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Casa3DJOGL.java
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executable file
·640 lines (556 loc) · 25.5 KB
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import com.jogamp.opengl.*;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.util.gl2.GLUT;
import com.jogamp.opengl.util.texture.*;
import java.awt.event.*;
import javax.swing.*;
public class Casa3DJOGL
implements GLEventListener, MouseListener, MouseMotionListener, MouseWheelListener, KeyListener {
/* ---------- cámara orbital + libre ---------- */
private Texture pisoTex;
private Texture envTex;
private float camDist = 25f; // zoom (rueda)
private float camRotX = 35f; // pitch (°)
private float camRotY = -35f; // yaw (°)
private float camPosX = 0f, camPosY = 0f, camPosZ = 0f; // desplazamiento libre
private final float moveSpeed = 0.5f;
private int lastX, lastY;
private boolean dragging = false;
private boolean lucesOn = true; // F1 apaga / F2 enciende
private final GLU glu = new GLU();
private final GLUT glut = new GLUT();
/* ===================== MAIN ===================== */
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
GLProfile profile = GLProfile.get(GLProfile.GL2);
GLCapabilities caps = new GLCapabilities(profile);
GLCanvas canvas = new GLCanvas(caps);
Casa3DJOGL app = new Casa3DJOGL();
canvas.addGLEventListener(app);
canvas.addMouseListener(app);
canvas.addMouseMotionListener(app);
canvas.addMouseWheelListener(app);
canvas.addKeyListener(app);
canvas.setFocusable(true);
JFrame f = new JFrame("Casa 3D");
f.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
f.add(canvas);
f.setSize(1280, 800);
f.setLocationRelativeTo(null);
f.setVisible(true);
new FPSAnimator(canvas, 60).start();
canvas.requestFocusInWindow();
});
}
/* ===================== INIT ===================== */
@Override
public void init(GLAutoDrawable d) {
GL2 gl = d.getGL().getGL2();
gl.glClearColor(0.95f, 0.95f, 0.95f, 1f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glEnable(GL2.GL_COLOR_MATERIAL);
gl.glShadeModel(GL2.GL_SMOOTH);
float[] lightPos = { 20f, 30f, 20f, 1f };
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, lightPos, 0);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
/* -------- carga de texturas (con try-catch) -------- */
try {
pisoTex = TextureIO.newTexture(getClass().getResourceAsStream("/madera.jpg"), false, "jpg");
pisoTex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
pisoTex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
} catch (Exception e) {
System.err.println("⚠ No se encontró madera.jpg – se usará color gris.");
}
try {
envTex = TextureIO.newTexture(getClass().getResourceAsStream("/pared.jpg"), false, "jpg");
envTex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP);
envTex.setTexParameteri(gl, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP);
} catch (Exception e) {
System.err.println("⚠ No se encontró env.jpg – espejos sin reflejo.");
}
}
@Override
public void dispose(GLAutoDrawable d) {}
/* ================= RESHAPE ================= */
@Override
