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- //Code for drawing the head
- gl.glPushMatrix();
- gl.glBindTexture(GL_TEXTURE_2D, Textures.head.getTextureObject());
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord + 0, ycord + 0, zcord + ARM_LENGTH + LEG_LENGTH + HEAD_DIMENSION/2.0);
- gl.glRotated( timeDependent * (+ 90), 1, 0,0);
- glut.glutSolidCube(HEAD_DIMENSION);
- gl.glPopMatrix();
- //Drawing the body in hierarchical way
- drawBody(gl, glu, glut, timeDependent, rotationAngle);
- gl.glPopMatrix();
- }
- /** Drawing the gorilla body */
- private void drawBody(GL2 gl, GLU glu, GLUT glut, double timeDependent, double rotationAngle) {
- gl.glPushMatrix();
- gl.glBindTexture(GL_TEXTURE_2D, Textures.torso.getTextureObject());
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord + 0, ycord + 0, zcord + (BODY_LENGTH/2.0) + BODY_LENGTH);
- gl.glScaled(0.4, (BODY_LENGTH/2.0), BODY_LENGTH);
- glut.glutSolidCube(1);
- gl.glPopMatrix();
- //Drawing the legs and arms in hierarchical way
- drawArms(gl, glu, glut, timeDependent, rotationAngle);
- drawLegs(gl, glu, glut, timeDependent, rotationAngle);
- }
- /** Drawing the legs*/
- private void drawLegs(GL2 gl, GLU glu, GLUT glut, double timeDependent, double rotationAngle) {
- gl.glBindTexture(GL_TEXTURE_2D, 0);
- gl.glPushMatrix();
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord + 0.1, ycord + 0, zcord + (LEG_LENGTH/2.0) + (LEG_LENGTH - 0.2) / 2.0f);
- gl.glRotated( timeDependent * (+ 90), 1, 0,0);
- gl.glTranslated(0, 0, - (LEG_LENGTH - 0.2) / 2.0f);
- gl.glScaled(0.2, (LEG_LENGTH/2.0), LEG_LENGTH);
- glut.glutSolidCube(1);
- gl.glPopMatrix();
- gl.glPushMatrix();
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord - 0.1, ycord + 0, zcord + (LEG_LENGTH/2.0) + (LEG_LENGTH - 0.2) / 2.0f);
- gl.glRotated(timeDependent * (-90), 1, 0,0);
- gl.glTranslated(0, 0, - (LEG_LENGTH - 0.2) / 2.0f);
- gl.glScaled(0.2, (LEG_LENGTH/2.0), LEG_LENGTH);
- glut.glutSolidCube(1);
- gl.glPopMatrix();
- }
- /** Drawing the arms */
- private void drawArms(GL2 gl, GLU glu, GLUT glut, double timeDependent, double rotationAngle) {
- gl.glBindTexture(GL_TEXTURE_2D, 0);
- gl.glPushMatrix();
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord + 0.3, ycord -0, zcord + LEG_LENGTH + (ARM_LENGTH/2.0) + (ARM_LENGTH - 0.2) / 2.0f);
- gl.glRotated(timeDependent * (-90), 1, 0,0);
- gl.glTranslated(0, 0, - (ARM_LENGTH - 0.2) / 2.0f);
- gl.glScaled(0.2, (ARM_LENGTH/2.0), ARM_LENGTH);
- glut.glutSolidCube(1);
- gl.glPopMatrix();
- gl.glPushMatrix();
- gl.glColor3f( color[0], color[1], color[2]);
- gl.glTranslated(xcord-0.3, ycord+0, zcord + LEG_LENGTH + (ARM_LENGTH/2.0) + (ARM_LENGTH - 0.2) / 2.0f);
- gl.glRotated(timeDependent * (+90), 1, 0,0);
- gl.glTranslated(0, 0, - (ARM_LENGTH - 0.2) / 2.0f);
- gl.glScaled(0.2, (ARM_LENGTH/2.0), ARM_LENGTH);
- glut.glutSolidCube(1);
- gl.glPopMatrix();
- }
- }
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