List of usage examples for javax.media.j3d DirectionalLight DirectionalLight
public DirectionalLight(Color3f color, Vector3f direction)
From source file:SphereMotion.java
public BranchGroup createSceneGraph(SimpleUniverse u) { 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 . j av a 2s . co m*/ // 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); // Create a Sphere object, generate one copy of the sphere, // and add it into the scene graph. Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); Appearance a = new Appearance(); m.setLightingEnable(true); a.setMaterial(m); Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 80, a); objScale.addChild(sph); // 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. TransformGroup l1RotTrans = new TransformGroup(); l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l1RotTrans); TransformGroup l2RotTrans = new TransformGroup(); l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l2RotTrans); // 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); l1RotTrans.addChild(l1Trans); t = new Transform3D(); Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); t.set(lPos2); TransformGroup l2Trans = new TransformGroup(t); l2RotTrans.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, appL1)); l2Trans.addChild(new Sphere(0.05f, appL2)); // Create lights AmbientLight aLgt = new AmbientLight(alColor); Light lgt1 = null; Light lgt2 = null; Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); Vector3f lDirect1 = new Vector3f(lPos1); Vector3f lDirect2 = new Vector3f(lPos2); lDirect1.negate(); lDirect2.negate(); switch (lightType) { case DIRECTIONAL_LIGHT: lgt1 = new DirectionalLight(lColor1, lDirect1); lgt2 = new DirectionalLight(lColor2, lDirect2); break; case POINT_LIGHT: lgt1 = new PointLight(lColor1, lPoint, atten); lgt2 = new PointLight(lColor2, lPoint, atten); break; case SPOT_LIGHT: lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, 25.0f * (float) Math.PI / 180.0f, 10.0f); lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, 25.0f * (float) Math.PI / 180.0f, 10.0f); break; } // 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); // 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 rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator1 = new RotationInterpolator(rotor1Alpha, l1RotTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator1.setSchedulingBounds(bounds); l1RotTrans.addChild(rotator1); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into the // scene graph. Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 1000, 0, 0, 0, 0, 0); RotationInterpolator rotator2 = new RotationInterpolator(rotor2Alpha, l2RotTrans, yAxis, 0.0f, 0.0f); bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); rotator2.setSchedulingBounds(bounds); l2RotTrans.addChild(rotator2); // Create a position interpolator and attach it to the view // platform TransformGroup vpTrans = u.getViewingPlatform().getViewPlatformTransform(); Transform3D axisOfTranslation = new Transform3D(); Alpha transAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 0, 0, 5000, 0, 0); axisOfTranslation.rotY(-Math.PI / 2.0); PositionInterpolator translator = new PositionInterpolator(transAlpha, vpTrans, axisOfTranslation, 2.0f, 3.5f); translator.setSchedulingBounds(bounds); objScale.addChild(translator); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:MultiTextureTest.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 . ja v a 2s. c om*/ objScale.setTransform(t3d); objRoot.addChild(objScale); TransformGroup objTrans = new TransformGroup(); //write-enable for behaviors objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objTrans.setCapability(TransformGroup.ENABLE_PICK_REPORTING); objScale.addChild(objTrans); Appearance ap = new Appearance(); // load textures TextureAttributes texAttr1 = new TextureAttributes(); texAttr1.setTextureMode(TextureAttributes.DECAL); TextureAttributes texAttr2 = new TextureAttributes(); texAttr2.setTextureMode(TextureAttributes.MODULATE); TextureLoader tex = new TextureLoader(stoneImage, new String("RGB"), this); if (tex == null) return null; stoneTex = tex.getTexture(); tex = new TextureLoader(skyImage, new String("RGB"), this); if (tex == null) return null; skyTex = tex.getTexture(); lightTex = createLightMap(); textureUnitState[0] = new TextureUnitState(stoneTex, texAttr1, null); textureUnitState[0].setCapability(TextureUnitState.ALLOW_STATE_WRITE); textureUnitState[1] = new TextureUnitState(lightTex, texAttr2, null); textureUnitState[1].setCapability(TextureUnitState.ALLOW_STATE_WRITE); ap.setTextureUnitState(textureUnitState); //Create a Box Box BoxObj = new Box(1.5f, 1.5f, 0.8f, Box.GENERATE_NORMALS | Box.GENERATE_TEXTURE_COORDS, ap, 2); // add it to the scene graph. objTrans.addChild(BoxObj); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); //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); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:cgview.java
