List of usage examples for javax.media.j3d Appearance setTexture
public void setTexture(Texture texture)
From source file:PictureBall.java
public PictureBall() { // Create the universe SimpleUniverse universe = new SimpleUniverse(); // Create a structure to contain objects BranchGroup group = new BranchGroup(); // Set up colors Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); Color3f red = new Color3f(0.7f, .15f, .15f); // Set up the texture map TextureLoader loader = new TextureLoader("K:\\3d\\Arizona.jpg", "LUMINANCE", new Container()); Texture texture = loader.getTexture(); texture.setBoundaryModeS(Texture.WRAP); texture.setBoundaryModeT(Texture.WRAP); texture.setBoundaryColor(new Color4f(0.0f, 1.0f, 0.0f, 0.0f)); // Set up the texture attributes //could be REPLACE, BLEND or DECAL instead of MODULATE TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.MODULATE); Appearance ap = new Appearance(); ap.setTexture(texture); ap.setTextureAttributes(texAttr);//from w w w .ja v a 2 s. co m //set up the material ap.setMaterial(new Material(red, black, red, black, 1.0f)); // Create a ball to demonstrate textures int primflags = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS; Sphere sphere = new Sphere(0.5f, primflags, ap); group.addChild(sphere); // Create lights Color3f light1Color = new Color3f(1f, 1f, 1f); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); group.addChild(light1); AmbientLight ambientLight = new AmbientLight(new Color3f(.5f, .5f, .5f)); ambientLight.setInfluencingBounds(bounds); group.addChild(ambientLight); // look towards the ball universe.getViewingPlatform().setNominalViewingTransform(); // add the group of objects to the Universe universe.addBranchGraph(group); }
From source file:SimpleTexture.java
/** * This defines the appearance with a texture. The texture is loaded from an * external file./* ww w . j a va 2 s. c o m*/ * * @return Appearance that uses the texture. */ protected Appearance DefineAppearance() { //Load the texture from the external image file TextureLoader textLoad = new TextureLoader("housebrick.jpg", this); //Access the image from the loaded texture ImageComponent2D textImage = textLoad.getImage(); //Create a two dimensional texture Texture2D texture = new Texture2D(Texture2D.BASE_LEVEL, Texture.RGB, textImage.getWidth(), textImage.getHeight()); //Set the texture from the image loaded texture.setImage(0, textImage); //Create the appearance that will use the texture Appearance app = new Appearance(); app.setTexture(texture); //Define how the texture will be mapped onto the surface //by creating the appropriate texture attributes TextureAttributes textAttr = new TextureAttributes(); textAttr.setTextureMode(TextureAttributes.REPLACE); app.setTextureAttributes(textAttr); app.setMaterial(new Material()); return app; }
From source file:SimpleTextureGen.java
/** * This defines the appearance for the shape using a texture. It uses a * TextureLoader to load the texture image from an external file and a * TexCoordGeneration to define the texture coordinates. * //from w ww . j a v a 2 s . c o m * @return Appearance that uses a texture. */ protected Appearance DefineAppearance() { //This is used to automatically define the texture coordinates. //The coordinates are generated in object coordinates, but by //commented out the line with 'OBJECT_LINEAR' and uncommenting //the line 'EYE_LINEAR' the program will use eye coordinates. TexCoordGeneration textCoorder = new TexCoordGeneration(TexCoordGeneration.OBJECT_LINEAR, //TexCoordGeneration.EYE_LINEAR, TexCoordGeneration.TEXTURE_COORDINATE_2); //Load the texture from the external image file TextureLoader textLoad = new TextureLoader("housebrick.jpg", this); //Access the image from the loaded texture ImageComponent2D textImage = textLoad.getImage(); //Create a two dimensional texture Texture2D texture = new Texture2D(Texture2D.BASE_LEVEL, Texture.RGB, textImage.getWidth(), textImage.getHeight()); //Set the texture from the image loaded texture.setImage(0, textImage); //Create the appearance that will use the texture Appearance app = new Appearance(); app.setTexture(texture); //Pass the coordinate generator to the appearance app.setTexCoordGeneration(textCoorder); //Define how the texture will be mapped onto the surface //by creating the appropriate texture attributes TextureAttributes textAttr = new TextureAttributes(); textAttr.setTextureMode(TextureAttributes.REPLACE); app.setTextureAttributes(textAttr); app.setMaterial(new Material()); return app; }
From source file:TextureImage.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create the transform group node and initialize it to the // identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add it to the // root of the subgraph. TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objTrans);//ww w . j av a2 s . c om // Create appearance object for textured cube Appearance app = new Appearance(); Texture tex = new TextureLoader(texImage, this).getTexture(); app.setTexture(tex); TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.MODULATE); app.setTextureAttributes(texAttr); // Create textured cube and add it to the scene graph. Box textureCube = new Box(0.4f, 0.4f, 0.4f, 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); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:SimpleTest.java
