Example usage for javax.media.j3d Appearance Appearance

List of usage examples for javax.media.j3d Appearance Appearance

Introduction

In this page you can find the example usage for javax.media.j3d Appearance Appearance.

Prototype

public Appearance() 

Source Link

Document

Constructs an Appearance component object using defaults for all state variables.

Usage

From source file:SimpleKeyNav.java

/**
 * Build the content branch for the scene graph
 * /*  w ww .  ja va 2s . co m*/
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    //Create the appearance an appearance for the two cubes
    Appearance app1 = new Appearance();
    Appearance app2 = new Appearance();
    Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    float shininess = 20.0f;
    app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess));
    app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess));
    //Make two cubes
    Box leftCube = new Box(1.0f, 1.0f, 1.0f, app1);
    Box rightCube = new Box(1.0f, 1.0f, 1.0f, app2);

    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);
    //Put it all together
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    TransformGroup leftGroup = new TransformGroup(leftGroupXfm);
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    TransformGroup rightGroup = new TransformGroup(rightGroupXfm);

    leftGroup.addChild(leftCube);
    rightGroup.addChild(rightCube);
    contentBranch.addChild(leftGroup);
    contentBranch.addChild(rightGroup);
    return contentBranch;

}

From source file:MultiView.java

public BranchGroup createSceneBranchGroup() {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();

    //Make the scene graph
    try {//  ww w .  j  a v  a2s.c om
        TransformGroup objTrans = new TransformGroup();
        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objRoot.addChild(objTrans);

        // Create appearance object for textured cube
        Appearance app = new Appearance();

        Texture tex = new TextureLoader("Dog.jpg", this).getTexture();
        app.setTexture(tex);

        // Create a simple shape leaf node, add it to the scene graph.
        Box textureCube = new Box(2, 3, 4, Box.GENERATE_TEXTURE_COORDS, app);

        objTrans.addChild(textureCube);

        // 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 rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);

        RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f,
                (float) Math.PI * 2.0f);

        BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
        rotator.setSchedulingBounds(bounds);
        objTrans.addChild(rotator);
    } catch (RuntimeException e) {
        System.out.println("MultiView.createSceneBranchGroup:" + e.getMessage());
        System.exit(-1);
    }

    return objRoot;
}

From source file:SimpleLOD.java

/**
 * Build the content branch for the scene graph This creates three
 * cylinders, each with a different resolution. These are then used with a
 * LOD node to implement a crude level of detail.
 * //from ww  w.ja  v a2 s.  c om
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    //Create the appearance
    Appearance app = new Appearance();
    Color3f ambientColour = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour = new Color3f(1.0f, 1.0f, 0.0f);
    float shininess = 20.0f;
    app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    //Make the switch node that is to used with the LOD
    //and make it writable
    Switch LODswitch = new Switch();
    LODswitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
    //Add the three cylinders
    LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS, 10, 10, app));
    LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS, 5, 5, app));
    LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS, 3, 3, app));
    //Define the distances for the LOD
    float[] LODdistances = { 5.0f, 10.0f, 15.0f };
    DistanceLOD myLOD = new DistanceLOD(LODdistances, new Point3f(0.0f, 0.0f, 0.0f));
    myLOD.setSchedulingBounds(bounds);
    //Add the switch to the LOD
    myLOD.addSwitch(LODswitch);
    BranchGroup contentBranch = new BranchGroup();
    contentBranch.addChild(myLOD);
    addLights(contentBranch);

    contentBranch.addChild(LODswitch);
    return contentBranch;

}

From source file:RedGreenGriffin.java

public BranchGroup createSceneGraph(int i) {
    System.out.println("Creating scene for: " + URLString);
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();
    try {/*from w  ww.  j av  a  2s. com*/
        Transform3D myTransform3D = new Transform3D();
        myTransform3D.setTranslation(new Vector3f(+0.0f, -0.15f, -3.6f));
        TransformGroup objTrans = new TransformGroup(myTransform3D);
        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        Transform3D t = new Transform3D();
        TransformGroup tg = new TransformGroup(t);
        tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
        tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objTrans.addChild(tg);
        URL url = new URL(URLString);
        ObjectFile f = new ObjectFile();
        f.setFlags(ObjectFile.RESIZE | ObjectFile.TRIANGULATE | ObjectFile.STRIPIFY);
        System.out.println("About to load");

        Scene s = f.load(url);
        Transform3D myTrans = new Transform3D();
        myTrans.setTranslation(new Vector3f(eyeOffset, -eyeOffset, 0F));
        TransformGroup mytg = new TransformGroup(myTrans);
        //mytg.addChild(s.getSceneGroup());
        tg.addChild(mytg);
        Transform3D myTrans2 = new Transform3D();
        myTrans2.setTranslation(new Vector3f(-eyeOffset, +eyeOffset, 0F));
        TransformGroup mytg2 = new TransformGroup(myTrans2);
        //mytg2.addChild(s.getSceneGroup());
        Hashtable table = s.getNamedObjects();
        for (Enumeration e = table.keys(); e.hasMoreElements();) {
            Object key = e.nextElement();
            System.out.println(key);
            Object obj = table.get(key);
            System.out.println(obj.getClass().getName());
            Shape3D shape = (Shape3D) obj;
            //shape.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
            Appearance ap = new Appearance();
            Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
            Color3f red = new Color3f(0.7f, .0f, .15f);
            Color3f green = new Color3f(0f, .7f, .15f);
            ap.setMaterial(new Material(green, black, green, black, 1.0f));
            Appearance ap2 = new Appearance();
            ap2.setMaterial(new Material(red, black, red, black, 1.0f));
            float transparencyValue = 0.5f;
            TransparencyAttributes t_attr = new TransparencyAttributes(TransparencyAttributes.BLENDED,
                    transparencyValue, TransparencyAttributes.BLEND_SRC_ALPHA,
                    TransparencyAttributes.BLEND_ONE);
            ap2.setTransparencyAttributes(t_attr);
            ap2.setRenderingAttributes(new RenderingAttributes());
            ap.setTransparencyAttributes(t_attr);
            ap.setRenderingAttributes(new RenderingAttributes());
            // bg.addChild(ap);
            shape.setAppearance(ap);
            mytg2.addChild(new Shape3D(shape.getGeometry(), ap2));
            mytg.addChild(new Shape3D(shape.getGeometry(), ap));
        }
        tg.addChild(mytg2);
        System.out.println("Finished Loading");
        BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
        Color3f light1Color = new Color3f(.9f, 0.9f, 0.9f);
        Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
        DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction);
        light1.setInfluencingBounds(bounds);
        objTrans.addChild(light1);
        // Set up the ambient light
        Color3f ambientColor = new Color3f(1.0f, .4f, 0.3f);
        AmbientLight ambientLightNode = new AmbientLight(ambientColor);
        ambientLightNode.setInfluencingBounds(bounds);
        objTrans.addChild(ambientLightNode);

        MouseRotate behavior = new MouseRotate();
        behavior.setTransformGroup(tg);
        objTrans.addChild(behavior);
        // Create the translate behavior node
        MouseTranslate behavior3 = new MouseTranslate();
        behavior3.setTransformGroup(tg);
        objTrans.addChild(behavior3);
        behavior3.setSchedulingBounds(bounds);

        KeyNavigatorBehavior keyNavBeh = new KeyNavigatorBehavior(tg);
        keyNavBeh.setSchedulingBounds(new BoundingSphere(new Point3d(), 1000.0));
        objTrans.addChild(keyNavBeh);

        behavior.setSchedulingBounds(bounds);
        objRoot.addChild(objTrans);
    } catch (Throwable t) {
        System.out.println("Error: " + t);
    }
    return objRoot;
}

