support this.
*/
Config.fadeoutLight = true;
Config.linearDiv = 100;
Config.lightDiscardDistance = 650;
theWorld.getLights().setOverbrightLighting(
Lights.OVERBRIGHT_LIGHTING_DISABLED);
theWorld.getLights().setRGBScale(Lights.RGB_SCALE_2X);
theWorld.setAmbientLight(10, 15, 15);

/**
* Place the lightsources...
*/
theWorld.addLight(new SimpleVector(840, -90, -450), 255, 0, 0);
theWorld.addLight(new SimpleVector(1200, -110, -250), 255, 255, 0);
theWorld.addLight(new SimpleVector(820, -150, -400), 5, 20, 15);
theWorld.addLight(new SimpleVector(850, -130, -580), 20, 18, 2);
theWorld.addLight(new SimpleVector(850, -130, -760), 15, 10, 15);
theWorld.addLight(new SimpleVector(1060, -170, -910), 20, 0, 0);
theWorld.addLight(new SimpleVector(760, -200, -990), 15, 10, 20);
theWorld.addLight(new SimpleVector(850, -230, -780), 0, 15, 25);
theWorld.addLight(new SimpleVector(600, -230, -770), 20, 25, 0);
theWorld.addLight(new SimpleVector(405, -230, -610), 18, 20, 25);
theWorld.addLight(new SimpleVector(340, -150, -370), 15, 20, 25);
theWorld.addLight(new SimpleVector(650, -170, -200), 15, 0, 0);
theWorld.addLight(new SimpleVector(870, -230, -190), 15, 20, 20);
theWorld.addLight(new SimpleVector(540, -190, -180), 15, 15, 15);

/**
* We are using fog. Please note that the fog implementation is not very
* well suited for any other fog color than black when using OpenGL's
* lighting model.
*/
theWorld.setFogging(World.FOGGING_ENABLED);
theWorld.setFogParameters(500, 0, 0, 0);
Config.farPlane = 500;

/**
* Load the textures needed and add them to the TextureManager. We are
* loading the "numbers" texture for blitting the framerate as well as
* the weapon's environment map and all JPGs that can be found in the
* "textures"-directory. The 3DS file of the level contains materials
* that are pointing to these textures (identified by name).
*/
char c = File.separatorChar;
numbers = new Texture("textures" + c + "other" + c + "numbers.jpg");
texMan.addTexture("numbers", numbers);
texMan.addTexture("envmap", new Texture("textures" + c + "other" + c
+ "envmap.jpg"));

File dir = new File("textures");
String[] files = dir.list();
for (int i = 0; i < files.length; i++) {
String name = files[i];
if (name.toLowerCase().endsWith(".jpg")) {
texMan.addTexture(name, new Texture("textures" + c + name));
}
}

File dir1 = new File("impreza");
String[] files1 = dir1.list();
for (int i = 0; i < files1.length; i++) {
String name = files1[i];
if (name.toLowerCase().endsWith(".jpg")) {
texMan.addTexture(name, new Texture("impreza" + c + name));
}
}
/**
* Load and setup the weapon. To ease the placement of the weapon in the
* gameloop, we are transforming the mesh here too.
*/
Object3D[] miss = Loader.load3DS("3ds" + c + "Dog.3ds", 10);
weapon = miss[0];
weapon.rotateY(-(float) Math.PI / 2f);
weapon.rotateZ(-(float) Math.PI / 2f);
weapon.rotateX(-(float) Math.PI / 7f);

// Make the rotations permanent
weapon.rotateMesh();
weapon.translate(0, 0, 10);

// Make the translation permanent
weapon.translateMesh();
weapon.setRotationMatrix(new Matrix());
weapon.setTranslationMatrix(new Matrix());

// weapon.setTexture("envmap");
// weapon.setEnvmapped(Object3D.ENVMAP_ENABLED);
// weapon.setEnvmapMode(Object3D.ENVMAP_WORLDSPACE);
theWorld.addObject(weapon);

/**
* Load the level...
*/
Object3D[] levelParts = Loader.load3DS("3ds" + c + "ql.3ds", 20f);
level = new Object3D(0);
for (int i = 0; i < levelParts.length; i++) {
Object3D part = levelParts[i];
/**
* The level is not rotated correctly after loading (something all
* Quake3 levels share when converted to 3DS-format, because Quake3
* uses a different coordinate system than jPCT.
*/
part.setCenter(SimpleVector.ORIGIN);
part.rotateX((float) -Math.PI / 2);
part.rotateMesh();
part.setRotationMatrix(new Matrix());

