List of usage examples for javax.media.j3d BranchGroup BranchGroup
public BranchGroup()
From source file:Text3DApp.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); Transform3D t3D = new Transform3D(); t3D.setTranslation(new Vector3f(0.0f, 0.0f, -3.0f)); TransformGroup objMove = new TransformGroup(t3D); objRoot.addChild(objMove);//from www . ja v a 2 s .c om // 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); objMove.addChild(objSpin); Appearance textAppear = new Appearance(); ColoringAttributes textColor = new ColoringAttributes(); textColor.setColor(1.0f, 0.0f, 0.0f); textAppear.setColoringAttributes(textColor); textAppear.setMaterial(new Material()); // Create a simple shape leaf node, add it to the scene graph. Font3D font3D = new Font3D(new Font("Helvetica", Font.PLAIN, 1), new FontExtrusion()); Text3D textGeom = new Text3D(font3D, new String("3DText")); textGeom.setAlignment(Text3D.ALIGN_CENTER); Shape3D textShape = new Shape3D(); textShape.setGeometry(textGeom); textShape.setAppearance(textAppear); objSpin.addChild(textShape); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into // the scene graph. Alpha rotationAlpha = new Alpha(-1, 10000); 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 100 BoundingSphere bounds = new BoundingSphere(); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); DirectionalLight lightD = new DirectionalLight(); lightD.setInfluencingBounds(bounds); lightD.setDirection(new Vector3f(0.0f, 0.0f, -1.0f)); lightD.setColor(new Color3f(1.0f, 0.0f, 1.0f)); objMove.addChild(lightD); AmbientLight lightA = new AmbientLight(); lightA.setInfluencingBounds(bounds); objMove.addChild(lightA); return objRoot; }
From source file:SimpleWire.java
/** * This builds the content branch of our scene graph. It uses the buildCube * function to create the actual shape, adding to to the transform group so * that the shape is slightly tilted to reveal its 3D shape. * //from w ww. j a v a2 s . c o m * @param shape * Node that represents the geometry for the content * @return BranchGroup that is the root of the content branch */ protected BranchGroup buildContentBranch(Node shape) { BranchGroup contentBranch = new BranchGroup(); Transform3D rotateCube = new Transform3D(); rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0)); TransformGroup rotationGroup = new TransformGroup(rotateCube); contentBranch.addChild(rotationGroup); rotationGroup.addChild(shape); return contentBranch; }
From source file:SimpleSounds.java
/** * Build the view branch of the scene graph. In this case a key navigation * utility object is created and associated with the view transform so that * the view can be changed via the keyboard. * /* w w w .j av a 2s.c o m*/ * @return BranchGroup that is the root of the view branch */ protected BranchGroup buildViewBranch(Canvas3D c) { BranchGroup viewBranch = new BranchGroup(); Transform3D viewXfm = new Transform3D(); viewXfm.set(new Vector3f(0.0f, 0.0f, 30.0f)); TransformGroup viewXfmGroup = new TransformGroup(viewXfm); viewXfmGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); viewXfmGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); ViewPlatform myViewPlatform = new ViewPlatform(); BoundingSphere movingBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); BoundingLeaf boundLeaf = new BoundingLeaf(movingBounds); PhysicalBody myBody = new PhysicalBody(); PhysicalEnvironment myEnvironment = new PhysicalEnvironment(); viewXfmGroup.addChild(myViewPlatform); viewBranch.addChild(viewXfmGroup); View myView = new View(); myView.addCanvas3D(c); myView.attachViewPlatform(myViewPlatform); myView.setPhysicalBody(myBody); myView.setPhysicalEnvironment(myEnvironment); KeyNavigatorBehavior keyNav = new KeyNavigatorBehavior(viewXfmGroup); keyNav.setSchedulingBounds(movingBounds); viewBranch.addChild(keyNav); //Create a sounds mixer to use our sounds with //and initialise it JavaSoundMixer myMixer = new JavaSoundMixer(myEnvironment); myMixer.initialize(); return viewBranch; }
From source file:BasicConstruct.java
