List of usage examples for javax.media.j3d Alpha DECREASING_ENABLE
int DECREASING_ENABLE
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From source file:AlphaTest.java
/** * Constructor/* w w w .ja va 2s . c om*/ */ public AlphaTest() { m_Alpha = new Alpha(-1, Alpha.DECREASING_ENABLE | Alpha.INCREASING_ENABLE, 1000, 1000, 5000, 1000, 1000, 10000, 2000, 4000); buildUi(); }
From source file:SimpleMorph2.java
/** * Create the Morph from the given shapes * /* ww w .j a va2 s. c o m*/ * @param theShapes * GeometryArray that stores the shapes for the Morph * @param app * Appearnce used for the shapes * @return Morph that uses the given shapes */ protected Morph createMorph(GeometryArray[] theShapes, Appearance app) { double[] weights = { 1.0, 0.0 }; Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 4000, 2000, 0, 4000, 2000, 0); myMorph = new Morph(theShapes, app); myMorph.setWeights(weights); myMorph.setCapability(Morph.ALLOW_WEIGHTS_WRITE); myBehave = new SimpleMorphBehaviour(morphAlpha, myMorph); myBehave.setSchedulingBounds(bounds); return myMorph; }
From source file:TickTockCollision.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4);/*from w ww. j a v a 2 s .c o m*/ objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and behaviors BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // Create a pair of transform group nodes and initialize them to // identity. Enable the TRANSFORM_WRITE capability so that // our behaviors can modify them at runtime. Add them to the // root of the subgraph. TransformGroup objTrans1 = new TransformGroup(); objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(objTrans1); TransformGroup objTrans2 = new TransformGroup(); objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans1.addChild(objTrans2); // Create the positioning and scaling transform group node. Transform3D t = new Transform3D(); t.set(0.3, new Vector3d(0.0, -1.5, 0.0)); TransformGroup objTrans3 = new TransformGroup(t); objTrans2.addChild(objTrans3); // Create a simple shape leaf node, add it to the scene graph. objTrans3.addChild(new ColorCube()); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis1 = new Transform3D(); yAxis1.rotX(Math.PI / 2.0); Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500, 200); RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha, objTrans1, yAxis1, -(float) Math.PI / 2.0f, (float) Math.PI / 2.0f); tickTock.setSchedulingBounds(bounds); objTrans2.addChild(tickTock); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis2 = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans2.addChild(rotator); // Now create a pair of rectangular boxes, each with a collision // detection behavior attached. The behavior will highlight the // object when it is in a state of collision. Group box1 = createBox(0.3, new Vector3d(-1.3, 0.0, 0.0)); Group box2 = createBox(0.3, new Vector3d(1.3, 0.0, 0.0)); objScale.addChild(box1); objScale.addChild(box2); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:InterpolatorTest.java
protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); // create a root TG in case we need to scale the scene TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); // create the Appearance for the Shape3D Appearance app = new Appearance(); // create a Material, modified by the ColorInterpolator Color3f objColor = new Color3f(1.0f, 0.7f, 0.8f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Material mat = new Material(objColor, black, objColor, black, 80.0f); mat.setCapability(Material.ALLOW_COMPONENT_WRITE); app.setMaterial(mat);//from www .j av a2s .co m // create a TransparencyAttributes, modified by the // TransparencyInterpolator TransparencyAttributes transparency = new TransparencyAttributes(); transparency.setCapability(TransparencyAttributes.ALLOW_VALUE_WRITE); transparency.setTransparencyMode(TransparencyAttributes.NICEST); app.setTransparencyAttributes(transparency); // create a Switch Node and set capabilities Switch switchNode = new Switch(); switchNode.setCapability(Switch.ALLOW_SWITCH_WRITE); // create a Alpha object for the Interpolators Alpha alpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 500, 100, 5000, 2000, 1000, 5000, 2000, 500); // add each BG and