/**
* Merge all parts into one object. This is usefull for this level,
* because the parts don't represent sectors or zones but are
* widespreaded over the level, which would render an octree useless
* for this level. By merging them all, the octree can be used much
* more efficient.
*/
level = Object3D.mergeObjects(level, part);
}
/**
* Create triangle strips (good for OpenGL performance) and setup the
* collision detection mode. Furthermore, an octree is created for the
* level.
*/
level.createTriangleStrips(2);
level.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
level.setCollisionOptimization(Object3D.COLLISION_DETECTION_OPTIMIZED);

OcTree oc = new OcTree(level, 100, OcTree.MODE_OPTIMIZED);
oc.setCollisionUse(OcTree.COLLISION_USE);
level.setOcTree(oc);

/**
* The level won't move, so...
*/
level.enableLazyTransformations();

/**
* Done! Now add the result to the world.
*/
theWorld.addObject(level);

/**
* Setup the elevator. The elevator is a more or less hardcoded entity
* in this level that serves demonstration purposes only. You'll most
* likely have to implement a more advanced elevator management if you
* want to use elevators at all.
*/

// myself add cord
/*
* Object3D[] beetle = Loader.load3DS("3ds"+c+"Beetle.3ds",2f); elevator =
* new Object3D(0); for(int i = 0 ; i < beetle.length ; i++){ Object3D
* node=beetle[i]; node.setCenter(SimpleVector.ORIGIN);
* node.rotateX((float)-Math.PI/2); node.rotateMesh();
* node.setRotationMatrix(new Matrix()); elevator.mergeObjects(elevator,
* node); }
*/
/*
* elevator=Primitives.getBox(15f,0.1f); elevator.setTexture("envmap");
*/

// elevator.createTriangleStrips(2);

Object3D[] dogs = Loader.load3DS("3ds" + c + "man.3DS", 0.1f);
Object3D dog = new Object3D(0);
for (int i = 0; i < dogs.length; i++) {
Object3D part = dogs[i];
part.setCenter(SimpleVector.ORIGIN);
part.rotateX((float) -Math.PI / 2);
part.rotateMesh();
part.setRotationMatrix(new Matrix());
dog = Object3D.mergeObjects(dog, part);
//part.addParent(dog);
}


dog.rotateY((float) Math.PI / 4);
dog.setOrigin(new SimpleVector(800, -90, -450));
/*dog
.setCollisionOptimization(Object3D.COLLISION_DETECTION_OPTIMIZED);
dog.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);*/

theWorld.addObject(dog);

Object3D[] beetle = Loader.load3DS("impreza" + c + "impreza.3ds", 6f);
elevator = new Object3D(0);
for (int i = 0; i < beetle.length; i++) {
Object3D part = beetle[i];
part.setCenter(SimpleVector.ORIGIN);
part.rotateX((float) -Math.PI / 2);
part.rotateMesh();
part.setRotationMatrix(new Matrix());
elevator = Object3D.mergeObjects(elevator, part);
part.addParent(elevator);
}


elevator.rotateY((float) Math.PI / 4);
elevator.setOrigin(new SimpleVector(840, -90, -450));
elevator
.setCollisionOptimization(Object3D.COLLISION_DETECTION_OPTIMIZED);
elevator.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
//elevator.enableLazyTransformations();
theWorld.addObject(elevator);
theWorld.getCamera();
/**
* Place the camera at the starting position.
*/
camera = theWorld.getCamera();
camera.setPosition(STARTING_POS);

/**
* Now build() all objects.
*/
theWorld.buildAllObjects();

/**
* This is needed for weapon movement, but has to be done after calling
* build() on the weapon because build() resets the rotation pivot to
* the object's (calculated) center.
*/
weapon.setRotationPivot(new SimpleVector(0, 0, 0));

/**
* Setup some optimizations for outdoor rendering (the level is not very
* outdoorish at all, but at least the framebuffer needs clearing
* because the level is not closed.
*/
Config.collideOffset = 250;
Config.tuneForOutdoor();

/**
* Do some AWT setup work
*/
initializeFrame();