/** * Perform the essential setups for the Java3D *//*from ww w. j a v a 2 s . c om*/ protected void initial_setup() { // A JFrame is a Container -- something that can hold // other things, e.g a button, a textfield, etc.. // however, for a container to hold something, you need // to specify the layout of the storage. For our // example, we would like to use a BorderLayout. // The next line does just this: getContentPane().setLayout(new BorderLayout()); // The next step is to setup graphics configuration // for Java3D. Since different machines/OS have differnt // configuration for displaying stuff, therefore, for // java3D to work, it is important to obtain the correct // graphics configuration first. GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); // Since we are doing stuff via java3D -- meaning we // cannot write pixels directly to the screen, we need // to construct a "canvas" for java3D to "paint". And // this "canvas" will be constructed with the graphics // information we just obtained. Canvas3D canvas3D = new Canvas3D(config); // And we need to add the "canvas to the centre of our // window.. getContentPane().add("Center", canvas3D); // Creates the universe simpleU = new SimpleUniverse(canvas3D); // First create the BranchGroup object rootBranchGroup = new BranchGroup(); }
From source file:CompileTest.java
private BranchGroup createColorCubes() { BranchGroup bg = new BranchGroup(); final int kNumCubes = 1000; for (int n = 0; n < kNumCubes; n++) { ColorCube cube1 = new ColorCube(1.0); // switch off pickable attribute so we can compile cube1.setPickable(false);//from ww w.j a v a2 s.co m bg.addChild(cube1); } bg.compile(); return bg; }
From source file:StereoGirl.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 {//w w w .j a va 2s . c o m Transform3D myTransform3D = new Transform3D(); myTransform3D.setTranslation(new Vector3f(+0.0f, -0.1f, -1.2f)); 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); tg.addChild(s.getSceneGroup()); System.out.println("Finished Loading"); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(.9f, 0.8f, 0.8f); 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:OffScreenTest.java
public BranchGroup createSceneGraph(Raster drawRaster) { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // spin object has composited transformation matrix Transform3D spin = new Transform3D(); Transform3D tempspin = new Transform3D(); spin.rotX(Math.PI / 4.0d);// w w w .ja va 2s. c om tempspin.rotY(Math.PI / 5.0d); spin.mul(tempspin); spin.setScale(0.7); spin.setTranslation(new Vector3d(-0.4, 0.3, 0.0)); TransformGroup objTrans = new TransformGroup(spin); objRoot.addChild(objTrans); // Create a simple shape leaf node, add it to the scene graph. // ColorCube is a Convenience Utility class objTrans.addChild(new ColorCube(0.4)); //Create a raster Shape3D shape = new Shape3D(drawRaster); objRoot.addChild(shape); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:AWTInteraction.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. objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objTrans);/*from w w w. j a va2s. c om*/ // Create a simple shape leaf node, add it to the scene graph. objTrans.addChild(new ColorCube(0.4)); // create the AWTInteractionBehavior AWTInteractionBehavior awtBehavior = new AWTInteractionBehavior(objTrans); rotateB.addActionListener(awtBehavior); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); awtBehavior.setSchedulingBounds(bounds); objRoot.addChild(awtBehavior); return objRoot; }
From source file:ReadRaster.java
public BranchGroup createSceneGraph(BufferedImage bImage, Raster readRaster) { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Raster shape. Add it to the root of the subgraph ImageComponent2D drawImageComponent = new ImageComponent2D(ImageComponent.FORMAT_RGB, bImage); Raster drawRaster = new Raster(new Point3f(0.0f, 0.0f, 0.0f), Raster.RASTER_COLOR, 0, 0, bImage.getWidth(), bImage.getHeight(), drawImageComponent, null); Shape3D shape = new Shape3D(drawRaster); drawRaster.setCapability(Raster.ALLOW_IMAGE_WRITE); objRoot.addChild(shape);/*from w ww. j a va 2 s. co m*/ // Ceate the transform greup 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); TransformGroup cubeScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setTranslation(new Vector3d(-0.5, 0.5, 0.0)); cubeScale.setTransform(t3d); cubeScale.addChild(objTrans); objRoot.addChild(cubeScale); // Create a simple shape leaf node, add it to the scene graph. objTrans.addChild(new ColorCube(0.3)); // 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); myRotationInterpolator rotator = new myRotationInterpolator(drawRaster, readRaster, 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:PickText3DBounds.java
