This builds up a simple scene from primitives
/*
Essential Java 3D Fast
Ian Palmer
Publisher: Springer-Verlag
ISBN: 1-85233-394-4
*/
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Frame;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.Node;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.ViewPlatform;
import javax.media.j3d.VirtualUniverse;
import javax.vecmath.AxisAngle4d;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.geometry.Box;
import com.sun.j3d.utils.geometry.Cone;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.geometry.Sphere;
/**
* This builds up a simple scene from primitives. It builds a circular 'house'
* with a conical 'roof', and then creates three 'trees' made up of cylinders
* and spheres. All this is place on a ground made up of a cube.
*
* @author I.J.Palmer
* @version 1.0
*/
public class SimpleCombine extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null);
protected Button myButton = new Button("Exit");
/**
* This function builds the view branch of the scene graph. It creates a
* branch group and then creates the necessary view elements to give a
* useful view of our content.
*
* @param c
* Canvas3D that will display the view
* @return BranchGroup that is the root of the view elements
*/
protected BranchGroup buildViewBranch(Canvas3D c) {
BranchGroup viewBranch = new BranchGroup();
Transform3D viewXfm = new Transform3D();
viewXfm.set(new Vector3f(0.0f, 0.0f, 7.0f));
TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
ViewPlatform myViewPlatform = new ViewPlatform();
PhysicalBody myBody = new PhysicalBody();
PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
viewXfmGroup.addChild(myViewPlatform);
viewBranch.addChild(viewXfmGroup);
View myView = new View();
myView.addCanvas3D(c);
myView.attachViewPlatform(myViewPlatform);
myView.setPhysicalBody(myBody);
myView.setPhysicalEnvironment(myEnvironment);
return viewBranch;
}
/**
* Add some lights so that we can illuminate the scene. This adds one
* ambient light to bring up the overall lighting level and one directional
* shape to show the shape of the objects in the scene.
*
* @param b
* BranchGroup that the lights are to be added to.
*/
protected void addLights(BranchGroup b) {
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
Color3f lightColour1 = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f lightDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f lightColour2 = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f lightDir2 = new Vector3f(1.0f, -1.0f, -1.0f);
DirectionalLight light1 = new DirectionalLight(lightColour1, lightDir1);
light1.setInfluencingBounds(bounds);
DirectionalLight light2 = new DirectionalLight(lightColour2, lightDir2);
light2.setInfluencingBounds(bounds);
b.addChild(light1);
b.addChild(light2);
}
/**
* This builds the content branch of our scene graph. The root of the shapes
* supplied as a parameter is slightly tilted to reveal its 3D shape. It
* also uses the addLights function to add some lights to the scene.
*
* @param shape
* Node that represents the geometry for the content
* @return BranchGroup that is the root of the content branch
*/
protected BranchGroup buildContentBranch(Node shape) {
BranchGroup contentBranch = new BranchGroup();
Transform3D rotateCube = new Transform3D();
rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0));
TransformGroup rotationGroup = new TransformGroup(rotateCube);
contentBranch.addChild(rotationGroup);
rotationGroup.addChild(shape);
addLights(contentBranch);
return contentBranch;
}
/**
* This defines the shapes used in the scene. The function uses the utility
* geometries sphere, box, cone and cylinder to build a simple scene. This
* demonstrates the use of transformations to group and position items.
*
* @return Node that is the root of the shape hierarchy.