/**
* Here we go...!
*/
gameLoop();

mouseAffected();
}

/**
* This initializes the AWT frame either in fullscreen or in windowed mode.
* This is not a waterproof intialization, but i didn't want to do a AWT
* tutorial here (and i would be the wrong person to do this anyway...:-)).
* Change whatever you think that needs change here...
*/
private void initializeFrame() {
/*
* if (fullscreen) { GraphicsEnvironment
* env=GraphicsEnvironment.getLocalGraphicsEnvironment();
* device=env.getDefaultScreenDevice(); GraphicsConfiguration
* gc=device.getDefaultConfiguration(); frame=new Frame(gc);
* frame.setUndecorated(true); frame.setIgnoreRepaint(true);
* device.setFullScreenWindow(frame); if
* (device.isDisplayChangeSupported()) { device.setDisplayMode(new
* DisplayMode(width, height, 32, 0)); } frame.createBufferStrategy(2);
* bufferStrategy=frame.getBufferStrategy(); Graphics
* g=bufferStrategy.getDrawGraphics(); bufferStrategy.show();
* g.dispose(); } else {
*/
frame = new JFrame();
// JButton b = new JButton();
frame.setTitle("jPCT " + Config.getVersion());
// frame.add(new JButton("123"));
/*
* Container cont = frame.getContentPane(); cont.setLayout(new
* BorderLayout()); cont.add(new JButton("123"),BorderLayout.SOUTH);
*/
frame.addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
SimpleVector s = Interact2D.reproject2D3D(theWorld.getCamera(),
buffer, e.getX(), e.getY());
int[] i = Interact2D.pickPolygon(theWorld.getVisibilityList(),
s);
Object3D obj = null;
if (Interact2D.getObjectID(i) != -1) {
/*System.out.println("hahahhahahah"
+ Interact2D.getObjectID(i));*/
if (Interact2D.getObjectID(i) == 95) {
obj = theWorld.getObject(Interact2D.getObjectID(i));
//obj.setAdditionalColor(java.awt.Color.RED);
// new MainFrame(new AppletFrame(),480,580);
//if
getDialog(frame);
//elevator.rotateY(11f);
}
} else if (obj != null)
obj.clearAdditionalColor();
}
});
frame.pack();
Insets insets = frame.getInsets();
titleBarHeight = insets.top;
leftBorderWidth = insets.left;
frame.setSize(width + leftBorderWidth + insets.right, height
+ titleBarHeight + insets.bottom);
frame.setResizable(false);
frame.show();
gFrame = frame.getGraphics();
// }

/**
* The listeners are bound to the AWT frame...they are useless in OpenGL
* mode.
*/
frame.addWindowListener(new WindowEvents());
keyMapper = new KeyMapper(frame);
}

public void setTransparency() {

}

public void getDialog(JFrame frame) {
ControlPane controlPane = new ControlPane();
controlPane.setBounds(100, 100, 260, 260);
Container cont = controlPane.getContentPane();
cont.setLayout(null);
cont.add(setRotateButton());
cont.add(setMoveButton());
cont.add(setZoomButton());
cont.add(setLeftButton());
cont.add(setRightButton());
cont.add(setTopButton());
cont.add(setRearButton());
cont.add(setFrontButton());
cont.add(setReset());
cont.add(setRotate());
cont.add(setView());
cont.add(play());
controlPane.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
controlPane.setVisible(true);
try {
controlPane = new ControlPane();
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}

/**
* The fps counter is blitted into the rendered framebuffer here and the
* results will be displayed (hence the name of the method...:-))
*/
private void display() {
// blitNumber((int) totalFps, 5, 2);
// blitNumber((int) lastPps, 5, 12);

if (!openGL) {
if (!fullscreen) {
buffer.display(gFrame, leftBorderWidth, titleBarHeight);
}/*
* else { Graphics g=bufferStrategy.getDrawGraphics();
* g.drawImage(buffer.getOutputBuffer(), 0, 0, null);
* bufferStrategy.show(); g.dispose(); }
*/
} /*
* else { buffer.displayGLOnly(); }
*/
}

/**
* A simple method that does the number-blitting.
*/
private void blitNumber(int number, int x, int y) {
if (numbers != null) {
String sNum = Integer.toString(number);
for (int i = 0; i < sNum.length(); i++) {
char cNum = sNum.charAt(i);
int iNum = cNum - 48;
buffer.blit(numbers, iNum * 5, 0, x, y, 5, 9,
FrameBuffer.TRANSPARENT_BLITTING);
x += 5;
}
}
}