public BranchGroup createSceneGraph(Canvas3D canvas) { Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f); Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f); Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f); Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Transform3D t;// ww w. jav a 2 s . c om // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4); objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and lights BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); Appearance a = new Appearance(); m.setLightingEnable(true); a.setMaterial(m); Font3D f3d = new Font3D(new Font("TestFont", Font.PLAIN, 1), new FontExtrusion()); Text3D txt = new Text3D(f3d, new String("TEXT3D"), new Point3f(-2.0f, 0.0f, 0.0f)); // txt.setCapability(Geometry.ALLOW_INTERSECT); Shape3D s3D = new Shape3D(); s3D.setGeometry(txt); s3D.setAppearance(a); // Create a 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 spinTg = new TransformGroup(); spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); spinTg.setCapability(TransformGroup.ENABLE_PICK_REPORTING); spinTg.addChild(s3D); objScale.addChild(spinTg); // Create the transform group node for the each light and initialize // it to the identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add them to the root // of the subgraph. // Create transformations for the positional lights t = new Transform3D(); Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); t.set(lPos1); TransformGroup l1Trans = new TransformGroup(t); l1Trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); l1Trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); l1Trans.setCapability(TransformGroup.ENABLE_PICK_REPORTING); objScale.addChild(l1Trans); t = new Transform3D(); Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); t.set(lPos2); TransformGroup l2Trans = new TransformGroup(t); l2Trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); l2Trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); l2Trans.setCapability(TransformGroup.ENABLE_PICK_REPORTING); objScale.addChild(l2Trans); // Create Geometry for point lights ColoringAttributes caL1 = new ColoringAttributes(); ColoringAttributes caL2 = new ColoringAttributes(); caL1.setColor(lColor1); caL2.setColor(lColor2); Appearance appL1 = new Appearance(); Appearance appL2 = new Appearance(); appL1.setColoringAttributes(caL1); appL2.setColoringAttributes(caL2); l1Trans.addChild(new Sphere(0.05f, Sphere.GENERATE_NORMALS, 15, appL1)); l2Trans.addChild(new Sphere(0.05f, Sphere.GENERATE_NORMALS, 15, appL2)); // Create lights AmbientLight aLgt = new AmbientLight(alColor); Light lgt1; Light lgt2; Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); lgt1 = new PointLight(lColor1, lPoint, atten); lgt2 = new PointLight(lColor2, lPoint, atten); // Set the influencing bounds aLgt.setInfluencingBounds(bounds); lgt1.setInfluencingBounds(bounds); lgt2.setInfluencingBounds(bounds); // Add the lights into the scene graph objScale.addChild(aLgt); l1Trans.addChild(lgt1); l2Trans.addChild(lgt2); PickRotateBehavior behavior1 = new PickRotateBehavior(objRoot, canvas, bounds); behavior1.setMode(PickTool.BOUNDS); objRoot.addChild(behavior1); PickZoomBehavior behavior2 = new PickZoomBehavior(objRoot, canvas, bounds); behavior2.setMode(PickTool.BOUNDS); objRoot.addChild(behavior2); PickTranslateBehavior behavior3 = new PickTranslateBehavior(objRoot, canvas, bounds); behavior3.setMode(PickTool.BOUNDS); objRoot.addChild(behavior3); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }