Example usage for javax.media.j3d Appearance setMaterial

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

Introduction

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

Prototype

public void setMaterial(Material material) 

Source Link

Document

Sets the material object to the specified object.

Usage

From source file:PlatformTest.java

ViewerAvatar createViewerAvatar(String szText, Color3f objColor) {
    ViewerAvatar viewerAvatar = new ViewerAvatar();

    // rotate the Cone so that it is lying down and
    // points sharp-end towards the Viewer's field of view.
    TransformGroup tg = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setEuler(new Vector3d(Math.PI / 2.0, Math.PI, 0));
    tg.setTransform(t3d);//from   ww  w  .ja  v  a2s  .  c  o  m

    // create appearance and material for the Cone
    Appearance app = new Appearance();
    Color3f black = new Color3f(0.4f, 0.2f, 0.1f);
    app.setMaterial(new Material(objColor, black, objColor, black, 90.0f));

    // create the Primitive and add to the parent BranchGroup
    tg.addChild(new Cone(1, 3, Primitive.GENERATE_NORMALS, app));
    viewerAvatar.addChild(tg);

    return viewerAvatar;
}

From source file:Human1.java

void createHuman() {
    Human_body = new TransformGroup();

    // center the body
    tmpVector.set(0.0f, -1.5f, 0.0f);//from   w  w  w.  java  2  s.c  o m
    tmpTrans.set(tmpVector);
    Human_body.setTransform(tmpTrans);

    // Set up an appearance to make the body with red ambient,
    // black emmissive, red diffuse and white specular coloring
    Material material = new Material(red, black, red, white, 64);
    Appearance appearance = new Appearance();
    appearance.setMaterial(material);

    // offset and place the cylinder for the body
    tmpTG = new TransformGroup();
    // offset the shape
    tmpVector.set(0.0f, 1.5f, 0.0f);
    tmpTrans.set(tmpVector);
    tmpTG.setTransform(tmpTrans);
    tmpCyl = new Cylinder(0.75f, 3.0f, appearance);
    tmpTG.addChild(tmpCyl);

    // add the shape to the body
    Human_body.addChild(tmpTG);

    // create the r_shoulder TransformGroup
    Human_r_shoulder = new TransformGroup();
    Human_r_shoulder.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    Human_r_shoulder.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    // translate from the waist
    tmpVector.set(-0.95f, 2.9f, -0.2f);
    tmpTrans.set(tmpVector);
    Human_r_shoulder.setTransform(tmpTrans);

    // place the sphere for the r_shoulder
    tmpSphere = new Sphere(0.22f, appearance);
    Human_r_shoulder.addChild(tmpSphere);

    // offset and place the cylinder for the r_shoulder
    tmpTG = new TransformGroup();
    // offset the shape
    tmpVector.set(0.0f, -0.5f, 0.0f);
    tmpTrans.set(tmpVector);
    tmpTG.setTransform(tmpTrans);
    tmpCyl = new Cylinder(0.2f, 1.0f, appearance);
    tmpTG.addChild(tmpCyl);

    // add the shape to the r_shoulder
    Human_r_shoulder.addChild(tmpTG);

    // add the shoulder to the body group
    Human_body.addChild(Human_r_shoulder);

    // create the r_elbow TransformGroup
    Human_r_elbow = new TransformGroup();
    Human_r_elbow.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    Human_r_elbow.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    tmpVector.set(0.0f, -1.054f, 0.0f);
    tmpTrans.set(tmpVector);
    Human_r_elbow.setTransform(tmpTrans);

    // place the sphere for the r_elbow
    tmpSphere = new Sphere(0.22f, appearance);
    Human_r_elbow.addChild(tmpSphere);

    // offset and place the cylinder for the r_shoulder
    tmpTG = new TransformGroup();
    // offset the shape
    tmpVector.set(0.0f, -0.5f, 0.0f);
    tmpTrans.set(tmpVector);
    tmpTG.setTransform(tmpTrans);
    tmpCyl = new Cylinder(0.2f, 1.0f, appearance);
    tmpTG.addChild(tmpCyl);

    // add the shape to the r_shoulder
    Human_r_elbow.addChild(tmpTG);

    // add the elbow to the shoulder group
    Human_r_shoulder.addChild(Human_r_elbow);

    // create the l_shoulder TransformGroup
    Human_l_shoulder = new TransformGroup();
    Human_l_shoulder.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    Human_l_shoulder.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    tmpVector.set(0.95f, 2.9f, -0.2f);
    tmpTrans.set(tmpVector);
    Human_l_shoulder.setTransform(tmpTrans);

    // place the sphere for the l_shoulder
    tmpSphere = new Sphere(0.22f, appearance);
    Human_l_shoulder.addChild(tmpSphere);

    // offset and place the cylinder for the l_shoulder
    tmpTG = new TransformGroup();
    // offset the shape
    tmpVector.set(0.0f, -0.5f, 0.0f);
    tmpTrans.set(tmpVector);
    tmpTG.setTransform(tmpTrans);
    tmpCyl = new Cylinder(0.2f, 1.0f, appearance);
    tmpTG.addChild(tmpCyl);

    // add the shape to the l_shoulder
    Human_l_shoulder.addChild(tmpTG);

    // add the shoulder to the body group
    Human_body.addChild(Human_l_shoulder);

    // create the r_elbow TransformGroup
    Human_l_elbow = new TransformGroup();
    Human_l_elbow.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    Human_l_elbow.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    tmpVector.set(0.0f, -1.054f, 0.0f);
    tmpTrans.set(tmpVector);
    Human_l_elbow.setTransform(tmpTrans);

    // place the sphere for the l_elbow
    tmpSphere = new Sphere(0.22f, appearance);
    Human_l_elbow.addChild(tmpSphere);

    // offset and place the cylinder for the l_elbow
    tmpTG = new TransformGroup();
    // offset the shape
    tmpVector.set(0.0f, -0.5f, 0.0f);
    tmpTrans.set(tmpVector);
    tmpTG.setTransform(tmpTrans);
    tmpCyl = new Cylinder(0.2f, 1.0f, appearance);
    tmpTG.addChild(tmpCyl);

    // add the shape to the l_elbow
    Human_l_elbow.addChild(tmpTG);

    // add the shoulder to the body group
    Human_l_shoulder.addChild(Human_l_elbow);

    // create the skullbase TransformGroup
    Human_skullbase = new TransformGroup();
    tmpVector.set(0.0f, 3.632f, 0.0f);
    tmpTrans.set(tmpVector);
    Human_skullbase.setTransform(tmpTrans);

    // offset and place the sphere for the skull
    tmpSphere = new Sphere(0.5f, appearance);

    // add the shape to the l_shoulder
    Human_skullbase.addChild(tmpSphere);

    // add the shoulder to the body group
    Human_body.addChild(Human_skullbase);

}

From source file:SplineAnim.java

public BranchGroup createSceneGraph() {

    // Colors for lights and objects
    Color3f aColor = new Color3f(0.2f, 0.2f, 0.2f);
    Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f coneColor = new Color3f(0.9f, 0.1f, 0.1f);
    Color3f sphereColor = new Color3f(0.1f, 0.7f, 0.9f);
    Color3f bgColor = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f lightColor = new Color3f(1.0f, 1.0f, 1.0f);

    // Root of the branch grsph
    BranchGroup root = new BranchGroup();

    // Create transforms such that all objects appears in the scene
    sceneTransform = new Transform3D();
    sceneTransform.setScale(0.14f);//from   w ww  .j a  v  a  2s. co m
    Transform3D yrot = new Transform3D();
    yrot.rotY(-Math.PI / 5.0d);
    sceneTransform.mul(yrot);
    sceneTransformGroup = new TransformGroup(sceneTransform);
    sceneTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sceneTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    root.addChild(sceneTransformGroup);

    // Create bounds for the background and lights
    bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0f);

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

    // Create the transform group node for the lights
    lightTransform1 = new Transform3D();
    lightTransform2 = new Transform3D();
    Vector3d lightPos1 = new Vector3d(0.0, 0.0, 2.0);
    Vector3d lightPos2 = new Vector3d(1.0, 0.0, -2.0);
    lightTransform1.set(lightPos1);
    lightTransform2.set(lightPos2);
    light1TransformGroup = new TransformGroup(lightTransform1);
    light2TransformGroup = new TransformGroup(lightTransform2);
    sceneTransformGroup.addChild(light1TransformGroup);
    sceneTransformGroup.addChild(light2TransformGroup);