/**
* Does the collision detection and the movement of the player.
*/
private void doMovement() {

/**
* The first part handles the "physics", i.e. it allows the player to
* fall down.
*/

SimpleVector camPos = camera.getPosition();
camPos.add(new SimpleVector(0, PLAYER_HEIGHT / 2f, 0));
SimpleVector dir = new SimpleVector(0, GRAVITY, 0);
dir = theWorld
.checkCollisionEllipsoid(camPos, dir, ELLIPSOID_RADIUS, 1);
camPos.add(new SimpleVector(0, -PLAYER_HEIGHT / 2f, 0));
dir.x = 0;
dir.z = 0;
camPos.add(dir);
camera.setPosition(camPos);

/**
* The "falling" part of the player is now finished. Now we care for the
* horizontal movement. Nothing special here and no problems either. One
* thing worth mentioning is, that the player is always moving in the
* same plane regardless of where he's looking. playerDirection takes
* care of this.
*/

// forward and back may change during excution (threaded!), so we have
// to ensure to
// reset the camera only if has been changed before.
boolean cameraChanged = false;

if (forward) {
System.out.println("KeyForward");
// SimpleVector newVector = Interact2D.reproject2D3D(camera, buffer,
// 800, -100);
camera.moveCamera(new SimpleVector(0, 1, 0), PLAYER_HEIGHT / 2f);
cameraChanged = true;
tempVector = playerDirection.getZAxis();
theWorld.checkCameraCollisionEllipsoid(tempVector,
ELLIPSOID_RADIUS, MOVE_SPEED, 5);
}
if (back) {
if (!cameraChanged) {
System.out.println("KeyBack");
camera
.moveCamera(new SimpleVector(0, 1, 0),
PLAYER_HEIGHT / 2f);
cameraChanged = true;
}
tempVector = playerDirection.getZAxis();
tempVector.scalarMul(-1f);
theWorld.checkCameraCollisionEllipsoid(tempVector,
ELLIPSOID_RADIUS, MOVE_SPEED, 5);
}

if (left) {
System.out.println("KeyLeft");
camera.rotateAxis(camera.getBack().getYAxis(), -TURN_SPEED);
playerDirection.rotateY(-TURN_SPEED);
}
if (right) {
System.out.println("KeyRight");
camera.rotateAxis(camera.getBack().getYAxis(), TURN_SPEED);
playerDirection.rotateY(TURN_SPEED);
}

if (up) {
System.out.println("KeyUp");
camera.rotateX(TURN_SPEED);
}
if (down) {
System.out.println("KeyDown");
camera.rotateX(-TURN_SPEED);
}

if (cameraChanged) {
camera.moveCamera(new SimpleVector(0, -1, 0), PLAYER_HEIGHT / 2f);
}
}

/**
* Move the elevator up/down
*/
private void moveElevator() {

if ((elevator.wasTargetOfLastCollision() && elevatorCountdown-- <= 0)
|| (elevatorPosition != -90f && elevatorPosition != -180f)) {

float tempElevator = elevatorPosition + elevatorOffset;
float tempOffset = elevatorOffset;

if (tempElevator < -180f) {
tempOffset = -180f - elevatorPosition;
elevatorCountdown = 50;
elevatorOffset *= -1f;
} else {
if (tempElevator > -90f) {
tempOffset = -90f - elevatorPosition;
elevatorCountdown = 50;
elevatorOffset *= -1f;
}
}
elevatorPosition += tempOffset;
elevator.translate(0, tempOffset, 0);
}
}

/**
* Poll the keyboard using the KeyMapper from com.threed.jpct.util
*/
private void poll() {
KeyState state = null;
do {
state = keyMapper.poll();
if (state != KeyState.NONE) {
keyAffected(state);
}
} while (state != KeyState.NONE);
}

/**
* This is the game's main loop. We are doing some additional setup work
* here and rendering the scene in a loop, as well as calling doMovement()
* to handle the movement and the collision detection before each frame.
*/
private void gameLoop() {
World.setDefaultThread(Thread.currentThread());

buffer = new FrameBuffer(width, height, FrameBuffer.SAMPLINGMODE_NORMAL);
buffer.enableRenderer(IRenderer.RENDERER_SOFTWARE);
buffer.setBoundingBoxMode(FrameBuffer.BOUNDINGBOX_NOT_USED);

buffer.optimizeBufferAccess();