From source file:TextureTransformTest.java

protected BranchGroup createSceneBranchGroup() {
    BranchGroup objRoot = super.createSceneBranchGroup();

    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    Transform3D yAxis = new Transform3D();
    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);

    // create the rotation interpolator to rotate the scene
    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f,
            (float) Math.PI * 2.0f);
    rotator.setSchedulingBounds(createApplicationBounds());
    objTrans.addChild(rotator);// w  w w.j av a  2 s.c o m

    // create the box
    final int nScale = 50;
    Appearance app = new Appearance();
    Box box = new Box(nScale, nScale, nScale, Primitive.GENERATE_NORMALS | Primitive.GENERATE_TEXTURE_COORDS,
            app);

    // load the texture image
    TextureLoader texLoader = new TextureLoader("texture.gif", this);
    app.setTexture(texLoader.getTexture());

    // set the texture attributes and ensure we
    // can write to the Transform for the texture attributes
    m_TextureAttributes = new TextureAttributes();
    m_TextureAttributes.setCapability(TextureAttributes.ALLOW_TRANSFORM_WRITE);
    app.setTextureAttributes(m_TextureAttributes);

    // connect all the elements
    objTrans.addChild(box);
    objRoot.addChild(objTrans);
    objRoot.addChild(createRotator());

    return objRoot;
}

From source file:ModelClipTest.java

public BranchGroup createSceneGraph() {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();

    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // 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 .  j  a v a  2 s . co  m*/
    objScale.setTransform(t3d);
    objRoot.addChild(objScale);

    // This Transformgroup is used by the mouse manipulators to
    // move the CYlinder.
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objScale.addChild(objTrans);

    //Create Model Clip
    ModelClip mc = new ModelClip();
    boolean enables[] = { false, false, false, false, false, false };
    Vector4d eqn1 = new Vector4d(0.0, 1.0, 0.0, 0.0);
    Vector4d eqn2 = new Vector4d(1.0, 1.0, 0.0, 0.0);
    mc.setEnables(enables);
    mc.setPlane(1, eqn1);
    mc.setPlane(2, eqn2);
    mc.setEnable(1, true);
    mc.setEnable(2, true);
    mc.setInfluencingBounds(bounds);
    objTrans.addChild(mc);

    //Create a cylinder
    PolygonAttributes attr = new PolygonAttributes();
    attr.setCullFace(PolygonAttributes.CULL_NONE);
    Appearance ap = new Appearance();
    Material mat = new Material();
    mat.setLightingEnable(true);
    ap.setMaterial(mat);
    ap.setPolygonAttributes(attr);

    Cylinder CylinderObj = new Cylinder(1.0f, 2.0f, ap);
    objTrans.addChild(CylinderObj);

    // Create the rotate behavior node
    MouseRotate behavior = new MouseRotate(objTrans);
    objTrans.addChild(behavior);
    behavior.setSchedulingBounds(bounds);

    // Create the zoom behavior node
    MouseZoom behavior2 = new MouseZoom(objTrans);
    objTrans.addChild(behavior2);
    behavior2.setSchedulingBounds(bounds);

    //Shine it with two colored lights.
    Color3f lColor1 = new Color3f(0.5f, 0.0f, 0.5f);
    Color3f lColor2 = new Color3f(0.7f, 0.7f, 0.0f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, 1.0f);
    Vector3f lDir2 = new Vector3f(0.0f, 0.0f, -1.0f);
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    DirectionalLight lgt2 = new DirectionalLight(lColor2, lDir2);
    lgt1.setInfluencingBounds(bounds);
    lgt2.setInfluencingBounds(bounds);
    objScale.addChild(lgt1);
    objScale.addChild(lgt2);

    // Let Java 3D perform optimizations on this scene graph.
    objRoot.compile();

    return objRoot;
}

From source file:AppearanceTest.java

private Appearance createAppearance(int idx) {
    Appearance app = new Appearance();