public void reshape(GLAutoDrawable d, int x, int y, int w, int h) {
GL2 gl = d.getGL().getGL2();
if (h == 0) h = 1;
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45, (float) w / h, 0.1, 1000);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
/* ================== DISPLAY ================== */
@Override
public void display(GLAutoDrawable d) {
GL2 gl = d.getGL().getGL2();
if (lucesOn) {
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
} else {
gl.glDisable(GL2.GL_LIGHTING);
gl.glDisable(GL2.GL_LIGHT0);
}
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -camDist);
gl.glRotatef(camRotX, 1, 0, 0);
gl.glRotatef(camRotY, 0, 1, 0);
gl.glTranslatef(-camPosX, -camPosY, -camPosZ);
drawScene(gl);
}
/* ======================================================
UTILIDADES: cubo() y box() (con soporte double + 0-255)
====================================================== */
private void cubo(GL2 gl, float sx, float sy, float sz, float r, float g, float b) {
gl.glColor3f(r, g, b);
gl.glPushMatrix();
gl.glScalef(sx, sy, sz);
glut.glutSolidCube(1f);
gl.glPopMatrix();
}
private void drawGlassPane(GL2 gl, double x, double y, double z, double sx, double sy) { // grosor ~0.02
float[] amb = { 0.05f, 0.05f, 0.08f, 0.4f }; // 40 % de transparencia
float[] diff = { 0.15f, 0.18f, 0.25f, 0.4f };
float[] spec = { 0.9f, 0.9f, 0.9f, 0.4f };
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT, amb, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_DIFFUSE, diff, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, spec, 0);
gl.glMaterialf(GL2.GL_FRONT, GL2.GL_SHININESS, 96); // brillo alto
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
gl.glScalef((float) sx, (float) sy, 0.02f);
glut.glutSolidCube(1f);
gl.glPopMatrix();
}
private void cubo(GL2 gl, double sx, double sy, double sz, double r, double g, double b) {
cubo(gl, (float) sx, (float) sy, (float) sz, (float) r, (float) g, (float) b);
}
private void box(GL2 gl, double x, double y, double z, double sx, double sy, double sz, float r, float g, float b) {
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
cubo(gl, sx, sy, sz, r, g, b);
gl.glPopMatrix();
}
private void box(GL2 gl, double x, double y, double z, double sx, double sy, double sz, int r, int g, int b) {
box(gl, x, y, z, sx, sy, sz, r / 255f, g / 255f, b / 255f);
}
/* ==================== ESCENA ==================== */
private void drawScene(GL2 gl) {
drawFloor(gl, 25, 25);
drawMirrors(gl); // se omite si envTex==null
drawPerimeterWalls(gl); // …el resto es tu código original
drawInternalWalls(gl);
drawKitchen(gl);
drawDiningRoom(gl);
drawLivingRoom(gl);
drawTvSet(gl);
drawMasterBedroom(gl);
drawSingleBedroom(gl);
drawBathroom(gl);
drawGarden(gl);
}
private void drawMirrors(GL2 gl) {
if (envTex == null) return; // ← archivo faltante → salimos sin dibujar
gl.glEnable(GL2.GL_TEXTURE_2D);
envTex.bind(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_SPHERE_MAP);
gl.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_SPHERE_MAP);
gl.glEnable(GL2.GL_TEXTURE_GEN_S);
gl.glEnable(GL2.GL_TEXTURE_GEN_T);
