Example usage for javax.media.j3d BranchGroup compile

List of usage examples for javax.media.j3d BranchGroup compile

Introduction

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

Prototype

public void compile() 

Source Link

Document

Compiles the source BranchGroup associated with this object and creates and caches a compiled scene graph.

Usage

From source file:MouseNavigatorApp.java

public BranchGroup createSceneGraph(SimpleUniverse su) {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();
    TransformGroup vpTrans = null;/* ww  w. j av a  2s .  com*/
    BoundingSphere mouseBounds = null;

    vpTrans = su.getViewingPlatform().getViewPlatformTransform();

    objRoot.addChild(new ColorCube(0.4));
    objRoot.addChild(new Axis());

    mouseBounds = new BoundingSphere(new Point3d(), 1000.0);

    MouseRotate myMouseRotate = new MouseRotate(MouseBehavior.INVERT_INPUT);
    myMouseRotate.setTransformGroup(vpTrans);
    myMouseRotate.setSchedulingBounds(mouseBounds);
    objRoot.addChild(myMouseRotate);

    MouseTranslate myMouseTranslate = new MouseTranslate(MouseBehavior.INVERT_INPUT);
    myMouseTranslate.setTransformGroup(vpTrans);
    myMouseTranslate.setSchedulingBounds(mouseBounds);
    objRoot.addChild(myMouseTranslate);

    MouseZoom myMouseZoom = new MouseZoom(MouseBehavior.INVERT_INPUT);
    myMouseZoom.setTransformGroup(vpTrans);
    myMouseZoom.setSchedulingBounds(mouseBounds);
    objRoot.addChild(myMouseZoom);

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

    return objRoot;
}

From source file:HelloUniverse1.java

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

    // Create the TransformGroup node and initialize it to the
    // identity. Enable the TRANSFORM_WRITE capability so that
    // our behavior code can modify it at run time. Add it to
    // the root of the subgraph.
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRoot.addChild(objTrans);//www .  ja v  a  2 s  .co m

    // Create a simple Shape3D node; add it to the scene graph.
    objTrans.addChild(new ColorCube(0.4));

    // Create a new Behavior object that will perform the
    // desired operation on the specified transform and add
    // it into the scene graph.
    Transform3D yAxis = new Transform3D();
    Alpha rotationAlpha = new Alpha(-1, 4000);

    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);
    objRoot.addChild(rotator);

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

    return objRoot;
}

From source file:KeyNavigatorApp.java

public BranchGroup createSceneGraph(SimpleUniverse su) {
    // Create the root of the branch graph
    TransformGroup vpTrans = null;//w w w .j a va  2s . c  o  m

    BranchGroup objRoot = new BranchGroup();

    Vector3f translate = new Vector3f();
    Transform3D T3D = new Transform3D();
    TransformGroup TG = null;

    objRoot.addChild(createLand());

    SharedGroup share = new SharedGroup();
    share.addChild(createPyramid());

    float[][] position = { { 0.0f, 0.0f, -3.0f }, { 6.0f, 0.0f, 0.0f }, { 6.0f, 0.0f, 6.0f },
            { 3.0f, 0.0f, -10.0f }, { 13.0f, 0.0f, -30.0f }, { -13.0f, 0.0f, 30.0f }, { -13.0f, 0.0f, 23.0f },
            { 13.0f, 0.0f, 3.0f } };

    for (int i = 0; i < position.length; i++) {
        translate.set(position[i]);
        T3D.setTranslation(translate);
        TG = new TransformGroup(T3D);
        TG.addChild(new Link(share));
        objRoot.addChild(TG);
    }
    vpTrans = su.getViewingPlatform().getViewPlatformTransform();
    translate.set(0.0f, 0.3f, 0.0f);
    T3D.setTranslation(translate);
    vpTrans.setTransform(T3D);
    KeyNavigatorBehavior keyNavBeh = new KeyNavigatorBehavior(vpTrans);
    keyNavBeh.setSchedulingBounds(new BoundingSphere(new Point3d(), 1000.0));
    objRoot.addChild(keyNavBeh);

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

    return objRoot;
}

From source file:MousePickApp.java

public BranchGroup createSceneGraph(Canvas3D canvas) {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();

    TransformGroup objRotate = null;//from w  w  w .ja va 2 s . co m
    PickRotateBehavior pickRotate = null;
    Transform3D transform = new Transform3D();
    BoundingSphere behaveBounds = new BoundingSphere();

    // create ColorCube and PickRotateBehavior objects
    transform.setTranslation(new Vector3f(-0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objRotate.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

    pickRotate = new PickRotateBehavior(objRoot, canvas, behaveBounds);
    objRoot.addChild(pickRotate);