public BranchGroup createBackground() { // create a parent BranchGroup for the Background BranchGroup backgroundGroup = new BranchGroup(); // create a new Background node Background back = new Background(); // set the range of influence of the background back.setApplicationBounds(getBoundingSphere()); // create a BranchGroup that will hold // our Sphere geometry BranchGroup bgGeometry = new BranchGroup(); // create an appearance for the Sphere Appearance app = new Appearance(); // load a texture image using the Java 3D texture loader Texture tex = new TextureLoader("back.jpg", this).getTexture(); // apply the texture to the Appearance app.setTexture(tex); // create the Sphere geometry with radius 1.0 // we tell the Sphere to generate texture coordinates // to enable the texture image to be rendered // and because we are *inside* the Sphere we have to generate // Normal coordinates inwards or the Sphere will not be visible. Sphere sphere = new Sphere(1.0f, Primitive.GENERATE_TEXTURE_COORDS | Primitive.GENERATE_NORMALS_INWARD, app);/*from ww w . ja va 2 s . co m*/ // start wiring everything together // add the Sphere to its parent BranchGroup bgGeometry.addChild(sphere); // assign the BranchGroup to the Background as geometry. back.setGeometry(bgGeometry); // add the Background node to its parent BranchGroup backgroundGroup.addChild(back); return backgroundGroup; }
From source file:BooksDemo.java
private Appearance createTexture(String fileName) { Image sourceImage = UIHelper.readImage(fileName); if (sourceImage == null) System.out.println("Image could not be loaded from " + fileName); TextureLoader loader = new TextureLoader(sourceImage, this); ImageComponent2D image = loader.getImage(); if (image == null) System.out.println("Texture could not be loaded from " + fileName); Texture2D texture = new Texture2D(Texture.BASE_LEVEL, Texture.RGBA, image.getWidth(), image.getHeight()); texture.setImage(0, image);/*www .j a va 2s.c o m*/ texture.setEnable(true); texture.setMagFilter(Texture.BASE_LEVEL_LINEAR); texture.setMinFilter(Texture.BASE_LEVEL_LINEAR); Appearance appearance = new Appearance(); PolygonAttributes polyAttributes = new PolygonAttributes(PolygonAttributes.POLYGON_FILL, PolygonAttributes.CULL_NONE, 0f); appearance.setPolygonAttributes(polyAttributes); appearance.setTexture(texture); TextureAttributes textureAttributes = new TextureAttributes(); appearance.setTextureAttributes(textureAttributes); return appearance; }
From source file:BackgroundGeometry.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 w w . j a va 2 s. c om*/ objScale.setTransform(t3d); objRoot.addChild(objScale); // Create the transform group node and initialize it to the // identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. TransformGroup objTrans = new TransformGroup(); objScale.addChild(objTrans); Background bg = new Background(); bg.setApplicationBounds(bounds); BranchGroup backGeoBranch = new BranchGroup(); Sphere sphereObj = new Sphere(1.0f, Sphere.GENERATE_NORMALS | Sphere.GENERATE_NORMALS_INWARD | Sphere.GENERATE_TEXTURE_COORDS, 45); Appearance backgroundApp = sphereObj.getAppearance(); backGeoBranch.addChild(sphereObj); bg.setGeometry(backGeoBranch); objTrans.addChild(bg); TextureLoader tex = new TextureLoader(bgImage, new String("RGB"), this); if (tex != null) backgroundApp.setTexture(tex.getTexture()); Vector3f tranlation = new Vector3f(2.0f, 0.0f, 0.0f); Transform3D modelTransform = new Transform3D(); Transform3D tmpTransform = new Transform3D(); double angleInc = Math.PI / 8.0; double angle = 0.0; int numBoxes = 16; float scaleX[] = { 0.1f, 0.2f, 0.2f, 0.3f, 0.2f, 0.1f, 0.2f, 0.3f, 0.1f, 0.3f, 0.2f, 0.3f, 0.1f, 0.3f, 0.2f, 0.3f }; float scaleY[] = { 0.3f, 0.4f, 0.3f, 0.4f, 0.3f, 0.4f, 0.3f, 0.4f, 0.3f, 0.3f, 0.3f, 0.3f, 0.3f, 0.3f, 0.3f, 0.4f }; float scaleZ[] = { 0.3f, 0.2f, 0.1f, 0.1f, 0.3f, 0.2f, 0.1f, 0.3f, 0.3f, 0.2f, 0.1f, 0.3f, 0.3f, 0.2f, 0.1f, 0.2f }; Appearance a1 = new Appearance(); Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); Color3f sColor = new Color3f(0.5f, 0.5f, 1.0f); Color3f oColor = new Color3f(0.5f, 0.5f, 0.3f); Material m = new Material(oColor, eColor, oColor, sColor, 100.0f); m.setLightingEnable(true); a1.setMaterial(m); for (int i = 0; i < numBoxes; i++, angle += angleInc) { modelTransform.rotY(angle); tmpTransform.set(tranlation); modelTransform.mul(tmpTransform); TransformGroup tgroup = new TransformGroup(modelTransform); objTrans.addChild(tgroup); tgroup.addChild(new Box(scaleX[i], scaleY[i], scaleZ[i], Box.GENERATE_NORMALS, a1)); } // Shine it with two lights. Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); Color3f lColor2 = new Color3f(0.2f, 0.2f, 0.1f); 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); return objRoot; }
From source file:MultiView.java
public BranchGroup createSceneBranchGroup() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); //Make the scene graph try {//from ww w . j av a2 s . co m 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:TextureMapping.java
/** * Wurfeldarstellung/*from w ww . j ava 2 s.c o m*/ * * @return Appearance */ private Appearance makeAppearance() { Appearance a = new Appearance(); TextureLoader loader = null; if (getCodeBase() != null) try { // Laden der Obj Datei als Applet mit jar loader = new TextureLoader(new URL("jar:" + getCodeBase() + "TextureMapping.jar!/burnstone.jpg"), null); } catch (MalformedURLException e) { e.printStackTrace(); } else // Laden der Obj Datei mittels jar loader = new TextureLoader(ClassLoader.getSystemResource("burnstone.jpg"), null); Texture2D texture = (Texture2D) loader.getTexture(); a.setTexture(texture); return a; }
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);/*ww w. j a v a2 s.c om*/ // 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; }