Interpolator as a child of the Switch Node TransformGroup tg = createSharedGroup(app); switchNode.addChild(createBranchGroup(tg, new ColorInterpolator(alpha, app.getMaterial()))); tg = createSharedGroup(app); switchNode.addChild(createBranchGroup(tg, new PositionInterpolator(alpha, tg))); tg = createSharedGroup(app); switchNode.addChild(createBranchGroup(tg, new RotationInterpolator(alpha, tg))); tg = createSharedGroup(app); switchNode.addChild(createBranchGroup(tg, new ScaleInterpolator(alpha, tg))); tg = createSharedGroup(app); switchNode.addChild(createBranchGroup(tg, new TransparencyInterpolator(alpha, app.getTransparencyAttributes(), 0, 0.8f))); // define the data for the RotPosScalePathInterpolator float[] knots = { 0.0f, 0.1f, 0.2f, 0.3f, 0.4f, 0.6f, 0.8f, 0.9f, 1.0f }; float[] scales = { 0.2f, 0.5f, 0.8f, 2.3f, 5.4f, 0.6f, 0.4f, 0.2f, 0.1f }; Quat4f[] quats = new Quat4f[9]; Point3f[] positions = new Point3f[9]; quats[0] = new Quat4f(0.3f, 1.0f, 1.0f, 0.0f); quats[1] = new Quat4f(1.0f, 0.0f, 0.0f, 0.3f); quats[2] = new Quat4f(0.2f, 1.0f, 0.0f, 0.0f); quats[3] = new Quat4f(0.0f, 0.2f, 1.0f, 0.0f); quats[4] = new Quat4f(1.0f, 0.0f, 0.4f, 0.0f); quats[5] = new Quat4f(0.0f, 1.0f, 1.0f, 0.2f); quats[6] = new Quat4f(0.3f, 0.3f, 0.0f, 0.0f); quats[7] = new Quat4f(1.0f, 0.0f, 1.0f, 1.0f); quats[8] = quats[0]; positions[0] = new Point3f(0.0f, 0.0f, -1.0f); positions[1] = new Point3f(1.0f, -2.0f, -2.0f); positions[2] = new Point3f(-2.0f, 2.0f, -3.0f); positions[3] = new Point3f(1.0f, 1.0f, -4.0f); positions[4] = new Point3f(-4.0f, -2.0f, -5.0f); positions[5] = new Point3f(2.0f, 0.3f, -6.0f); positions[6] = new Point3f(-4.0f, 0.5f, -7.0f); positions[7] = new Point3f(0.0f, -1.5f, -4.0f); positions[8] = positions[0]; tg = createSharedGroup(app); // create the Interpolator RotPosScalePathInterpolator rotPosScalePathInterplator = new RotPosScalePathInterpolator(alpha, tg, new Transform3D(), knots, quats, positions, scales); // add a BG for the Interpolator switchNode.addChild(createBranchGroup(tg, rotPosScalePathInterplator)); // create a RandomAlpha object to control a SwitchInterpolator // to set the Switches active child node randomly RandomAlpha randomAlpha = new RandomAlpha(); // create the interpolator SwitchValueInterpolator switchInterpolator = new SwitchValueInterpolator(randomAlpha, switchNode); switchInterpolator.setSchedulingBounds(getApplicationBounds()); // connect the scenegraph objTrans.addChild(switchNode); objTrans.addChild(switchInterpolator); // Set up the global lights Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); AmbientLight aLgt = new AmbientLight(alColor); aLgt.setInfluencingBounds(getApplicationBounds()); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(getApplicationBounds()); // add the lights objRoot.addChild(aLgt); objRoot.addChild(lgt1); // connect objRoot.addChild(objTrans); return objRoot; }
From source file:AlphaTest.java
/** * Replots the Alpha function based on the contents of the UI */// ww w .ja v a2s .co m protected void updateAlpha() { m_Alpha.setTriggerTime(Long.parseLong(getField(m_knTrigger).getText())); m_Alpha.setPhaseDelayDuration(Long.parseLong(getField(m_knPhaseDelay).getText())); m_Alpha.setIncreasingAlphaDuration(Long.parseLong(getField(m_knIncreasingAlpha).getText())); m_Alpha.setIncreasingAlphaRampDuration(Long.parseLong(getField(m_knIncreasingRamp).getText())); m_Alpha.setAlphaAtOneDuration(Long.parseLong(getField(m_knAtOne).getText())); m_Alpha.setDecreasingAlphaDuration(Long.parseLong(getField(m_knDecreasingAlpha).getText())); m_Alpha.setDecreasingAlphaRampDuration(Long.parseLong(getField(m_knDecreasingRamp).getText())); m_Alpha.setAlphaAtZeroDuration(Long.parseLong(getField(m_knAtZero).getText())); m_Alpha.setLoopCount(Integer.parseInt(getField(m_knLoopCount).getText())); Checkbox b = m_checkboxGrp.getSelectedCheckbox(); if (b.getLabel().equals("INCREASING_ENABLE")) { m_Alpha.setMode(Alpha.INCREASING_ENABLE); } else if (b.getLabel().equals("DECREASING_ENABLE")) { m_Alpha.setMode(Alpha.DECREASING_ENABLE); } else // "BOTH" { m_Alpha.setMode(Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE); } }
From source file:Pyramid2Cube.java
private BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4);/* w w w .ja v a2s. c om*/ objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and behavior BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // // Create the transform group nodes for the 3 original objects // and the morphed object. Add them to the root of the // branch graph. // TransformGroup objTrans[] = new TransformGroup[4]; for (int i = 0; i < 4; i++) { objTrans[i] = new TransformGroup(); objScale.addChild(objTrans[i]); } Transform3D tr = new Transform3D(); Transform3D rotY15 = new Transform3D(); rotY15.rotY(15.0 * Math.PI / 180.0); objTrans[0].getTransform(tr); tr.setTranslation(new Vector3d(-3.0, 1.5, -6.5)); tr.mul(rotY15); objTrans[0].setTransform(tr); objTrans[1].getTransform(tr); tr.setTranslation(new Vector3d(0.0, 1.5, -6.5)); tr.mul(rotY15); objTrans[1].setTransform(tr); objTrans[2].getTransform(tr); tr.setTranslation(new Vector3d(3.0, 1.5, -6.5)); tr.mul(rotY15); objTrans[2].setTransform(tr); objTrans[3].getTransform(tr); tr.setTranslation(new Vector3d(0.0, -2.0, -5.0)); tr.mul(rotY15); objTrans[3].setTransform(tr); // Now create simple geometries. QuadArray g[] = new QuadArray[3]; Shape3D shape[] = new Shape3D[3]; for (int i = 0; i < 3; i++) { g[i] = null; shape[i] = null; } g[0] = new ColorPyramidUp(); g[1] = new ColorCube(); g[2] = new ColorPyramidDown(); Appearance a = new Appearance(); for (int i = 0; i < 3; i++) { shape[i] = new Shape3D(g[i], a); objTrans[i].addChild(shape[i]); } // // Create a Morph node, and set the appearance and input geometry // arrays. Set the Morph node's capability bits to allow the weights // to be modified at runtime. // Morph morph = new Morph((GeometryArray[]) g, a); morph.setCapability(Morph.ALLOW_WEIGHTS_READ); morph.setCapability(Morph.ALLOW_WEIGHTS_WRITE); objTrans[3].addChild(morph); // Now create the Alpha object that controls the speed of the // morphing operation. Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 4000, 1000, 500, 4000, 1000, 500); // Finally, create the morphing behavior MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph); mBeh.setSchedulingBounds(bounds); objScale.addChild(mBeh); return objRoot; }
From source file:TickTockPicking.java
public BranchGroup createSceneGraph(Canvas3D c) { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4);/*from w w w. ja v a2 s . co m*/ objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and behaviors BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // Set up the global lights Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); AmbientLight aLgt = new AmbientLight(alColor); aLgt.setInfluencingBounds(bounds); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(bounds); objScale.addChild(aLgt); objScale.addChild(lgt1); // Create a pair of transform group nodes and initialize them to // identity. Enable the TRANSFORM_WRITE capability so that // our behaviors can modify them at runtime. Add them to the // root of the subgraph. TransformGroup objTrans1 = new TransformGroup(); objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(objTrans1); TransformGroup objTrans2 = new TransformGroup(); objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans1.addChild(objTrans2); // Create the positioning and scaling transform group node. Transform3D t = new Transform3D(); t.set(0.3, new Vector3d(0.0, -1.5, 0.0)); TransformGroup objTrans3 = new TransformGroup(t); objTrans2.addChild(objTrans3); // Create a simple shape leaf node, set it's appearance, and // add it to the scene graph. Shape3D shape = new Cube(); Appearance a = new Appearance(); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); a.setMaterial(new Material(objColor, black, objColor, white, 80.0f)); shape.setAppearance(a); shape.setCapability(shape.ALLOW_APPEARANCE_READ); shape.setCapability(shape.ALLOW_APPEARANCE_WRITE); objTrans3.addChild(shape); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis1 = new Transform3D(); yAxis1.rotX(Math.PI / 2.0); Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500, 200); RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha, objTrans1, yAxis1, -(float) Math.PI / 2.0f, (float) Math.PI / 2.0f); tickTock.setSchedulingBounds(bounds); objTrans2.addChild(tickTock); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis2 = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans2.addChild(rotator); // Now create the simple picking behavior PickHighlightBehavior pickBeh = new PickHighlightBehavior(c, objRoot, bounds); // Create a bunch of objects with a behavior and add them // into the scene graph. int row, col; Appearance[][] app = new Appearance[3][3]; for (row = 0; row < 3; row++) for (col = 0; col < 3; col++) app[row][col] = createAppearance(row * 3 + col); for (int i = 0; i < 3; i++) { double ypos = (double) (i - 1) * 1.5; for (int j = 0; j < 3; j++) { double xpos = (double) (j - 1) * 1.5; objScale.addChild(createObject(app[i][j], 0.3, xpos, ypos)); } } // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:PickTest.java
public BranchGroup createSceneGraph(Canvas3D canvas) { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(1.0);/* w ww .j ava 2 s . co m*/ objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bunch of objects with a behavior and add them // into the scene graph. int row, col; int numRows = 4, numCols = 4; for (int i = 0; i < numRows; i++) { double ypos = (double) (i - numRows / 2) * 0.45 + 0.25; for (int j = 0; j < numCols; j++) { double xpos = (double) (j - numCols / 2) * 0.45 + 0.25; objScale.addChild(createObject(i * numCols + j, 0.1, xpos, ypos)); } } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Add a light. Color3f lColor = new Color3f(1.0f, 1.0f, 1.0f); Vector3f lDir = new Vector3f(0.0f, 0.0f, -1.0f); DirectionalLight lgt = new DirectionalLight(lColor, lDir); lgt.setInfluencingBounds(bounds); objRoot.addChild(lgt); // Now create the Alpha object that controls the speed of the // morphing operation. Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 4000, 1000, 500, 4000, 1000, 500); // Finally, create the morphing behavior MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph); mBeh.setSchedulingBounds(bounds); objRoot.addChild(mBeh); behavior1 = new PickRotateBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior1); behavior2 = new PickZoomBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior2); behavior3 = new PickTranslateBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior3); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:SphereMotion.java
public BranchGroup createSceneGraph(SimpleUniverse u) { Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f); Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f); Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f); Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Transform3D t;// www. j a v a 2s .c o m // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4); objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and lights BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // Create a Sphere object, generate one copy of the sphere, // and add it into the scene graph. Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); Appearance a = new Appearance(); m.setLightingEnable(true); a.setMaterial(m); Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 80, a); objScale.addChild(sph); // Create the transform group node for the each light and initialize // it to the identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add them to the root // of the subgraph. TransformGroup l1RotTrans = new TransformGroup(); l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l1RotTrans); TransformGroup l2RotTrans = new TransformGroup(); l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l2RotTrans); // Create transformations for the positional lights t = new Transform3D(); Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); t.set(lPos1); TransformGroup l1Trans = new TransformGroup(t); l1RotTrans.addChild(l1Trans); t = new Transform3D(); Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); t.set(lPos2); TransformGroup l2Trans = new TransformGroup(t); l2RotTrans.addChild(l2Trans); // Create Geometry for point lights ColoringAttributes caL1 = new ColoringAttributes(); ColoringAttributes caL2 = new ColoringAttributes(); caL1.setColor(lColor1); caL2.setColor(lColor2); Appearance appL1 = new Appearance(); Appearance appL2 = new Appearance(); appL1.setColoringAttributes(caL1); appL2.setColoringAttributes(caL2); l1Trans.addChild(new