List of usage examples for javax.media.j3d Background setApplicationBounds
public void setApplicationBounds(Bounds region)
From source file:SwingTest.java
/** * Create a Background for the Canvas3D. *///from w w w . ja v a2 s . c o m protected Background createBackground() { Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f)); back.setApplicationBounds(createApplicationBounds()); return back; }
From source file:GeomInfoApp.java
public BranchGroup createSceneGraph(boolean wireFrame) { int total = 0; System.out.println("\n --- geometry debug information --- \n"); float[] coordinateData = null; coordinateData = createCoordinateData(); int[] stripCount = { 17, 17, 5, 5, 5, 5, 5, 5, 5 }; // ****** // int[] stripCount = {17,17,17}; // ****** for (int i = 0; i < stripCount.length; i++) { System.out.println("stripCount[" + i + "] = " + stripCount[i]); total += stripCount[i];/*w w w .j a v a 2s . c om*/ } if (total != coordinateData.length / 3) { System.out.println(" coordinateData vertex count: " + coordinateData.length / 3); System.out.println("stripCount total vertex count: " + total); } GeometryInfo gi = new GeometryInfo(GeometryInfo.POLYGON_ARRAY); gi.setCoordinates(coordinateData); gi.setStripCounts(stripCount); Triangulator tr = new Triangulator(); // Triangulator tr = new Triangulator(1); System.out.println("begin triangulation"); tr.triangulate(gi); System.out.println(" END triangulation"); gi.recomputeIndices(); NormalGenerator ng = new NormalGenerator(); ng.generateNormals(gi); gi.recomputeIndices(); Stripifier st = new Stripifier(); st.stripify(gi); gi.recomputeIndices(); Shape3D part = new Shape3D(); if (wireFrame == true) part.setAppearance(createWireFrameAppearance()); else part.setAppearance(createMaterialAppearance()); part.setGeometry(gi.getGeometryArray()); ///////////////////////////// BranchGroup contentRoot = new BranchGroup(); // Create the transform group node and initialize it to the // identity. Add it to the root of the subgraph. TransformGroup objSpin = new TransformGroup(); objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); contentRoot.addChild(objSpin); objSpin.addChild(part); //////////////////////// LineStripArray lineArray = new LineStripArray(69, LineArray.COORDINATES, stripCount); //***** // LineStripArray lineArray = new LineStripArray(51, // LineArray.COORDINATES, stripCount); //***** lineArray.setCoordinates(0, coordinateData); Appearance blueColorAppearance = new Appearance(); ColoringAttributes blueColoring = new ColoringAttributes(); blueColoring.setColor(0.0f, 0.0f, 1.0f); blueColorAppearance.setColoringAttributes(blueColoring); LineAttributes lineAttrib = new LineAttributes(); lineAttrib.setLineWidth(2.0f); blueColorAppearance.setLineAttributes(lineAttrib); objSpin.addChild(new Shape3D(lineArray, blueColorAppearance)); Alpha rotationAlpha = new Alpha(-1, 16000); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin); // a bounding sphere specifies a region a behavior is active // create a sphere centered at the origin with radius of 1 BoundingSphere bounds = new BoundingSphere(); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); DirectionalLight lightD = new DirectionalLight(); lightD.setDirection(new Vector3f(0.0f, -0.7f, -0.7f)); lightD.setInfluencingBounds(bounds); contentRoot.addChild(lightD); AmbientLight lightA = new AmbientLight(); lightA.setInfluencingBounds(bounds); contentRoot.addChild(lightA); Background background = new Background(); background.setColor(1.0f, 1.0f, 1.0f); background.setApplicationBounds(bounds); contentRoot.addChild(background); // Let Java 3D perform optimizations on this scene graph. // contentRoot.compile(); return contentRoot; }
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 a2s . 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:Human1.java
BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a TransformGroup to scale the scene down by 3.5x // TODO: move view platform instead of scene using orbit behavior TransformGroup objScale = new TransformGroup(); Transform3D scaleTrans = new Transform3D(); scaleTrans.set(1 / 3.5f); // scale down by 3.5x objScale.setTransform(scaleTrans);//from w ww .jav a 2 s .c o m objRoot.addChild(objScale); // Create a TransformGroup and initialize it to the // identity. Enable the TRANSFORM_WRITE capability so that // the mouse behaviors code can modify it at runtime. Add it to the // root of the subgraph. TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objScale.addChild(objTrans); // Add the primitives to the scene createHuman(); // the human objTrans.addChild(Human_body); BoundingSphere bounds = new BoundingSphere(new Point3d(), 100.0); Background bg = new Background(new Color3f(1.0f, 1.0f, 1.0f)); bg.setApplicationBounds(bounds); objTrans.addChild(bg); // set up the mouse rotation behavior MouseRotate mr = new MouseRotate(); mr.setTransformGroup(objTrans); mr.setSchedulingBounds(bounds); mr.setFactor(0.007); objTrans.addChild(mr); // Set up the ambient light Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); // Set up the directional lights Color3f light1Color = new Color3f(1.0f, 1.0f, 1.0f); Vector3f light1Direction = new Vector3f(0.0f, -0.2f, -1.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); return objRoot; }
