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| package com.game.base.uncatogorized.Graphics;
import static org.lwjgl.opengl.GL11.*;
public class Cube {
public float xScale, yScale, zScale; public Cube(float xScale, float yScale, float zScale) { this.xScale = xScale; this.yScale = yScale; this.zScale = zScale; } public void draw(float x, float y, float z, float rotation) { float x1, y1, z1, rx, rz; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPushMatrix(); { glTranslatef(0, 0, 0); glColor3f(1,0,0); glBegin(GL_QUADS); { x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y + ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z - ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x + ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); x1 = x - ((1 * xScale) / 2); y1 = y - ((1 * yScale) / 2); z1 = z + ((1 * zScale) / 2); rx = (float) ((z1 * Math.sin(rotation)) + (x1 * Math.cos(rotation))); rz = (float) ((z1 * Math.cos(rotation)) - (x1 * Math.sin(rotation))); glVertex3f(rx, y1, rz); } glEnd(); } glPopMatrix(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor3f(1,1,1); } } |