Sphere(0.05f, appL1)); l2Trans.addChild(new Sphere(0.05f, appL2)); // Create lights AmbientLight aLgt = new AmbientLight(alColor); Light lgt1 = null; Light lgt2 = null; Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); Vector3f lDirect1 = new Vector3f(lPos1); Vector3f lDirect2 = new Vector3f(lPos2); lDirect1.negate(); lDirect2.negate(); switch (lightType) { case DIRECTIONAL_LIGHT: lgt1 = new DirectionalLight(lColor1, lDirect1); lgt2 = new DirectionalLight(lColor2, lDirect2); break; case POINT_LIGHT: lgt1 = new PointLight(lColor1, lPoint, atten); lgt2 = new PointLight(lColor2, lPoint, atten); break; case SPOT_LIGHT: lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, 25.0f * (float) Math.PI / 180.0f, 10.0f); lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, 25.0f * (float) Math.PI / 180.0f, 10.0f); break; } // Set the influencing bounds aLgt.setInfluencingBounds(bounds); lgt1.setInfluencingBounds(bounds); lgt2.setInfluencingBounds(bounds); // Add the lights into the scene graph objScale.addChild(aLgt); l1Trans.addChild(lgt1); l2Trans.addChild(lgt2); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into the // scene graph. Transform3D yAxis = new Transform3D(); Alpha rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator1 = new RotationInterpolator(rotor1Alpha, l1RotTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator1.setSchedulingBounds(bounds); l1RotTrans.addChild(rotator1); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into the // scene graph. Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 1000, 0, 0, 0, 0, 0); RotationInterpolator rotator2 = new RotationInterpolator(rotor2Alpha, l2RotTrans, yAxis, 0.0f, 0.0f); bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); rotator2.setSchedulingBounds(bounds); l2RotTrans.addChild(rotator2); // Create a position interpolator and attach it to the view // platform TransformGroup vpTrans = u.getViewingPlatform().getViewPlatformTransform(); Transform3D axisOfTranslation = new Transform3D(); Alpha transAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 0, 0, 5000, 0, 0); axisOfTranslation.rotY(-Math.PI / 2.0); PositionInterpolator translator = new PositionInterpolator(transAlpha, vpTrans, axisOfTranslation, 2.0f, 3.5f); translator.setSchedulingBounds(bounds); objScale.addChild(translator); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:SimpleTest.java
public TransformGroup createBehaviors(BranchGroup bg) { // create a TransformGroup. ///*w w w. j a v a2 s. co m*/ // A TransformGroup is a Group node (can have children) // and contains a Transform3D member. // // The Transform3D member contains a 4x4 transformation matrix // that is applied during rendering to all the TransformGroup's // child nodes. The 4x4 matrix can describe: // scaling, translation and rotation in one neat package! // enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // create a new Transform3D that will describe // the direction we want to move. Transform3D xAxis = new Transform3D(); // create an Alpha object. // The Alpha object describes a function against time. // The Alpha will output a value that ranges between 0 and 1 // using the time parameters (in milliseconds). Alpha xAlpha = new Alpha(-1, Alpha.DECREASING_ENABLE | Alpha.INCREASING_ENABLE, 1000, 1000, 5000, 1000, 1000, 10000, 2000, 4000); // create a PositionInterpolator // The PositionInterpolator will modify the translation components // of a TransformGroup's Transform3D (objTrans) based on the output // from the Alpha. In this case the movement will range from // -0.8 along the X-axis with Alpha=0 to X=0.8 when Alpha=1. PositionInterpolator posInt = new PositionInterpolator(xAlpha, objTrans, xAxis, -0.8f, 0.8f); // set the range of influence of the PositionInterpolator posInt.setSchedulingBounds(getBoundingSphere()); // wire the PositionInterpolator into its parent // TransformGroup. Just like rendering nodes behaviors // must be added to the scenegraph. objTrans.addChild(posInt); // add the TransformGroup to its parent BranchGroup bg.addChild(objTrans); // we return the TransformGroup with the // behavior attached so that we can add nodes to it // (which will be effected by the PositionInterpolator). return objTrans; }