public BranchGroup createSceneGraph(CompressedGeometry cg) { // 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(0.7);/* www. j a va 2 s . 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); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objScale.addChild(objTrans); // Add compressed geometry to the scene graph. CompressedGeometryHeader hdr = new CompressedGeometryHeader(); cg.getCompressedGeometryHeader(hdr); // There isn't really enough information in the compressed geometry // header to unamiguously determine the proper rendering attributes. // The bufferDataPresent field specifies whether or not normals are // bundled with vertices, but the compressed buffer can still contain // normals that should be lit. Assume that any surface geometry // should be lit and that lines and points should not unless the // header contains the NORMAL_IN_BUFFER bit. Material m = new Material(); if ((hdr.bufferType == hdr.TRIANGLE_BUFFER) || ((hdr.bufferDataPresent & hdr.NORMAL_IN_BUFFER) == 1)) m.setLightingEnable(true); else m.setLightingEnable(false); Appearance a = new Appearance(); a.setMaterial(m); objTrans.addChild(new Shape3D(cg, a)); // Create mouse behavior scheduling bounds. 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); objRoot.addChild(bgNode); // 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, 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, -0.9f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); objRoot.addChild(light2); return objRoot; }
From source file:ObjLoad.java
public void init() { if (filename == null) { // Applet try {/*from ww w .j a v a 2 s .co m*/ URL path = getCodeBase(); filename = new URL(path.toString() + "./galleon.obj"); } catch (MalformedURLException e) { System.err.println(e); System.exit(1); } } setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); u = new SimpleUniverse(c); // add mouse behaviors to the ViewingPlatform ViewingPlatform viewingPlatform = u.getViewingPlatform(); PlatformGeometry pg = new PlatformGeometry(); // Set up the ambient light Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); pg.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, 1.0f); Vector3f light2Direction = new Vector3f(-1.0f, -1.0f, -1.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); pg.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); pg.addChild(light2); viewingPlatform.setPlatformGeometry(pg); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. viewingPlatform.setNominalViewingTransform(); if (!spin) { OrbitBehavior orbit = new OrbitBehavior(c, OrbitBehavior.REVERSE_ALL); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); orbit.setSchedulingBounds(bounds); viewingPlatform.setViewPlatformBehavior(orbit); } u.addBranchGraph(scene); }
From source file:PickTest.java
public BranchGroup createSceneGraph(Canvas3D canvas) { // 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(1.0);//from ww w.j a v a 2 s . co m objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bunch of objects with a behavior and add them // into the scene graph. int row, col; int numRows = 4, numCols = 4; for (int i = 0; i < numRows; i++) { double ypos = (double) (i - numRows / 2) * 0.45 + 0.25; for (int j = 0; j < numCols; j++) { double xpos = (double) (j - numCols / 2) * 0.45 + 0.25; objScale.addChild(createObject(i * numCols + j, 0.1, xpos, ypos)); } } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Add a light. Color3f lColor = new Color3f(1.0f, 1.0f, 1.0f); Vector3f lDir = new Vector3f(0.0f, 0.0f, -1.0f); DirectionalLight lgt = new DirectionalLight(lColor, lDir); lgt.setInfluencingBounds(bounds); objRoot.addChild(lgt); // Now create the Alpha object that controls the speed of the // morphing operation. Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 4000, 1000, 500, 4000, 1000, 500); // Finally, create the morphing behavior MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph); mBeh.setSchedulingBounds(bounds); objRoot.addChild(mBeh); behavior1 = new PickRotateBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior1); behavior2 = new PickZoomBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior2); behavior3 = new PickTranslateBehavior(objRoot, canvas, bounds); objRoot.addChild(behavior3); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:EnvironmentExplorer.java