    // Create lights
    AmbientLight ambLight = new AmbientLight(aColor);
    Light dirLight1;
    Light dirLight2;

    Vector3f lightDir1 = new Vector3f(lightPos1);
    Vector3f lightDir2 = new Vector3f(lightPos2);
    lightDir1.negate();
    lightDir2.negate();
    dirLight1 = new DirectionalLight(lightColor, lightDir1);
    dirLight2 = new DirectionalLight(lightColor, lightDir2);

    // Set the influencing bounds
    ambLight.setInfluencingBounds(bounds);
    dirLight1.setInfluencingBounds(bounds);
    dirLight2.setInfluencingBounds(bounds);

    // Add the lights into the scene graph
    sceneTransformGroup.addChild(ambLight);
    sceneTransformGroup.addChild(dirLight1);
    sceneTransformGroup.addChild(dirLight2);

    // Create a cone and add it to the scene graph.
    objTransform = new Transform3D();
    objTransformGroup = new TransformGroup(objTransform);
    objTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sceneTransformGroup.addChild(objTransformGroup);

    Material m = new Material(coneColor, eColor, coneColor, sColor, 100.0f);
    Appearance a = new Appearance();
    m.setLightingEnable(true);
    a.setMaterial(m);
    Cone cone = new Cone(0.4f, 1.0f);
    cone.setAppearance(a);
    objTransformGroup.addChild(cone);

    // Create transform groups for each knot point
    // knot point 0
    Transform3D t3dKnot = new Transform3D();
    t3dKnot.set(pos0);
    TransformGroup k0TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k0TransformGroup);

    // knot point 1
    t3dKnot = new Transform3D();
    t3dKnot.set(pos1);
    TransformGroup k1TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k1TransformGroup);

    // knot point 2
    t3dKnot = new Transform3D();
    t3dKnot.set(pos2);
    TransformGroup k2TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k2TransformGroup);

    // knot point 3
    t3dKnot = new Transform3D();
    t3dKnot.set(pos3);
    TransformGroup k3TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k3TransformGroup);

    // knot point 4
    t3dKnot = new Transform3D();
    t3dKnot.set(pos4);
    TransformGroup k4TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k4TransformGroup);

    // knot point 5
    t3dKnot = new Transform3D();
    t3dKnot.set(pos5);
    TransformGroup k5TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k5TransformGroup);

    // Create spheres for each knot point's transform group
    ColoringAttributes sphereColorAttr = new ColoringAttributes();
    sphereColorAttr.setColor(sphereColor);
    Appearance sphereAppearance = new Appearance();
    sphereAppearance.setColoringAttributes(sphereColorAttr);
    k0TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k1TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k2TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k3TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k4TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k5TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));

    return root;
}

From source file:AlternateAppearanceScopeTest.java

public SphereGroup(float radius, float xSpacing, float ySpacing, int xCount, int yCount, Appearance app,
        boolean overrideflag) {
    if (app == null) {
        app = new Appearance();
        Material material = new Material();
        material.setDiffuseColor(new Color3f(0.8f, 0.8f, 0.8f));
        material.setSpecularColor(new Color3f(0.0f, 0.0f, 0.0f));
        material.setShininess(0.0f);/*from   w  ww  . j a  va2 s .c o m*/
        app.setMaterial(material);
    }

    double xStart = -xSpacing * (double) (xCount - 1) / 2.0;
    double yStart = -ySpacing * (double) (yCount - 1) / 2.0;

    Sphere sphere = null;
    TransformGroup trans = null;
    Transform3D t3d = new Transform3D();
    Vector3d vec = new Vector3d();
    double x, y = yStart, z = 0.0;
    shapes = new Shape3D[xCount * yCount];
    for (int i = 0; i < yCount; i++) {
        x = xStart;
        for (int j = 0; j < xCount; j++) {
            vec.set(x, y, z);
            t3d.setTranslation(vec);
            trans = new TransformGroup(t3d);
            addChild(trans);

            sphere = new Sphere(radius, // sphere radius
                    Primitive.GENERATE_NORMALS, // generate normals
                    16, // 16 divisions radially
                    app); // it's appearance
            trans.addChild(sphere);
            x += xSpacing;
            shapes[numShapes] = sphere.getShape();
            if (overrideflag)
                shapes[numShapes].setCapability(Shape3D.ALLOW_APPEARANCE_OVERRIDE_WRITE);
            numShapes++;
        }
        y += ySpacing;
    }
}

From source file:GeomInfoApp.java

Appearance createMaterialAppearance() {

    Appearance materialAppear = new Appearance();
    PolygonAttributes polyAttrib = new PolygonAttributes();
    polyAttrib.setCullFace(PolygonAttributes.CULL_NONE);
    materialAppear.setPolygonAttributes(polyAttrib);

    Material material = new Material();
    material.setDiffuseColor(new Color3f(1.0f, 0.0f, 0.0f));
    materialAppear.setMaterial(material);

    return materialAppear;
}

From source file:SimpleGame.java

/**
 * This builds the gun geometry. It uses box and cylinder primitives and
 * sets up a transform group so that we can rotate the gun.
 *//*from www.j  a v a  2  s .c o m*/
protected BranchGroup buildGun() {
    BranchGroup theGun = new BranchGroup();
    Appearance gunApp = new Appearance();
    Color3f ambientColour = new Color3f(0.5f, 0.5f, 0.5f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour = new Color3f(0.5f, 0.5f, 0.5f);
    float shininess = 20.0f;
    gunApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    TransformGroup init = new TransformGroup();
    TransformGroup barrel = new TransformGroup();
    Transform3D gunXfm = new Transform3D();
    Transform3D barrelXfm = new Transform3D();
    barrelXfm.set(new Vector3d(0.0, -2.0, 0.0));
    barrel.setTransform(barrelXfm);
    Matrix3d gunXfmMat = new Matrix3d();
    gunXfmMat.rotX(Math.PI / 2);
    gunXfm.set(gunXfmMat, new Vector3d(0.0, 0.0, 0.0), 1.0);
    init.setTransform(gunXfm);
    gunXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    gunXfmGrp.addChild(new Box(1.0f, 1.0f, 0.5f, gunApp));
    barrel.addChild(new Cylinder(0.3f, 4.0f, gunApp));
    gunXfmGrp.addChild(barrel);
    theGun.addChild(init);
    init.addChild(gunXfmGrp);
    return theGun;
}

From source file:SimpleGame.java

/**
 * This builds the ball that acts as the bullet for our gun. The ball is
 * created from a sphere primitive, and a transform group and interpolator
 * are added so that we can 'fire' the bullet.
 * /*from  w w  w  .j  a  va 2  s.c o  m*/
 * @return BranchGroup that is the root of the ball branch.
 */
protected BranchGroup buildBall() {
    BranchGroup theBall = new BranchGroup();

    Appearance ballApp = new Appearance();
    Color3f ambientColour = new Color3f(1.0f, 0.0f, 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, 0.0f, 0.0f);
    float shininess = 20.0f;
    ballApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));

    Sphere ball = new Sphere(0.2f, ballApp);

    TransformGroup ballMovXfmGrp = new TransformGroup();
    ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    ballMovXfmGrp.addChild(ball);
    theBall.addChild(ballMovXfmGrp);

    ballAlpha = new Alpha(1, 0, 0, 500, 0, 0);
    Transform3D axis = new Transform3D();
    axis.rotY(Math.PI / 2);
    moveBall = new PositionInterpolator(ballAlpha, ballMovXfmGrp, axis, 0.0f, 50.0f);
    moveBall.setSchedulingBounds(bounds);
    theBall.addChild(moveBall);

    return theBall;

}

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  . j  av  a 2  s.c om*/
    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:SimpleCollision2.java

/**
 * Creates the content branch of the scene graph.
 * /*  w  w w.j a  va  2s .c  om*/
 * @return BranchGroup with content attached.
 */
protected BranchGroup buildContentBranch() {
    //First create a different appearance for each cube
    Appearance app1 = new Appearance();
    Appearance app2 = new Appearance();
    Appearance app3 = new Appearance();
    Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    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);
    Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    float shininess = 20.0f;
    app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess));
    app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess));
    app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess));