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);/*w w w . j av a 2s .c o 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:PlatformTest.java
public BranchGroup createSceneGraph() { final int LAND_WIDTH = 12; final float LAND_HEIGHT = -1.0f; final int LAND_LENGTH = 12; final int nTileSize = 2; // calculate how many vertices we need to store all the "tiles" // that compose the QuadArray. final int nNumTiles = ((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2); final int nVertexCount = 4 * nNumTiles; Point3f[] coordArray = new Point3f[nVertexCount]; Point2f[] texCoordArray = new Point2f[nVertexCount]; // create an Appearance and load a texture Appearance app = new Appearance(); Texture tex = new TextureLoader("land.jpg", this).getTexture(); app.setTexture(tex);//from w w w. j a v a 2 s . co m // create the parent BranchGroup BranchGroup bg = new BranchGroup(); int nItem = 0; // loop over all the tiles in the environment for (int x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) { for (int z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) { // if we are on the border of the environment create a // TransformGroup to position a ColorCube to create a "wall" if (x == -LAND_WIDTH || x == LAND_WIDTH || z == -LAND_LENGTH || z == LAND_LENGTH) { TransformGroup tg = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setTranslation(new Vector3d(x, 0, z)); tg.setTransform(t3d); tg.addChild(new ColorCube(nTileSize / 2)); bg.addChild(tg); } // if we are not on the last row or column create a "tile" // and add to the QuadArray. Use CCW winding and assign texture // coordinates. if (z < LAND_LENGTH && x < LAND_WIDTH) { coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z); texCoordArray[nItem++] = new Point2f(0, 0); coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z + nTileSize); texCoordArray[nItem++] = new Point2f(1, 0); coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z + nTileSize); texCoordArray[nItem++] = new Point2f(1, 1); coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z); texCoordArray[nItem++] = new Point2f(0, 1); } } } // create a GeometryInfo and generate Normal vectors // for the QuadArray that was populated. GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY); gi.setCoordinates(coordArray); gi.setTextureCoordinates(texCoordArray); NormalGenerator normalGenerator = new NormalGenerator(); normalGenerator.generateNormals(gi); // wrap the GeometryArray in a Shape3D Shape3D shape = new Shape3D(gi.getGeometryArray(), app); // add the Shape3D to the parent BranchGroup bg.addChild(shape); // create some lights for the scene 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(m_Bounds); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(m_Bounds); // add the lights to the parent BranchGroup bg.addChild(aLgt); bg.addChild(lgt1); // create a light gray background Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f)); back.setApplicationBounds(m_Bounds); bg.addChild(back); // compile the whole scene //bg.compile(); return bg; }
From source file:PolygonOffset.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);// w ww . ja v a 2 s . co m // Create a Sphere. We will display this as both wireframe and // solid to make a hidden line display // wireframe Appearance wireApp = new Appearance(); ColoringAttributes wireCa = new ColoringAttributes(); wireCa.setColor(black); wireApp.setColoringAttributes(wireCa); wirePa = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_BACK, 0.0f); wireApp.setPolygonAttributes(wirePa); Sphere outWireSphere = new Sphere(sphereRadius, 0, 15, wireApp); objTrans.addChild(outWireSphere); // solid ColoringAttributes outCa = new ColoringAttributes(red, ColoringAttributes.SHADE_FLAT); Appearance outSolid = new Appearance(); outSolid.setColoringAttributes(outCa); solidPa = new PolygonAttributes(PolygonAttributes.POLYGON_FILL, PolygonAttributes.CULL_BACK, 0.0f); solidPa.setPolygonOffsetFactor(dynamicOffset); solidPa.setPolygonOffset(staticOffset); solidPa.setCapability(PolygonAttributes.ALLOW_OFFSET_WRITE); outSolid.setPolygonAttributes(solidPa); Sphere outSolidSphere = new Sphere(sphereRadius, 0, 15, outSolid); objTrans.addChild(outSolidSphere); innerTG = new TransformGroup(); innerTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); scale = new Transform3D(); updateInnerScale(); objTrans.addChild(innerTG); // Create a smaller sphere to go