Timer timer = new Timer(25);
timer.start();

Timer fpsTimer = new Timer(1000);
fpsTimer.start();

long timerTicks = 0;

while (!exit) {

if (!isIdle) {

long ticks = timer.getElapsedTicks();
timerTicks += ticks;

for (int i = 0; i < ticks; i++) {
/**
* Do this as often as ticks have passed. This can be
* improved by calling the method only once and letting the
* collision detection somehow handle the ticks passed.
*/
doMovement();
moveElevator();
}

poll();

if (switchMode != 0) {
switchOptions();
}

buffer.clear();

weapon.getTranslationMatrix().setIdentity();
weapon.translate(camera.getPosition());
weapon.align(camera);
weapon.rotateAxis(camera.getDirection(), (float) Math
.sin(timerTicks / 6f) / 20f);

theWorld.renderScene(buffer);

if (!wireframe) {
theWorld.draw(buffer);
} else {
theWorld.drawWireframe(buffer, Color.white);
}

buffer.update();
display();

fps++;
pps += theWorld.getVisibilityList().getSize();

if (fpsTimer.getElapsedTicks() > 0) {
totalFps = (fps - lastFps);
lastFps = fps;
lastPps = pps;
pps = 0;
}

Thread.yield();

} else {
try {
Thread.sleep(500);
} catch (InterruptedException e) {
}
}
}

if (openGL) {
buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
} else {
if (fullscreen) {
device.setFullScreenWindow(null);
}
}
System.exit(0);
}

/**
* This is for switching settings. Currently, only switching from OpenGL to
* software and back is supported here.
*/
private void switchOptions() {
switch (switchMode) {
case (SWITCH_RENDERER): {
isIdle = true;
if (buffer.usesRenderer(IRenderer.RENDERER_OPENGL)) {
keyMapper.destroy();
buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
buffer.enableRenderer(IRenderer.RENDERER_SOFTWARE,
IRenderer.MODE_OPENGL);
openGL = false;
if (fullscreen) {
device.setFullScreenWindow(null);
}
frame.hide();
frame.dispose();
initializeFrame();
} else {
frame.hide();
keyMapper.destroy();
buffer.enableRenderer(IRenderer.RENDERER_OPENGL,
IRenderer.MODE_OPENGL);
buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
openGL = true;
keyMapper = new KeyMapper();
}
isIdle = false;
break;
}
}
switchMode = 0;
}

private void mouseAffected() throws LWJGLException {
Mouse.create();
int x = Mouse.getX();
int y = Mouse.getY();
if (Mouse.isButtonDown(0)) {
if (x == 800 && y == -100) {
System.out.println("这是鼠标");
} else {
System.out.println("x:" + x + "," + "y:" + y);
}
}

}

public void mouseMoved(MouseEvent e) {

}

private void keyAffected(KeyState state) {
int code = state.getKeyCode();
boolean event = state.getState();
switch (code) {
case (KeyEvent.VK_ESCAPE): {
exit = event;
break;
}
case (KeyEvent.VK_LEFT): {
left = event;
break;
}
case (KeyEvent.VK_RIGHT): {
right = event;
break;
}
case (KeyEvent.VK_PAGE_UP): {
up = event;
break;
}
case (KeyEvent.VK_PAGE_DOWN): {
down = event;
break;
}
case (KeyEvent.VK_UP): {
forward = event;
break;
}
case (KeyEvent.VK_DOWN): {
back = event;
break;
}
case (KeyEvent.VK_1): {
if (event && buffer.supports(FrameBuffer.SUPPORT_FOR_RGB_SCALING)) {
theWorld.getLights().setRGBScale(Lights.RGB_SCALE_DEFAULT);
}
break;
}

case (KeyEvent.VK_2): { // 2x scaling
if (event && buffer.supports(FrameBuffer.SUPPORT_FOR_RGB_SCALING)) {
theWorld.getLights().setRGBScale(Lights.RGB_SCALE_2X);
}
break;
}

case (KeyEvent.VK_4): { // 4x scaling
if (event && buffer.supports(FrameBuffer.SUPPORT_FOR_RGB_SCALING)) {
theWorld.getLights().setRGBScale(Lights.RGB_SCALE_4X);
}
break;
}

case (KeyEvent.VK_W): { // wireframe mode (w)
if (event) {
wireframe = !wireframe;
}
break;
}

case (KeyEvent.VK_X): { // change renderer (x)
if (event) {
switchMode = SWITCH_RENDERER;
}
break;
}
}
}