float[] amb = { 0.05f, 0.05f, 0.05f, 1 }, diff = { 0.25f, 0.25f, 0.25f, 1 }, spec = { 0.9f, 0.9f, 0.9f, 1 };
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT, amb, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_DIFFUSE, diff, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, spec, 0);
gl.glMaterialf(GL2.GL_FRONT, GL2.GL_SHININESS, 128);
drawMirror(gl, 5.0, 1.30, -6.60, 2.8, 2.0, 0.04); // principal
drawMirror(gl, -3.55, 1.30, -6.60, 2.8, 2.0, 0.04); // principal
drawMirror(gl, -8.85, 1.30, 5.70, 0.04, 2.0, 2.8); // principal
drawMirror(gl, -5.85, 1.30, 1.60, 0.04, 0.9, 0.9); // principal chiquito
//drawMirror(gl, -5.85, 1.30, 1.60, 0.04, 0.9, 0.9); // principal chiquito
drawMirror(gl, 0.5, 1.30, -4.75, 0.9, 0.9, 0.04); // principal 2
//drawMirror(gl, -6.2, 1.20, -1.80, 1.6, 1.8, 0.04); // individual
gl.glDisable(GL2.GL_TEXTURE_GEN_S);
gl.glDisable(GL2.GL_TEXTURE_GEN_T);
gl.glDisable(GL2.GL_TEXTURE_2D);
}
private void drawMirror(GL2 gl, double x, double y, double z, double sx, double sy, double sz) {
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
gl.glScalef((float) sx, (float) sy, (float) sz);
glut.glutSolidCube(1);
gl.glPopMatrix();
}
private void glass(GL2 gl, double x, double y, double z, double sx, double sy, double sz) {
float[] amb = { 0.05f, 0.05f, 0.08f, 0.35f };
float[] diff = { 0.15f, 0.18f, 0.25f, 0.35f };
float[] spec = { 0.9f, 0.9f, 0.9f, 0.35f };
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT, amb, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_DIFFUSE, diff, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, spec, 0);
gl.glMaterialf(GL2.GL_FRONT, GL2.GL_SHININESS, 96);
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
gl.glScalef((float) sx, (float) sy, (float) sz);
glut.glutSolidCube(1);
gl.glPopMatrix();
}
/* --------- PISO --------- */
/* --------- PISO (con textura) --------- */
/* --------- PISO (con textura orientada hacia arriba) --------- */
private void drawFloor(GL2 gl, float w, float d) {
if (pisoTex != null) {
gl.glEnable(GL2.GL_TEXTURE_2D);
pisoTex.bind(gl);
gl.glColor3f(1, 1, 1);
} else {
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glColor3f(0.8f, 0.8f, 0.8f); // gris claro
}
gl.glPushMatrix();
gl.glTranslatef(-w / 2, -0.50f, -d / 2);
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0, 1, 0);
if (pisoTex != null) gl.glTexCoord2f(0, 0);
gl.glVertex3f(0, 0, 0);
if (pisoTex != null) gl.glTexCoord2f(0, 2);
gl.glVertex3f(0, 0, d);
if (pisoTex != null) gl.glTexCoord2f(2, 2);
gl.glVertex3f(w, 0, d);
if (pisoTex != null) gl.glTexCoord2f(2, 0);
gl.glVertex3f(w, 0, 0);
gl.glEnd();
gl.glPopMatrix();
gl.glDisable(GL2.GL_TEXTURE_2D);
}
private void drawFloor(GL2 gl, double w, double d) {
drawFloor(gl, (float) w, (float) d);
}
/* =====================================================
========== PAREDES PERIMETRALES (sin cambio) ==========
===================================================== */
private void drawPerimeterWalls(GL2 gl) {
/* izquierda */
drawWall(gl, -9, 1, 6, 0.2, 3, 6);
drawWall(gl, -7.6, 1, 3, 3, 3, 0.2);
drawWall(gl, -6, 1, 1.6, 0.2, 3, 3);