    // Globally used colors
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);

    switch (idx) {
    // Unlit solid
    case 0: {/*www  . jav a  2 s .  com*/
        // Set up the coloring properties
        Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f);
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(objColor);
        app.setColoringAttributes(ca);
        break;
    }

    // Unlit wire frame
    case 1: {
        // Set up the coloring properties
        Color3f objColor = new Color3f(0.5f, 0.0f, 0.2f);
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(objColor);
        app.setColoringAttributes(ca);

        // Set up the polygon attributes
        PolygonAttributes pa = new PolygonAttributes();
        pa.setPolygonMode(pa.POLYGON_LINE);
        pa.setCullFace(pa.CULL_NONE);
        app.setPolygonAttributes(pa);
        break;
    }

    // Unlit points
    case 2: {
        // Set up the coloring properties
        Color3f objColor = new Color3f(0.2f, 0.2f, 1.0f);
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(objColor);
        app.setColoringAttributes(ca);

        // Set up the polygon attributes
        PolygonAttributes pa = new PolygonAttributes();
        pa.setPolygonMode(pa.POLYGON_POINT);
        pa.setCullFace(pa.CULL_NONE);
        app.setPolygonAttributes(pa);

        // Set up point attributes
        PointAttributes pta = new PointAttributes();
        pta.setPointSize(5.0f);
        app.setPointAttributes(pta);
        break;
    }

    // Lit solid
    case 3: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }

    // Texture mapped, lit solid
    case 4: {
        // Set up the texture map
        TextureLoader tex = new TextureLoader(texImage, this);
        app.setTexture(tex.getTexture());

        TextureAttributes texAttr = new TextureAttributes();
        texAttr.setTextureMode(TextureAttributes.MODULATE);
        app.setTextureAttributes(texAttr);

        // Set up the material properties
        app.setMaterial(new Material(white, black, white, black, 1.0f));
        break;
    }

    // Transparent, lit solid
    case 5: {
        // Set up the transparency properties
        TransparencyAttributes ta = new TransparencyAttributes();
        ta.setTransparencyMode(ta.BLENDED);
        ta.setTransparency(0.6f);
        app.setTransparencyAttributes(ta);

        // Set up the polygon attributes
        PolygonAttributes pa = new PolygonAttributes();
        pa.setCullFace(pa.CULL_NONE);
        app.setPolygonAttributes(pa);

        // Set up the material properties
        Color3f objColor = new Color3f(0.7f, 0.8f, 1.0f);
        app.setMaterial(new Material(objColor, black, objColor, black, 1.0f));
        break;
    }

    // Lit solid, no specular
    case 6: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, black, 80.0f));
        break;
    }

    // Lit solid, specular only
    case 7: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
        app.setMaterial(new Material(black, black, black, white, 80.0f));
        break;
    }

    // Another lit solid with a different color
    case 8: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.8f, 0.8f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }

    default: {
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
        app.setColoringAttributes(ca);
    }
    }

    return app;
}

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);/*  w ww. j av a  2s.  c o  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:SimpleBillboard.java

/**
 * Build the content branch for the scene graph. This creates two cubes and
 * uses a billboard node to keep one face of one of the cubes facing the
 * viewer.//from ww  w .  ja v  a 2  s. c om
 * 
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    //Create the appearance
    Appearance app = new Appearance();
    Color3f ambientColour = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour = new Color3f(1.0f, 1.0f, 0.0f);
    float shininess = 20.0f;
    app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    //Make the cubes
    Box leftCube = new Box(1.0f, 1.0f, 1.0f, app);
    ColorCube rightCube = new ColorCube();
    //Create the transformgroup used for the billboard
    TransformGroup billBoardGroup = new TransformGroup();
    //Set the access rights to the group
    billBoardGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    //Add the cube to the group
    billBoardGroup.addChild(rightCube);
    //Create and activate the billboard
    Billboard myBillboard = new Billboard(billBoardGroup, Billboard.ROTATE_ABOUT_AXIS,
            new Vector3f(0.0f, 1.0f, 0.0f));
    myBillboard.setSchedulingBounds(bounds);
    BranchGroup contentBranch = new BranchGroup();
    contentBranch.addChild(myBillboard);
    addLights(contentBranch);
    //Position the cubes
    TransformGroup bothGroup = new TransformGroup();
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    TransformGroup leftGroup = new TransformGroup(leftGroupXfm);
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    TransformGroup rightGroup = new TransformGroup(rightGroupXfm);
    //Put it all together
    bothGroup.addChild(leftGroup);
    leftGroup.addChild(leftCube);
    bothGroup.addChild(rightGroup);
    rightGroup.addChild(billBoardGroup);
    contentBranch.addChild(bothGroup);
    return contentBranch;