    //Build the vertex array for the cubes. We can use the same
    //data for each cube so we just define one set of data
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f),
            new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f),
            new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f),
            new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f),
            new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f),
            new Vector3f(0.0f, -1.0f, 0.0f) };
    int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 };
    int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);

    //Create the three cubes
    leftCube = new Shape3D(indexedCube, app1);
    rightCube = new Shape3D(indexedCube, app2);
    moveCube = new Shape3D(indexedCube, app3);

    //Define some user data so that we can print meaningful messages
    leftCube.setUserData(new String("left cube"));
    rightCube.setUserData(new String("right cube"));

    //Create the content branch and add the lights
    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);

    //Set up the transform to position the left cube
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    leftGroup = new TransformGroup(leftGroupXfm);

    //Set up the transform to position the right cube
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    rightGroup = new TransformGroup(rightGroupXfm);

    //Create the movable cube's transform with a scale and
    //a translation. Set up the
    //capabilities so it can be moved by the behaviour
    Transform3D moveXfm = new Transform3D();
    moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0));
    moveGroup = new TransformGroup(moveXfm);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING);
    //Create the behaviour to move the movable cube
    PickTranslateBehavior pickTranslate = new PickTranslateBehavior(contentBranch, myCanvas3D, bounds);
    contentBranch.addChild(pickTranslate);

    //Create and add the two colision detectors
    CollisionDetector2 myColDetLeft = new CollisionDetector2(leftCube, bounds);
    contentBranch.addChild(myColDetLeft);
    CollisionDetector2 myColDetRight = new CollisionDetector2(rightCube, bounds);
    contentBranch.addChild(myColDetRight);

    //Set up the scene graph
    contentBranch.addChild(moveGroup);
    contentBranch.addChild(leftGroup);
    contentBranch.addChild(rightGroup);
    moveGroup.addChild(moveCube);
    leftGroup.addChild(leftCube);
    rightGroup.addChild(rightCube);

    return contentBranch;

}

From source file:SimpleCollision.java

/**
 * Creates the content branch of the scene graph.
 * //  w w  w.  j a  v a2s  . co m
 * @return BranchGroup with content attached.
 */
protected BranchGroup buildContentBranch() {
    //First create a different appearance for each cube
    Appearance app1 = new Appearance();
    Appearance app2 = new Appearance();
    Appearance app3 = new Appearance();
    Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    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);
    Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    float shininess = 20.0f;
    app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess));
    app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess));
    app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess));

    //Create the vertex data for the cube. Since each shape is
    //a cube we can use the same vertex data for each cube
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f),
            new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f),
            new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f),
            new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f),
            new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f),
            new Vector3f(0.0f, -1.0f, 0.0f) };
    int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 };
    int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);

    //Create the three cubes
    leftCube = new Shape3D(indexedCube, app1);
    rightCube = new Shape3D(indexedCube, app2);
    moveCube = new Shape3D(indexedCube, app3);

    //Define the user data so that we can print out the
    //name of the colliding cube.
    leftCube.setUserData(new String("left cube"));
    rightCube.setUserData(new String("right cube"));

    //Create the content branch and add the lights
    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);

    //Create and set up the movable cube's TransformGroup.
    //This scales and translates the cube and then sets the
    // read, write and pick reporting capabilities.
    Transform3D moveXfm = new Transform3D();
    moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0));
    moveGroup = new TransformGroup(moveXfm);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    //Create the left cube's TransformGroup
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    leftGroup = new TransformGroup(leftGroupXfm);

    //Create the right cube's TransformGroup
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    rightGroup = new TransformGroup(rightGroupXfm);

    //Add the behaviour to allow us to move the cube
    PickTranslateBehavior pickTranslate = new PickTranslateBehavior(contentBranch, myCanvas3D, bounds);
    contentBranch.addChild(pickTranslate);

    //Add our CollisionDetector class to detect collisions with
    //the movable cube.
    CollisionDetector myColDet = new CollisionDetector(moveCube, bounds);
    contentBranch.addChild(myColDet);

    //Create the content branch hierarchy.
    contentBranch.addChild(moveGroup);
    contentBranch.addChild(leftGroup);
    contentBranch.addChild(rightGroup);
    moveGroup.addChild(moveCube);
    leftGroup.addChild(leftCube);
    rightGroup.addChild(rightCube);

    return contentBranch;

}