    // add a second ColorCube object to the scene graph
    transform.setTranslation(new Vector3f(0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objRotate.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

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

    return objRoot;
}

From source file:AxisClassDemoApp.java

public BranchGroup createSceneGraph() {

    BranchGroup objRoot = new BranchGroup();
    objRoot.addChild(new Axis());

    // 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 objSpin = new TransformGroup();
    objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    // 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, 4000);

    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator.setSchedulingBounds(bounds);

    Transform3D trans = new Transform3D();
    trans.set(new Vector3f(0.5f, 0.0f, 0.0f));
    TransformGroup objTrans = new TransformGroup(trans);
    objRoot.addChild(objSpin);/* ww  w .  j  a  va 2 s . c om*/
    objSpin.addChild(objTrans);
    objSpin.addChild(rotator);
    objTrans.addChild(new ColorCube(0.1));

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

    return objRoot;
}

From source file:MouseRotate2App.java

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

    TransformGroup objRotate = null;/*ww w  .j ava  2s .co  m*/
    MouseRotate myMouseRotate = null;
    Transform3D transform = new Transform3D();

    // create ColorCube and MouseRotate behvaior objects
    transform.setTranslation(new Vector3f(-0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

    myMouseRotate = new MouseRotate();
    myMouseRotate.setTransformGroup(objRotate);
    myMouseRotate.setSchedulingBounds(new BoundingSphere());
    objRoot.addChild(myMouseRotate);

    // create ColorCube and MouseRotate behvaior objects
    transform.setTranslation(new Vector3f(0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

    myMouseRotate = new MouseRotate();
    myMouseRotate.setTransformGroup(objRotate);
    myMouseRotate.setSchedulingBounds(new BoundingSphere());
    objRoot.addChild(myMouseRotate);

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

    return objRoot;
}

From source file:PickCallbackApp.java

public BranchGroup createSceneGraph(Canvas3D canvas) {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();

    TransformGroup objRotate = null;/*from  w w  w .j a  v  a  2s. c  om*/
    PickRotateBehavior pickRotate = null;
    Transform3D transform = new Transform3D();
    BoundingSphere behaveBounds = new BoundingSphere();

    // create ColorCube and PickRotateBehavior objects
    transform.setTranslation(new Vector3f(-0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objRotate.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

    pickRotate = new PickRotateBehavior(objRoot, canvas, behaveBounds);
    objRoot.addChild(pickRotate);

    PickingCallback myCallback = new MyCallbackClass();
    // Register the class callback to be called 
    pickRotate.setupCallback(myCallback);

    // add a second ColorCube object to the scene graph
    transform.setTranslation(new Vector3f(0.6f, 0.0f, -0.6f));
    objRotate = new TransformGroup(transform);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objRotate.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    objRoot.addChild(objRotate);
    objRotate.addChild(new ColorCube(0.4));

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

    return objRoot;
}

From source file:SimpleGeometry.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 www  .j  ava 2s.co m*/
    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. Add it to the
    // root of the subgraph.
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objScale.addChild(objTrans);

    // Create a simple shape leaf node, add it to the scene graph.
    objTrans.addChild(new ColorCube());

    // 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: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);//w  w  w  .  j  ava  2 s  . co  m

    // 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:LOD.java

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

    createLights(objRoot);/*from  w  w w.  jav a2 s .  c  om*/

    // 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);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objRoot.addChild(objTrans);

    // Create a switch to hold the different levels of detail
    Switch sw = new Switch(0);
    sw.setCapability(javax.media.j3d.Switch.ALLOW_SWITCH_READ);
    sw.setCapability(javax.media.j3d.Switch.ALLOW_SWITCH_WRITE);

    // Create several levels for the switch, with less detailed
    // spheres for the ones which will be used when the sphere is
    // further away
    sw.addChild(new Sphere(0.4f, Sphere.GENERATE_NORMALS, 40));
    sw.addChild(new Sphere(0.4f, Sphere.GENERATE_NORMALS, 20));
    sw.addChild(new Sphere(0.4f, Sphere.GENERATE_NORMALS, 10));
    sw.addChild(new Sphere(0.4f, Sphere.GENERATE_NORMALS, 3));

    // Add the switch to the main group
    objTrans.addChild(sw);

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

    // set up the DistanceLOD behavior
    float[] distances = new float[3];
    distances[0] = 5.0f;
    distances[1] = 10.0f;
    distances[2] = 25.0f;
    DistanceLOD lod = new DistanceLOD(distances);
    lod.addSwitch(sw);
    lod.setSchedulingBounds(bounds);
    objTrans.addChild(lod);

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

    return objRoot;
}