inside. This sphere has a different // tesselation and color Sphere inWireSphere = new Sphere(sphereRadius, 0, 10, wireApp); innerTG.addChild(inWireSphere); // inside solid ColoringAttributes inCa = new ColoringAttributes(blue, ColoringAttributes.SHADE_FLAT); Appearance inSolid = new Appearance(); inSolid.setColoringAttributes(inCa); inSolid.setPolygonAttributes(solidPa); Sphere inSolidSphere = new Sphere(sphereRadius, 0, 10, inSolid); innerTG.addChild(inSolidSphere); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into // the scene graph. AxisAngle4f axisAngle = new AxisAngle4f(0.0f, 0.0f, 1.0f, -(float) Math.PI / 2.0f); Transform3D yAxis = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 80000, 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); // set up a white background Background bgWhite = new Background(new Color3f(1.0f, 1.0f, 1.0f)); bgWhite.setApplicationBounds(bounds); objTrans.addChild(bgWhite); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:AvatarTest.java
public void createBackground(Group bg) { // add the sky backdrop Background back = new Background(); back.setApplicationBounds(getBoundingSphere()); bg.addChild(back);//from w w w .j ava 2 s . c om BranchGroup bgGeometry = new BranchGroup(); // create an appearance and assign the texture image Appearance app = new Appearance(); Texture tex = new TextureLoader("back.jpg", this).getTexture(); app.setTexture(tex); Sphere sphere = new Sphere(1.0f, Primitive.GENERATE_TEXTURE_COORDS | Primitive.GENERATE_NORMALS_INWARD, app); bgGeometry.addChild(sphere); back.setGeometry(bgGeometry); }
From source file:ViewProj.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);/*from ww w. j a v a 2 s.co m*/ // Create a Sphere. We will display this as both wireframe and // solid to make a hidden line display // wireframe Appearance wireApp = new Appearance(); ColoringAttributes ca = new ColoringAttributes(black, ColoringAttributes.SHADE_FLAT); wireApp.setColoringAttributes(ca); wirePa = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_BACK, 0.0f); wireApp.setPolygonAttributes(wirePa); Sphere outWireSphere = new Sphere(sphereRadius, 0, 10, wireApp); objTrans.addChild(outWireSphere); // solid ColoringAttributes outCa = new ColoringAttributes(red, ColoringAttributes.SHADE_FLAT); Appearance outSolid = new Appearance(); outSolid.setColoringAttributes(outCa); solidPa = new PolygonAttributes(PolygonAttributes.POLYGON_FILL, PolygonAttributes.CULL_BACK, 0.0f); solidPa.setPolygonOffsetFactor(dynamicOffset); solidPa.setPolygonOffset(staticOffset); solidPa.setCapability(PolygonAttributes.ALLOW_OFFSET_WRITE); outSolid.setPolygonAttributes(solidPa); Sphere outSolidSphere = new Sphere(sphereRadius, 0, 10, outSolid); objTrans.addChild(outSolidSphere); innerTG = new TransformGroup(); innerTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); scale = new Transform3D(); updateInnerScale(); objTrans.addChild(innerTG); // Create a smaller sphere to go inside. This sphere has a different // tesselation and color Sphere inWireSphere = new Sphere(sphereRadius, 0, 15, wireApp); innerTG.addChild(inWireSphere); // inside solid ColoringAttributes inCa = new ColoringAttributes(blue, ColoringAttributes.SHADE_FLAT); Appearance inSolid = new Appearance(); inSolid.setColoringAttributes(inCa); inSolid.setPolygonAttributes(solidPa); Sphere inSolidSphere = new Sphere(sphereRadius, 0, 15, inSolid); innerTG.addChild(inSolidSphere); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into // the scene graph. AxisAngle4f axisAngle = new AxisAngle4f(0.0f, 0.0f, 1.0f, -(float) Math.PI / 2.0f); Transform3D yAxis = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 80000, 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); Background bgWhite = new Background(white); bgWhite.setApplicationBounds(bounds); objTrans.addChild(bgWhite); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:GearTest.java
BranchGroup createBranchEnvironment() { // Create the root of the branch graph BranchGroup branchRoot = new BranchGroup(); // 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 Color3f bgColor = new Color3f(0.05f, 0.05f, 0.5f); Background bgNode = new Background(bgColor); bgNode.setApplicationBounds(bounds); branchRoot.addChild(bgNode);/*ww w . ja v a 2 s . c o m*/ // Set up the ambient light Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); branchRoot.addChild(ambientLightNode); // Set up the directional lights Color3f light1Color = new Color3f(1.0f, 1.0f, 0.9f); Vector3f light1Direction = new Vector3f(1.0f, 1.0f, 1.0f); Color3f light2Color = new Color3f(1.0f, 1.0f, 0.9f); Vector3f light2Direction = new Vector3f(-1.0f, -1.0f, -1.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); branchRoot.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); branchRoot.addChild(light2); return branchRoot; }