drawWall(gl, -6.6, 1, 0.2, 1, 3, 0.2);
drawWall(gl, -7.0, 1, -1.9, 0.2, 3, 4);
drawWall(gl, -6.6, 1, -3.8, 1, 3, 0.2);
drawWall(gl, -6, 1, -5.2, 0.2, 3, 3);
/* atrás */
drawWall(gl, -3.6, 1, -6.7, 5, 3, 0.2);
drawWall(gl, -1, 1, -5.8, 0.2, 3, 2);
drawWall(gl, 0.6, 1, -4.9, 3, 3, 0.2);
drawWall(gl, 2, 1, -5.8, 0.2, 3, 2);
drawWall(gl, 5.1, 1, -6.7, 6, 3, 0.2);
/* derecha */
drawWall(gl, 8, 0, -3.2, 0.2, 1, 7);
drawWall(gl, 8.2, 0, 1.6, 0.2, 1, 3);
drawWall(gl, 9.3, -0.25, 3, 2, 0.5, 0.2);
drawWall(gl, 10.2, -0.25, 6, 0.2, 0.5, 6.2);
drawWall(gl, 9, -0.25, 9, 2.5, 0.5, 0.2);
/* frente */
drawWall(gl, -6, 0, 9, 6, 1, 0.2);
drawWall(gl, -0.4, 0, 9, 2.5, 1, 0.2);
drawWall(gl, -3.1, -0.25, 10, 0.2, 0.5, 2.2); //frente alejado 1
drawWall(gl, -0.4, 0, 10, 0.2, 1, 2.2); //frente alejado 2
drawWall(gl, -0.4, 0, 11, 5.5, 1, 0.2); //frente alejado 3
drawWall(gl, 5.2, 0, 9, 6, 1, 0.2);
}
/* ========== PAREDES INTERNAS (sin cambio) ========== */
private void drawInternalWalls(GL2 gl) {
drawWall(gl, 5.3, 0, 3, 6, 1, 0.2); // pasillo TV
drawWall(gl, -1, 0, -2.3, 0.2, 1, 5); // bloque baño
drawWall(gl, 0.6, 0, -0.5, 3, 1, 0.2);
drawWall(gl, 2, 0, -3.7, 0.2, 1, 4);
drawWall(gl, -4.2, 0, 3, 4, 1, 0.2); // división recámara individual
drawWall(gl, -3, 0, 2.3, 0.2, 1, 1.5);
drawWall(gl, -4.2, 0, 0.2, 4, 1, 0.2);
drawWall(gl, 7.3, 0, 3.85, 0.2, 1, 1.5); // jardineras
drawWall(gl, 7.3, 0, 8.15, 0.2, 1, 1.5);
}
private void drawWall(GL2 gl, double x, double y, double z, double sx, double sy, double sz) {
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
cubo(gl, sx, sy, sz, 1f, 1f, 1f);
gl.glPopMatrix();
}
private void drawGlassObjects(GL2 gl) {
/* Ejemplo de ventana frontal */
glass(gl, -19.8, 1.0, 9.01, 3.0, 1.5, 0.04);
/* Ejemplo de espejo interior en recámara ppal */
glass(gl, 7.2, 1.25, -2.45, 0.8, 2.5, 0.03);
/* Agrega aquí más glass(gl, x,y,z,sx,sy,sz); */
}
/* =================== MUEBLES =================== */
private void drawKitchen(GL2 gl) {
box(gl, -7.9, 0, 8.35, 2.0, 1.0, 1.0, 192, 166, 141); //c1
box(gl, -8.4, 0, 5.8, 1.0, 1.0, 5.0, 192, 166, 141); //c2
box(gl, -7.9, 0, 3.6, 2.0, 1.0, 1.0, 192, 166, 141); //c3
box(gl, -7.9, 0.5, 8.3, 2, 0.1, 1, 0.10f, 0.10f, 0.10f); // c4
box(gl, -8.4, 0.5, 5.5, 1, 0.1, 4.8, 0.10f, 0.10f, 0.10f); // c5
box(gl, -7.9, 0.5, 3.55, 2, 0.1, 1, 0.10f, 0.10f, 0.10f); // c6
box(gl, -3.5, 0.7, 8.3, 1.2, 2.4, 1.2, 0.10f, 0.10f, 0.10f); // refrigerador
box(gl, -3.9, 1.4, 7.7, 0.1, 0.5, 0.1, 255, 255, 255); //palanca 1
box(gl, -3.9, 0.7, 7.7, 0.1, 0.5, 0.1, 255, 255, 255); //palanca 2
box(gl, -3.1, 0.27, 10, 0.1, 0.05, 2, 0.10f, 0.10f, 0.10f); //frente alejado 1 reja
box(gl, -3.1, 0.17, 10, 0.1, 0.05, 2, 0.10f, 0.10f, 0.10f); //frente alejado 2 reja
box(gl, -3.1, 0.07, 10, 0.1, 0.05, 2, 0.10f, 0.10f, 0.10f); //frente alejado 2 reja
box(gl, 2.3, 1, 10.0, 0.2, 3.0, 1.8, 128, 82, 45); //puerta
box(gl, 2.4, 0.8, 9.3, 0.1, 0.3, 0.1, 255, 255, 255); //palanca 3
}
/* ==================== COMEDOR ==================== */
/* ==================== COMEDOR – ajustado al suelo y al hueco ==================== */
private void drawDiningRoom(GL2 gl) {