void setupLights() { lightGroup = new Group(); // Set up the ambient light lightAmbient = new AmbientLight(darkGrey); lightAmbient.setInfluencingBounds(infiniteBounds); lightAmbient.setCapability(Light.ALLOW_STATE_WRITE); lightAmbient.setEnable(true);/*from w ww . j a v a2s . c o m*/ lightGroup.addChild(lightAmbient); // Set up the directional light Vector3f lightDirection = new Vector3f(0.65f, -0.65f, -0.40f); lightDirectional = new DirectionalLight(white, lightDirection); lightDirectional.setInfluencingBounds(infiniteBounds); lightDirectional.setEnable(true); lightDirectional.setCapability(Light.ALLOW_STATE_WRITE); lightGroup.addChild(lightDirectional); // Set up the point light Point3f lightPosition = new Point3f(-1.0f, 1.0f, 0.6f); lightPoint = new PointLight(white, lightPosition, attenuation); lightPoint.setInfluencingBounds(infiniteBounds); lightPoint.setEnable(false); lightPoint.setCapability(Light.ALLOW_STATE_WRITE); lightPoint.setCapability(PointLight.ALLOW_ATTENUATION_WRITE); lightGroup.addChild(lightPoint); // Set up the spot light // Point the light back at the origin lightSpot = new SpotLight(white, lightPosition, attenuation, lightDirection, (float) Math.toRadians(spotSpreadAngle), spotConcentration); lightSpot.setInfluencingBounds(infiniteBounds); lightSpot.setEnable(false); lightSpot.setCapability(Light.ALLOW_STATE_WRITE); lightSpot.setCapability(PointLight.ALLOW_ATTENUATION_WRITE); lightSpot.setCapability(SpotLight.ALLOW_CONCENTRATION_WRITE); lightSpot.setCapability(SpotLight.ALLOW_SPREAD_ANGLE_WRITE); lightGroup.addChild(lightSpot); }
From source file:OrientedTest.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); TransformGroup objScale = new TransformGroup(); Transform3D textMat = new Transform3D(); // Assuming uniform size chars, set scale to fit string in view textMat.setScale(1.2 / sl);//from w ww. j a v a2 s. com objScale.setTransform(textMat); // 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); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Appearance apText = new Appearance(); Material m = new Material(); m.setLightingEnable(true); apText.setMaterial(m); Appearance apEarth = new Appearance(); Material mm = new Material(); mm.setLightingEnable(true); apEarth.setMaterial(mm); Appearance apStone = new Appearance(); apStone.setMaterial(mm); // create 3D text Font3D f3d = new Font3D(new Font(fontName, Font.PLAIN, 2), new FontExtrusion()); Text3D txt = new Text3D(f3d, textString, new Point3f(-sl / 2.0f, 3.0f, 0.0f)); OrientedShape3D textShape = new OrientedShape3D(); textShape.setGeometry(txt); textShape.setAppearance(apText); textShape.setAlignmentAxis(0.0f, 1.0f, 0.0f); objScale.addChild(textShape); // Create a simple shape leaf node, add it to the scene graph. Transform3D cubeMat = new Transform3D(); TransformGroup cubeTrans = new TransformGroup(cubeMat); cubeMat.set(new Vector3d(0.9, 0.0, -1.0)); cubeTrans.setTransform(cubeMat); cubeTrans.addChild(new ColorCube(0.3)); objTrans.addChild(cubeTrans); TextureLoader stoneTex = new TextureLoader(stoneImage, new String("RGB"), this); if (stoneTex != null) apStone.setTexture(stoneTex.getTexture()); TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.MODULATE); apStone.setTextureAttributes(texAttr); Transform3D coneMat = new Transform3D(); TransformGroup coneTrans = new TransformGroup(coneMat); coneMat.set(new Vector3d(0.0, 0.0, 0.0)); coneTrans.setTransform(coneMat); coneTrans.addChild(new Cone(.2f, 0.8f, Cone.GENERATE_NORMALS | Cone.GENERATE_TEXTURE_COORDS, apStone)); objTrans.addChild(coneTrans); TextureLoader earthTex = new TextureLoader(earthImage, new String("RGB"), this); if (earthTex != null) apEarth.setTexture(earthTex.getTexture()); apEarth.setTextureAttributes(texAttr); Transform3D cylinderMat = new Transform3D(); TransformGroup cylinderTrans = new TransformGroup(cylinderMat); cylinderMat.set(new Vector3d(-0.9, 0.5, -1.0)); cylinderTrans.setTransform(cylinderMat); cylinderTrans.addChild( new Cylinder(.35f, 2.0f, Cylinder.GENERATE_NORMALS | Cylinder.GENERATE_TEXTURE_COORDS, apEarth)); objTrans.addChild(cylinderTrans); objTrans.addChild(objScale); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.5f); Background bgNode = new Background(bgColor); bgNode.setApplicationBounds(bounds); objRoot.addChild(bgNode); // 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, 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); objRoot.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); objRoot.addChild(light2); apText.setMaterial(mm); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:OrientedPtTest.java
public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); TransformGroup objScale = new TransformGroup(); Transform3D textMat = new Transform3D(); // Assuming uniform size chars, set scale to fit string in view textMat.setScale(1.2 / sl);/*from ww w .j av a 2s .c o m*/ objScale.setTransform(textMat); // 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); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Appearance apText = new Appearance(); Material m = new Material(); m.setLightingEnable(true); apText.setMaterial(m); Appearance apEarth = new Appearance(); Material mm = new Material(); mm.setLightingEnable(true); apEarth.setMaterial(mm); Appearance apStone = new Appearance(); apStone.setMaterial(mm); // create 