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IndexProgramming Questions & HelpIntegration › Creating objects for 3D shapes in Eclipse
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Creating objects for 3D shapes in Eclipse? (Read 1653 times)
Creating objects for 3D shapes in Eclipse?
Jan 21st, 2009, 1:20pm
 
Hi,
I'm trying to create a Cube object using the following code:

import processing.core.*;
import processing.opengl.*;
import javax.media.opengl.*;

class Cube {


PVector[] vertices = new PVector[24];

float w, h, d;


Cube(){ }


Cube(float w, float h, float d){


this.w = w;


this.h = h;


this.d = d;



// Cube composed of 6 quads


// Front


vertices[0] = new PVector(-w/2, -h/2, d/2);


vertices[1] = new PVector(w/2, -h/2, d/2);


vertices[2] = new PVector(w/2, h/2, d/2);


vertices[3] = new PVector(-w/2, h/2, d/2);



// Left


vertices[4] = new PVector(-w/2, -h/2, d/2);


vertices[5] = new PVector(-w/2, -h/2, -d/2);


vertices[6] = new PVector(-w/2, h/2, -d/2);


vertices[7] = new PVector(-w/2, h/2, d/2);



// Right


vertices[8] = new PVector(w/2, -h/2, d/2);


vertices[9] = new PVector(w/2, -h/2, -d/2);


vertices[10] = new PVector(w/2, h/2, -d/2);


vertices[11] = new PVector(w/2, h/2, d/2);



// Back


vertices[12] = new PVector(-w/2, -h/2, -d/2);


vertices[13] = new PVector(w/2, -h/2, -d/2);


vertices[14] = new PVector(w/2, h/2, -d/2);


vertices[15] = new PVector(-w/2, h/2, -d/2);



// Top


vertices[16] = new PVector(-w/2, -h/2, d/2);


vertices[17] = new PVector(-w/2, -h/2, -d/2);


vertices[18] = new PVector(w/2, -h/2, -d/2);


vertices[19] = new PVector(w/2, -h/2, d/2);



// Bottom


vertices[20] = new PVector(-w/2, h/2, d/2);


vertices[21] = new PVector(-w/2, h/2, -d/2);


vertices[22] = new PVector(w/2, h/2, -d/2);


vertices[23] = new PVector(w/2, h/2, d/2);

}


void create(){


for (int i=0; i<6; i++){



beginShape(QUADS);



for (int j = 0; j < 4; j++){




vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);



}



endShape();


}

}
}

However, Eclipse is saying the QUADS constant doesn't exist, the vertex() method doesn't exist, and the endShape() method doesn't exist.
When compiled and called I get the following runtime error:

Exception in thread "Animation Thread" java.lang.Error: Unresolved compilation problems:

QUADS cannot be resolved

The method vertex(float, float, float) is undefined for the type Cube

The method endShape() is undefined for the type Cube


at Cube.create(Cube.java:57)

at Test3.draw(Test3.java:54)

at processing.core.PApplet.handleDraw(PApplet.java:1395)

at processing.core.PApplet.run(PApplet.java:1300)

at java.lang.Thread.run(Thread.java:637)

If I make Cube extend PGraphics3D these warnings are removed, but are replaced by a runtime error of:

Exception in thread "Animation Thread" java.lang.NullPointerException

at processing.core.PGraphics3D.endShapeModelToCamera(PGraphics3D.java:650)

at processing.core.PGraphics3D.endShape(PGraphics3D.java:605)

at processing.core.PGraphics.endShape(PGraphics.java:1133)

at Cube.create(Cube.java:61)

at Test3.draw(Test3.java:54)

at processing.core.PApplet.handleDraw(PApplet.java:1395)

at processing.core.PApplet.run(PApplet.java:1300)

at java.lang.Thread.run(Thread.java:637)

Cube extending PGraphicsOpenGl gives the same runtime error.

Any ideas how to get the methods and constant visible without runtime errors?
Cheers

Calling context for cube:

import processing.core.*;
import processing.opengl.*;
import javax.media.opengl.*;

public class Test3 extends PApplet {


private boolean debugMode = true;


float bricksPerLayer = 16;

float brickLayers = 18;

Cube brick;

float brickWidth = 60, brickHeight = 25, brickDepth = 25;

float radius = 175;

float angle = 0;


public void setup() {


size(800, 600, OPENGL);


frameRate(60);


brick = new Cube(brickWidth, brickHeight, brickDepth);

}


public void draw() {




//lights();


background(230,230,230);


lights();




float cameraY = (float)(height/2.0);


float fov = (float)(PI/3);


float cameraZ = cameraY / tan((float)(fov / 2.0));


float aspect = (float)(width)/((float)(height));


perspective(fov, aspect, (float)(cameraZ/2.0), (float)(cameraZ*10.0));




float tempX = 0, tempY = 0, tempZ = 0;


for (int i = 0; i < brickLayers; i++){



// Increment rows



tempY -= brickHeight;



// Alternate brick seams



angle = 360/bricksPerLayer*i/2;



for (int j = 0; j < bricksPerLayer; j++){




tempZ = cos(radians(angle))*radius;




tempX = sin(radians(angle))*radius;




pushMatrix();




translate(tempX, tempY, tempZ);




rotateY(radians(angle));




// Add crenelation




if (i==brickLayers-1){





if (j%2 == 0){






brick.create();





}




}




// Create main tower




else {





brick.create();




}




popMatrix();




angle += 360.0/bricksPerLayer;



}


}





if(debugMode){



println("Frame Rate: " + frameRate);



println("Mouse X: " + mouseX);



println("Mouse Y: " + mouseY);


}

}


public static void main(String args[]) {


PApplet.main(new String[] {"Test3"});

}

}
Re: Creating objects for 3D shapes in Eclipse?
Reply #1 - Jan 21st, 2009, 1:47pm
 
Wow, super-spaced code is hard to read!
Did you read the tutorial on Eclipse (Processing in Eclipse) Particularly the Processing in Eclipse with Multiple Classes section.

Your Cube is like the Stripe class, it must have a reference on the main PApplet... and use it in all Processing calls (makes it PApplet.QUAD for constants).
Re: Creating objects for 3D shapes in Eclipse?
Reply #2 - Jan 21st, 2009, 2:03pm
 
Yeah, sorry about that, the bulletin board seems to have turned my tabs into carriage returns.

That's fantastic, just what I needed.  I had read a different tutorial, and read lots about getting openGL up and running but had missed this one.  Cheers!
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