/* --- traslación global: coloca y “apoya” el conjunto --- */
final float groundY = -0.50f; // cota superior del piso (ya lo usas)
gl.glPushMatrix();
gl.glTranslatef(-2.30f, groundY, 5.20f); // <-- ajusta X-Z aquí si quieres afinar
/* ---------- mesa ---------- */
double tW = 3.0, tD = 1.5, tT = 0.08; // ancho, fondo, grosor tablero
double boardTop = 0.72; // 72 cm sobre el suelo
double boardCtrY = boardTop - tT / 2; // centro del tablero
int woodR = 115, woodG = 60, woodB = 20;
// tablero
box(gl, 0, boardCtrY, 0, tW, tT, tD, woodR, woodG, woodB);
// patas (4)
double legS = 0.12;
double legH = boardCtrY - tT / 2; // llega justo al suelo local (y=0)
double lx = tW / 2 - legS / 2, lz = tD / 2 - legS / 2;
box(gl, -lx, legH / 2, -lz, legS, legH, legS, woodR, woodG, woodB);
box(gl, -lx, legH / 2, lz, legS, legH, legS, woodR, woodG, woodB);
box(gl, lx, legH / 2, -lz, legS, legH, legS, woodR, woodG, woodB);
box(gl, lx, legH / 2, lz, legS, legH, legS, woodR, woodG, woodB);
/* ---------- sillas (6) ---------- */
double seatTop = 0.45; // asiento a 45 cm del suelo
// posiciones relativas a la mesa
double dx = 1.45, dz = 1.05, dzMid = 1.45; // separación cómoda
drawChair(gl, -dx, -dz, 90, seatTop); // izquierda-abajo
drawChair(gl, -dx, dz, 90, seatTop); // izquierda-arriba
drawChair(gl, dx, -dz, -90, seatTop); // derecha-abajo
drawChair(gl, dx, dz, -90, seatTop); // derecha-arriba
drawChair(gl, 0, -dzMid, 180, seatTop); // centro-abajo
drawChair(gl, 0, dzMid, 0, seatTop); // centro-arriba
/* ---------- platos ---------- */
double py = boardTop + 0.02; // apenas sobre el tablero
drawPlate(gl, -1.0, py, -0.50);
drawPlate(gl, -1.0, py, 0.50);
drawPlate(gl, 1.0, py, -0.50);
drawPlate(gl, 1.0, py, 0.50);
drawPlate(gl, 0.0, py, -0.65);
drawPlate(gl, 0.0, py, 0.65);
gl.glPopMatrix(); // fin traslación global
}
/* ======= silla con altura de asiento parametrizable ======= */
private void drawChair(GL2 gl, double offX, double offZ, float rotY, double seatTop) {
int r = 140, g = 72, b = 26; // madera
double seatT = 0.05, seatW = 0.60;
double legS = 0.06;
double legH = seatTop; // llega al suelo local
double backH = 0.50, backT = 0.05;
gl.glPushMatrix();
gl.glTranslatef((float) offX, 0f, (float) offZ); // y=0 es el suelo local
gl.glRotatef(rotY, 0f, 1f, 0f);
/* patas */
double ldx = seatW / 2 - legS / 2, ldz = seatW / 2 - legS / 2;
box(gl, -ldx, legH / 2, -ldz, legS, legH, legS, r, g, b);
box(gl, -ldx, legH / 2, ldz, legS, legH, legS, r, g, b);
box(gl, ldx, legH / 2, -ldz, legS, legH, legS, r, g, b);
box(gl, ldx, legH / 2, ldz, legS, legH, legS, r, g, b);
/* asiento */
double seatCtrY = seatTop - seatT / 2;
box(gl, 0, seatCtrY, 0, seatW, seatT, seatW, r, g, b);
/* respaldo */
double backCtrY = seatTop + backH / 2;
box(gl, 0, backCtrY, -seatW / 2 + backT / 2, seatW, backH, backT, r, g, b);
gl.glPopMatrix();
}
/* ======= plato ======= */
private void drawPlate(GL2 gl, double x, double y, double z) {
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
gl.glRotatef(-90, 1f, 0f, 0f);
gl.glColor3f(0.95f, 0.95f, 0.95f);