/**
* The WindowApapter used for software mode
*/
private class WindowEvents extends WindowAdapter {

public void windowIconified(WindowEvent e) {
isIdle = true;
}

public void windowDeiconified(WindowEvent e) {
isIdle = false;
}
}

/**
* New create some JButton to control OBject3D;
*
* @author Administrator
*
*/
public JButton setLeftButton() {
leftButton = new JButton();
leftButton.setIcon(new ImageIcon("buttonimg/left.gif"));
leftButton.setBounds(6, 6, 56, 27);
leftButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
elevator.rotateY(-0.5f);
System.out.println("转了");
}
});
return leftButton;
}

public JButton setRightButton() {
rightButton = new JButton();
rightButton.setIcon(new ImageIcon("buttonimg/right.gif"));
rightButton.setBounds(6, 32, 56, 27);
rightButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
elevator.rotateY(0.5f);
System.out.println("转了");
}
});
return rightButton;
}
public JButton setTopButton(){
upButton = new JButton();
upButton.setIcon(new ImageIcon("buttonimg/top.gif"));
upButton.setBounds(6, 58, 56, 27);
upButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
elevator.rotateX(-0.5f);
System.out.println("转了");
}
});
return upButton;
}
public JButton setRearButton(){
downButton = new JButton();
downButton.setIcon(new ImageIcon("buttonimg/rear.gif"));
downButton.setBounds(6, 84, 56, 27);
downButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
elevator.rotateX(0.5f);
System.out.println("转了");
}
});
return downButton;
}
public JButton setFrontButton(){
frontButton = new JButton();
frontButton.setIcon(new ImageIcon("buttonimg/rear.gif"));
frontButton.setBounds(6, 110, 56, 27);
frontButton.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent arg0) {
elevator.rotateZ(0.5f);
}
});
return frontButton;
}
public JButton setRotateButton(){
rotateMouse = new JButton();
rotateMouse.setIcon(new ImageIcon("buttonimg/rotateMove1.GIF"));
rotateMouse.setBounds(60, 6, 56, 54);
return rotateMouse;
}
public JButton setMoveButton(){
moveMouse = new JButton();
moveMouse.setIcon(new ImageIcon("buttonimg/move11.GIF"));
moveMouse.setBounds(60, 58, 56, 54);
return moveMouse;
}
public JButton setZoomButton(){
zoomMouse = new JButton();
zoomMouse.setIcon(new ImageIcon("buttonimg/zoomMove.GIF"));
zoomMouse.setBounds(60, 110, 56, 54);
return zoomMouse;
}
public JButton setRotate(){
rotate = new JButton();
rotate.setIcon(new ImageIcon("buttonimg/rotate.gif"));
rotate.setBounds(116, 6, 56, 54);
return rotate;
}
public JButton setReset(){
reset = new JButton();
reset.setIcon(new ImageIcon("buttonimg/reset.gif"));
reset.setBounds(172, 6, 56, 54);
return reset;
}
public JButton setView(){
view = new JButton();
view.setIcon(new ImageIcon("buttonimg/view.JPG"));
view.setBounds(6, 200, 30, 24);
return view;
}
public JButton play(){
play = new JButton();
play.setIcon(new ImageIcon("buttonimg/play.JPG"));
play.setBounds(170, 192, 76, 30);
return play;
}

private class Timer {
private long ticks = 0;
private long granularity = 0;

public Timer(int granularity) {
this.granularity = granularity;
}

public void start() {
ticks = System.currentTimeMillis();
}

public void reset() {
start();
}

public long getElapsedTicks() {
long cur = System.currentTimeMillis();
long l = cur - ticks;

if (l >= granularity) {
ticks = cur - (l % granularity);
return l / granularity;
}
return 0;
}
}
}

Offline EgonOlsen

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Re: How use to change JFrame to JInternalFrame !
« Reply #1 on: April 08, 2009, 08:26:28 pm »
By changing gFrame from the JFrame's Graphics-instance to the one of the JInternalFrame?