LocalEyeApp creates a single plane with texture mapping
/*
* LocalEyeApp.java 1.0 99/04/12
*
* Copyright (c) 1999 Sun Microsystems, Inc. All Rights Reserved.
*
* Sun grants you ("Licensee") a non-exclusive, royalty free, license to use,
* modify and redistribute this software in source and binary code form,
* provided that i) this copyright notice and license appear on all copies of
* the software; and ii) Licensee does not utilize the software in a manner
* which is disparaging to Sun.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
* IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
* NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
* LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
* OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS
* LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
* INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
* CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
* OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*
* This software is not designed or intended for use in on-line control of
* aircraft, air traffic, aircraft navigation or aircraft communications; or in
* the design, construction, operation or maintenance of any nuclear
* facility. Licensee represents and warrants that it will not use or
* redistribute the Software for such purposes.
*/
/*
* This program demonstrates the difference between Local Eye Lighting
* and Infinite Eye Lighting. To see the difference, you need to
* comment out the appropriate line in the code, recompile and rerun
* the application.
*
* This version of the program is different than the one used to
* generate images for the tutorial document. This this version
* both a directional and point light are included in the scene.
* the directional light is red, the point light is white. The spheres
* are blue (diffuse) with white specular material.
*
* The red specular reflections are from the directional light.
* The white specular reflections are from the point light.
* The blue diffuse reflection is from the directional light.
*
* This application (or a version of it) generated one or more
* of the images in Chapter 6 of Getting Started with the Java 3D API.
* The Java 3D Turtorial.
*
* See http://www.sun.com/desktop/java3d/collateral for more information.
*
*/
import java.applet.Applet;
import java.awt.BorderLayout;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Material;
import javax.media.j3d.PointLight;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.SimpleUniverse;
/**
* LocalEyeApp creates a single plane with texture mapping.
*/
public class LocalEyeApp extends Applet {
TransformGroup createTG(float x, float y, float z){
Vector3f position = new Vector3f(x, y, z);
Transform3D translate = new Transform3D();
translate.set(position);
TransformGroup trans1 = new TransformGroup(translate);
return trans1;
}
Appearance createMatAppear(Color3f dColor, Color3f sColor, float shine) {
Appearance appear = new Appearance();
Material material = new Material();
material.setDiffuseColor(dColor);
material.setSpecularColor(sColor);
material.setShininess(shine);
appear.setMaterial(material);
return appear;
}
public LocalEyeApp (){
setLayout(new BorderLayout());
Canvas3D c = new Canvas3D(null);
add("Center", c);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f red = new Color3f(1.0f, 0.0f, 0.0f);
Color3f blue = new Color3f(0.0f, 0.0f, 1.0f);
BranchGroup scene = new BranchGroup();
TransformGroup trans11 = createTG(-0.7f, 0.7f, -0.5f);
scene.addChild(trans11);
trans11.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans12 = createTG(0.0f, 0.7f, -0.5f);
scene.addChild(trans12);
trans12.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans13 = createTG(0.7f, 0.7f, -0.5f);
scene.addChild(trans13);
trans13.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans21 = createTG(-0.7f, 0.0f, -0.5f);
scene.addChild(trans21);
trans21.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans22 = createTG(0.0f, 0.0f, -0.5f);
scene.addChild(trans22);
trans22.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans23 = createTG(0.7f, 0.0f, -0.5f);
scene.addChild(trans23);
trans23.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans31 = createTG(-0.7f, -0.7f, -0.5f);
scene.addChild(trans31);
trans31.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans32 = createTG(0.0f, -0.7f, -0.5f);
scene.addChild(trans32);
trans32.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
TransformGroup trans33 = createTG(0.7f, -0.7f, -0.5f);
scene.addChild(trans33);
trans33.addChild(new Sphere(0.3f, Sphere.GENERATE_NORMALS, 60,
createMatAppear(blue, white, 1000.0f)));
AmbientLight lightA = new AmbientLight();
lightA.setInfluencingBounds(new BoundingSphere());
scene.addChild(lightA);
DirectionalLight lightD1 = new DirectionalLight();
lightD1.setInfluencingBounds(new BoundingSphere());
Vector3f direction = new Vector3f(0.0f, 0.0f, -1.0f);
direction.normalize();
lightD1.setDirection(direction);
lightD1.setColor(red);
scene.addChild(lightD1);
PointLight lightP1 = new PointLight();
lightP1.setInfluencingBounds(new BoundingSphere());
Point3f position = new Point3f(0.0f, 0.0f, 1.0f);
lightP1.setPosition(position);
scene.addChild(lightP1);
Background background = new Background();
background.setApplicationBounds(new BoundingSphere());
background.setColor(white);
scene.addChild(background);
SimpleUniverse u = new SimpleUniverse(c);
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
u.getViewingPlatform().setNominalViewingTransform();
//Enable Local Eye Lighting
u.getViewer().getView().setLocalEyeLightingEnable(true);
u.addBranchGraph(scene);
}
public static void main(String argv[])
{
System.out.println("This scene has a red directional light and white point light.");
System.out.println("The spheres are blue (diffuse) with white specular material.");
System.out.println("The red specular reflections are from the directional light.");
System.out.println("The white specular reflections are from the point light.");
System.out.println("The blue diffuse reflection is from the point light.");
new MainFrame(new LocalEyeApp(), 256, 256);
}
}
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