}

From source file:Drag.java

/**
 *  Create the scenegraph for this program.
 *//* www . j  a  va2 s  . com*/
public BranchGroup createSceneGraph() {

    // Define colors
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f red = new Color3f(0.80f, 0.20f, 0.2f);
    Color3f ambientRed = new Color3f(0.2f, 0.05f, 0.0f);
    Color3f ambient = new Color3f(0.2f, 0.2f, 0.2f);
    Color3f diffuse = new Color3f(0.7f, 0.7f, 0.7f);
    Color3f specular = new Color3f(0.7f, 0.7f, 0.7f);
    Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);

    // Create the branch group
    BranchGroup branchGroup = 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);
    branchGroup.addChild(objScale);

    // Create the bounding leaf node
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    BoundingLeaf boundingLeaf = new BoundingLeaf(bounds);
    objScale.addChild(boundingLeaf);

    // Set up the background
    Background bg = new Background(bgColor);
    bg.setApplicationBounds(bounds);
    objScale.addChild(bg);

    // Create the ambient light
    AmbientLight ambLight = new AmbientLight(white);
    ambLight.setInfluencingBounds(bounds);
    objScale.addChild(ambLight);

    // Create the directional light
    Vector3f dir = new Vector3f(-1.0f, -1.0f, -1.0f);
    DirectionalLight dirLight = new DirectionalLight(white, dir);
    dirLight.setInfluencingBounds(bounds);
    objScale.addChild(dirLight);

    // Create the red appearance node
    Material redMaterial = new Material(ambientRed, black, red, specular, 75.0f);
    redMaterial.setLightingEnable(true);
    Appearance redAppearance = new Appearance();
    redAppearance.setMaterial(redMaterial);

    // Create the white appearance node
    Material whiteMaterial = new Material(ambient, black, diffuse, specular, 75.0f);
    whiteMaterial.setLightingEnable(true);
    Appearance whiteAppearance = new Appearance();
    whiteAppearance.setMaterial(whiteMaterial);

    // Create the transform node
    TransformGroup transformGroup = new TransformGroup();
    transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    transformGroup.addChild(new Cube(redAppearance).getChild());
    //   transformGroup.addChild(new Corners(whiteAppearance).getChild());
    objScale.addChild(transformGroup);

    // Create the drag behavior node
    MouseRotate behavior = new MouseRotate();
    behavior.setTransformGroup(transformGroup);
    transformGroup.addChild(behavior);
    behavior.setSchedulingBounds(bounds);

    // Create the zoom behavior node
    MouseZoom behavior2 = new MouseZoom();
    behavior2.setTransformGroup(transformGroup);
    transformGroup.addChild(behavior2);
    behavior2.setSchedulingBounds(bounds);

    // Create the zoom behavior node
    MouseTranslate behavior3 = new MouseTranslate();
    behavior3.setTransformGroup(transformGroup);
    transformGroup.addChild(behavior3);
    behavior3.setSchedulingBounds(bounds);

    // Let Java 3D perform optimizations on this scene graph.
    branchGroup.compile();

    return branchGroup;
}