*/
protected Node buildShape() {
//Create a root for the shapes in the scene
BranchGroup theScene = new BranchGroup();
//Create an appearance for the ground
Appearance groundApp = new Appearance();
Color3f groundColour = new Color3f(0.0f, 0.5f, 0.0f);
Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
Color3f specularColour = new Color3f(0.5f, 0.5f, 0.5f);
float shininess = 10.0f;
groundApp.setMaterial(new Material(groundColour, emissiveColour,
groundColour, specularColour, shininess));
//Create a box that will be the ground
Box ground = new Box(100.0f, 0.1f, 100.0f, groundApp);
//Create a transform and a transform group that
//will position the ground
Transform3D grndXfm = new Transform3D();
grndXfm.set(new Vector3f(0.0f, -1.0f, 0.0f));
TransformGroup grndXfmGrp = new TransformGroup(grndXfm);
//Add the ground shape to the group
grndXfmGrp.addChild(ground);
//Add the ground group to the scene group
theScene.addChild(grndXfmGrp);
//Create an appearance for the wall of the house
Appearance wallApp = new Appearance();
Color3f wallColour = new Color3f(0.5f, 0.5f, 0.5f);
wallApp.setMaterial(new Material(wallColour, emissiveColour,
wallColour, specularColour, shininess));
//Create a cylinder that is the wall of the house
Cylinder walls = new Cylinder(1.0f, 1.0f, Primitive.GENERATE_NORMALS,
wallApp);
//Create a group that will be the root of the house
TransformGroup house = new TransformGroup();
//Add the walls to the house group
house.addChild(walls);
//Create an appearance for the roof
Appearance roofApp = new Appearance();
Color3f roofColour = new Color3f(0.5f, 0.0f, 0.0f);
roofApp.setMaterial(new Material(roofColour, emissiveColour,
roofColour, specularColour, shininess));
//Create a cone that will be the roof
Cone myRoof = new Cone(1.0f, 1.0f, Primitive.GENERATE_NORMALS, roofApp);
//Create the transform and transform group that will position the
//roof on the house
Transform3D roofXfm = new Transform3D();
roofXfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
TransformGroup roofXfmGrp = new TransformGroup(roofXfm);
//Add the roof to the roof transform group
roofXfmGrp.addChild(myRoof);
//Add the roof group to the house
house.addChild(roofXfmGrp);
//Create an appearance for the tree trunks
Appearance trunkApp = new Appearance();
Color3f trunkColour = new Color3f(0.2f, 0.2f, 0.0f);
trunkApp.setMaterial(new Material(trunkColour, emissiveColour,
trunkColour, specularColour, shininess));
//Create an appearance for the tree leaves
Appearance leafApp = new Appearance();
Color3f leafColour = new Color3f(0.0f, 0.2f, 0.0f);
leafApp.setMaterial(new Material(leafColour, emissiveColour,
leafColour, specularColour, shininess));
//Create a transform and transform group for the tree
Transform3D treeXfm = new Transform3D();
treeXfm.set(new Vector3f(-2.0f, 0.0f, 0.5f));
TransformGroup treeXfmGrp = new TransformGroup(treeXfm);
//Create a cylinder for the tree trunk
Cylinder myTrunk = new Cylinder(0.1f, 1.0f, trunkApp);
//Add the trunk to the tree group
treeXfmGrp.addChild(myTrunk);
//Create a transform and transform group for the tree leaves
Transform3D leafXfm = new Transform3D();
leafXfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
TransformGroup leafXfmGrp = new TransformGroup(leafXfm);
//Create the leaves
Sphere myLeaf = new Sphere(0.5f, leafApp);
//Add the leaves to the leaf group
leafXfmGrp.addChild(myLeaf);
//Add the leaf group to the tree group
treeXfmGrp.addChild(leafXfmGrp);
//Create another tree
Transform3D tree1Xfm = new Transform3D();
tree1Xfm.set(new Vector3f(1.4f, 0.0f, -0.5f));
TransformGroup tree1XfmGrp = new TransformGroup(tree1Xfm);
Cylinder myTrunk1 = new Cylinder(0.1f, 1.0f, trunkApp);
tree1XfmGrp.addChild(myTrunk1);
Transform3D leaf1Xfm = new Transform3D();
leaf1Xfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
TransformGroup leaf1XfmGrp = new TransformGroup(leaf1Xfm);
Sphere myLeaf1 = new Sphere(0.5f, leafApp);
leaf1XfmGrp.addChild(myLeaf1);
tree1XfmGrp.addChild(leaf1XfmGrp);
//Create the final tree
Transform3D tree2Xfm = new Transform3D();
tree2Xfm.set(new Vector3f(1.2f, 0.0f, 1.0f));
TransformGroup tree2XfmGrp = new TransformGroup(tree2Xfm);
Cylinder myTrunk2 = new Cylinder(0.1f, 1.0f, trunkApp);
tree2XfmGrp.addChild(myTrunk2);
Transform3D leaf2Xfm = new Transform3D();
leaf2Xfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
TransformGroup leaf2XfmGrp = new TransformGroup(leaf2Xfm);
Sphere myLeaf2 = new Sphere(0.5f, leafApp);
leaf2XfmGrp.addChild(myLeaf2);
tree2XfmGrp.addChild(leaf2XfmGrp);
//Put the scene together by adding all the groups
//to the scene group
theScene.addChild(house);
theScene.addChild(treeXfmGrp);
theScene.addChild(tree1XfmGrp);
theScene.addChild(tree2XfmGrp);
return theScene;
}
/**
* Handles the exit button action to quit the program.
*/
public void actionPerformed(ActionEvent e) {
dispose();
System.exit(0);
}
public SimpleCombine() {
VirtualUniverse myUniverse = new VirtualUniverse();
Locale myLocale = new Locale(myUniverse);
myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
myLocale.addBranchGraph(buildContentBranch(buildShape()));
setTitle("SimpleWorld");
setSize(400, 400);
setLayout(new BorderLayout());
add("Center", myCanvas3D);
add("South", myButton);
myButton.addActionListener(this);
setVisible(true);
}
public static void main(String[] args) {
SimpleCombine sw = new SimpleCombine();
}
}
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