glut.glutSolidTorus(0.02, 0.12, 12, 24);
gl.glPopMatrix();
}
private void drawLivingRoom(GL2 gl) {
box(gl, 5.1, -0.25, 8.25, 4.2, 0.5, 1.2, 0.235f, 0.204f, 0.173f); // sofá p1
box(gl, 6.6, -0.25, 7.25, 1.2, 0.5, 2.2, 0.235f, 0.204f, 0.173f); // sofá p2
box(gl, 4.6, 0.3, 8.8, 3.2, 0.5, 0.2, 0.235f, 0.204f, 0.173f); // sofá arriba 1
box(gl, 6.1, 0.3, 8.1, 0.2, 0.5, 1.2, 0.235f, 0.204f, 0.173f); // sofá arriba 2
box(gl, 6.6, 0.3, 7.5, 1.2, 0.5, 0.2, 0.235f, 0.204f, 0.173f); // sofá arriba 3
box(gl, 7.1, 0.3, 6.8, 0.2, 0.5, 1.2, 0.235f, 0.204f, 0.173f); // sofá arriba 4
box(gl, 4.8, 0, 6.7, 1.8, 0.7, 1.2, 128, 82, 45); //mesa 1
box(gl, 4.8, 0.31, 6.7, 2.1, 0.02, 1.4, 166, 128, 95); //mesa 2
box(gl, 4.6, 0.1, 8.6, 3.1, 0.15, 0.2, 255, 255, 255); //almohada
}
private void drawTvSet(GL2 gl) {
box(gl, 4.8, -0.2, 3.4, 2.4, 0.5, 0.6, 240, 240, 240); //tablero tv
box(gl, 4.8, 1.2, 3.22, 1.6, 1.2, 0.1, 0, 0, 0);
box(gl, 4.8, 1.2, 3.2, 2.3, 1.5, 0.1, 240, 240, 240); //respaldo tv
box(gl, 4.3, 0.1, 3.4, 0.8, 0.1, 0.5, 240, 240, 240); //reproductor dvd 1
box(gl, 5.3, 0.1, 3.4, 0.8, 0.1, 0.5, 240, 240, 240); //reproductor dvd 2
}
private void drawMasterBedroom(GL2 gl) {
box(gl, 5.0, 0, -3.9, 3.0, 0.8, 5.0, 153, 77, 64); //base cama 2
box(gl, 5.0, 0.45, -3.9, 3.0, 0.2, 5.0, 255, 255, 255); //cobija 1
box(gl, 4.3, 0.65, -5.5, 1.0, 0.2, 1.0, 229, 232, 187); //almohada 1
box(gl, 5.6, 0.65, -5.5, 1.0, 0.2, 1.0, 229, 232, 187); //almohada 2
box(gl, 5.0, 0.45, -3.3, 2.99, 0.22, 2.99, 25, 255, 255); //cobija 2
box(gl, 5, 0.3, -6.5, 3, 1.6, 0.1, 204, 140, 90); //atras cama
box(gl, 3.0, 0, -6.2, 0.8, 0.8, 0.8, 204, 140, 90); //cajon
box(gl, 3.0, 0.19, -6.2, 0.8, 0.3, 0.82, 217, 204, 115); //cajon p2
box(gl, 3.0, -0.19, -6.2, 0.8, 0.3, 0.82, 217, 204, 115); //cajon p3
box(gl, 7.5, 0.8, -1.88, 0.8, 2.5, 9.4, 217, 204, 115); //mueble
}
private void drawSingleBedroom(GL2 gl) {
box(gl, -3.8, -0.1, -1.8, 2, 0.4, 3.7, 153, 77, 64); //base cama
box(gl, -3.8, 0.3, -1.8, 2, 0.4, 3.7, 255, 255, 255); //tapa cama
box(gl, -3.8, 0.5, -0.7, 1.5, 0.4, 1, 255, 255, 255); //almohada cama
box(gl, -3.8, 0.32, -2.4, 1.99, 0.4, 1.67, 25, 255, 255); //cobija cama
box(gl, -6.5, 0.55, -1.8, 0.8, 2.1, 4.0, 217, 204, 115); //mueble
}
private void drawBathroom(GL2 gl) {
box(gl, 0.4, -0.2, -4.5, 0.8, 0.5, 0.8, 220, 220, 220);
box(gl, 0.4, 0.3, -4.7, 0.8, 0.7, 0.2, 230, 230, 230);
box(gl, -0.8, 1, -3.0, 0.1, 3.0, 0.1, 190, 190, 190); //regadera 1
box(gl, -0.4, 2.5, -3.0, 1, 0.1, 1, 190, 190, 190); // regadera 1.1
box(gl, -4.3, 1, 2.8, 0.1, 3.0, 0.1, 190, 190, 190); //regadera 2
box(gl, -4.3, 2.5, 2.4, 1, 0.1, 1, 190, 190, 190); // regadera 2.1
}
/* ===================== JARDÍN ===================== */
private void drawGarden(GL2 gl) {
/* macetero / jardinera */
box(gl, 8.85, -0.30, 6.00, 2.80, 0.02, 6.00, 238, 234, 203);
/* === ARBUSTOS (mismo código anterior) === */
drawPlant(gl, 9.90, -0.30, 4.90);
drawPlant(gl, 9.90, -0.30, 6.00);
drawPlant(gl, 9.90, -0.30, 7.10);
drawPlant(gl, 9.10, -0.30, 8.20);
drawPlant(gl, 8.0, -0.30, 8.20);
drawPlant(gl, 9.10, -0.30, 3.70);
drawPlant(gl, 8.0, -0.30, 3.70);
/* === ÁRBOLES INDIVIDUALES ===
—- modifica la posición de cada uno editando su línea —
ejemplo: drawTree(gl, x, y, z); */
drawTree(gl, 9.90, -0.30, 3.30); // Árbol #1
drawTree(gl, 9.90, -0.30, 8.80); // Árbol #2
}
/* tronco + dos esferas grandes para la copa */
private void drawTree(GL2 gl, double x, double y, double z) {
/* tronco */
box(gl, x, y + 0.60, z, 0.30, 1.20, 0.30, 101, 67, 33);
/* copa */
drawLeafSphere(gl, x, y + 1.80, z, 0.80); // base de la copa
drawLeafSphere(gl, x, y + 2.40, z, 0.60); // parte superior
}
/* tronco + tres esferas de follaje, proporciones estilo “arbusto” */
private void drawPlant(GL2 gl, double x, double y, double z) {
/* tronco */
box(gl, x, y + 0.25, z, 0.18, 0.50, 0.18, 101, 67, 33);
/* follaje escalonado */
drawLeafSphere(gl, x, y + 0.80, z, 0.50);
drawLeafSphere(gl, x, y + 1.10, z, 0.40);
drawLeafSphere(gl, x, y + 1.35, z, 0.30);
}
/* esfera de hojas (verde intenso) */
private void drawLeafSphere(GL2 gl, double x, double y, double z, double r) {
gl.glPushMatrix();
gl.glTranslatef((float) x, (float) y, (float) z);
gl.glColor3f(0.10f, 0.55f, 0.18f);
glut.glutSolidSphere(r, 14, 14);
gl.glPopMatrix();
}
/* ============= controles de ratón ============= */
@Override
public void mousePressed(MouseEvent e) {
dragging = true;
lastX = e.getX();
lastY = e.getY();
}
@Override
public void mouseReleased(MouseEvent e) {
dragging = false;
}
@Override
public void mouseDragged(MouseEvent e) {
if (!dragging) return;
int dx = e.getX() - lastX, dy = e.getY() - lastY;
camRotY += dx * 0.5f;
camRotX += dy * 0.5f;
lastX = e.getX();
lastY = e.getY();
}
@Override
public void mouseWheelMoved(MouseWheelEvent e) {
camDist += e.getWheelRotation();
camDist = Math.max(8, Math.min(camDist, 60));
}
@Override
public void mouseClicked(MouseEvent e) {}
@Override
public void mouseEntered(MouseEvent e) {}
@Override
public void mouseExited(MouseEvent e) {}
@Override
public void mouseMoved(MouseEvent e) {}
/* ================= TECLADO ================= */
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_F1:
lucesOn = false;
break; // luces OFF
case KeyEvent.VK_F2:
lucesOn = true;
break; // luces ON
/* desplazamiento libre (local a la cámara) */
case KeyEvent.VK_W: { // adelante
float rad = (float) Math.toRadians(camRotY);
camPosX += Math.sin(rad) * moveSpeed;
camPosZ += -Math.cos(rad) * moveSpeed;
break;
}
case KeyEvent.VK_S: { // atrás
float rad = (float) Math.toRadians(camRotY);
camPosX -= Math.sin(rad) * moveSpeed;
camPosZ -= -Math.cos(rad) * moveSpeed;
break;
}
case KeyEvent.VK_A: { // izquierda
float rad = (float) Math.toRadians(camRotY - 90);
camPosX += Math.sin(rad) * moveSpeed;
camPosZ += -Math.cos(rad) * moveSpeed;
break;
}
case KeyEvent.VK_D: { // derecha
float rad = (float) Math.toRadians(camRotY + 90);
camPosX += Math.sin(rad) * moveSpeed;
camPosZ += -Math.cos(rad) * moveSpeed;
break;
}
case KeyEvent.VK_Q:
camPosY += moveSpeed;
break; // subir
case KeyEvent.VK_E:
camPosY -= moveSpeed;
break; // bajar
}
}
@Override
public void keyReleased(KeyEvent e) {}
@Override
public void keyTyped(KeyEvent e) {}
}