3D text Font3D f3d = new Font3D(new Font(fontName, Font.PLAIN, 2), new FontExtrusion()); Point3f textPt = new Point3f(-sl / 2.0f, 3.0f, 0.0f); Text3D txt = new Text3D(f3d, textString, textPt); OrientedShape3D textShape = new OrientedShape3D(); textShape.setGeometry(txt); textShape.setAppearance(apText); textShape.setAlignmentMode(OrientedShape3D.ROTATE_ABOUT_POINT); // text is centered around 0, 3, 0. Make it rotate around 0,5,0 Point3f rotationPt = new Point3f(0.0f, 5.0f, 0.0f); textShape.setRotationPoint(rotationPt); objScale.addChild(textShape); // also add a small Sphere at the rotation point to // show that we are rotating around the right point Sphere sphere = new Sphere(0.2f); TransformGroup sphereGroup = new TransformGroup(); Transform3D sphereXform = new Transform3D(); sphereXform.set(new Vector3f(rotationPt)); sphereGroup.setTransform(sphereXform); sphereGroup.addChild(sphere); objScale.addChild(sphereGroup); // Create a simple shape leaf node, add it to the scene graph. Transform3D cubeMat = new Transform3D(); TransformGroup cubeTrans = new TransformGroup(cubeMat); cubeMat.set(new Vector3d(0.9, 0.0, -1.0)); cubeTrans.setTransform(cubeMat); cubeTrans.addChild(new ColorCube(0.3)); objTrans.addChild(cubeTrans); TextureLoader stoneTex = new TextureLoader(stoneImage, new String("RGB"), this); if (stoneTex != null) apStone.setTexture(stoneTex.getTexture()); TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.REPLACE); apStone.setTextureAttributes(texAttr); Transform3D coneMat = new Transform3D(); TransformGroup coneTrans = new TransformGroup(coneMat); coneMat.set(new Vector3d(0.0, 0.0, 0.0)); coneTrans.setTransform(coneMat); coneTrans.addChild(new Cone(.2f, 0.8f, Cone.GENERATE_NORMALS | Cone.GENERATE_TEXTURE_COORDS, apStone)); objTrans.addChild(coneTrans); TextureLoader earthTex = new TextureLoader(earthImage, new String("RGB"), this); if (earthTex != null) apEarth.setTexture(earthTex.getTexture()); apEarth.setTextureAttributes(texAttr); Transform3D cylinderMat = new Transform3D(); TransformGroup cylinderTrans = new TransformGroup(cylinderMat); cylinderMat.set(new Vector3d(-0.9, 0.5, -1.0)); cylinderTrans.setTransform(cylinderMat); cylinderTrans.addChild( new Cylinder(.35f, 2.0f, Cylinder.GENERATE_NORMALS | Cylinder.GENERATE_TEXTURE_COORDS, apEarth)); objTrans.addChild(cylinderTrans); objTrans.addChild(objScale); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.5f); Background bgNode = new Background(bgColor); bgNode.setApplicationBounds(bounds); objRoot.addChild(bgNode); // 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, 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); objRoot.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); objRoot.addChild(light2); apText.setMaterial(mm); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:AppearanceTest.java
protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); TransformGroup zoomTg = new TransformGroup(); zoomTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); zoomTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); // attach a navigation behavior to the position of the viewer KeyNavigatorBehavior key = new KeyNavigatorBehavior(zoomTg); key.setSchedulingBounds(createApplicationBounds()); key.setEnable(true);/* w w w.j ava 2 s . c om*/ objRoot.addChild(key); // create a TransformGroup to flip the hand onto its end and enlarge it. TransformGroup objTrans1 = new TransformGroup(); Transform3D tr = new Transform3D(); objTrans1.getTransform(tr); tr.setEuler(new Vector3d(0.5 * Math.PI, 0.6, 0)); objTrans1.setTransform(tr); // 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(getApplicationBounds()); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(getApplicationBounds()); objRoot.addChild(aLgt); objRoot.addChild(lgt1); int nScale = 50; Box box = new Box(nScale, nScale, nScale, Primitive.GENERATE_NORMALS | Primitive.GENERATE_TEXTURE_COORDS, m_Appearance); Shape3D frontFace = box.getShape(Box.LEFT); // create a new left face so we can // assign per-vertex colors GeometryArray geometry = new QuadArray(4, GeometryArray.COORDINATES | GeometryArray.NORMALS | GeometryArray.COLOR_4 | GeometryArray.TEXTURE_COORDINATE_2); nScale = 40; final float[] verts = { // left face -1.0f * nScale, -1.0f * nScale, 1.0f * nScale, -1.0f * nScale, 1.0f * nScale, 1.0f * nScale, -1.0f * nScale, 1.0f * nScale, -1.0f * nScale, -1.0f * nScale, -1.0f * nScale, -1.0f * nScale }; final float[] colors = { // left face 1, 0, 0, 0, 0, 1, 0, 0.2f, 0, 0, 1, 0.8f, 0, 0, 0, 1, }; float[] tcoords = { // left 1, 0, 1, 1, 0, 1, 0, 0 }; Vector3f normalVector = new Vector3f(-1.0f, 0.0f, 0.0f); geometry.setColors(0, colors, 0, 4); for (int n = 0; n < 4; n++) geometry.setNormal(n, normalVector); geometry.setTextureCoordinates(0, tcoords, 0, 4); geometry.setCoordinates(0, verts); frontFace.setGeometry(geometry); // connect the scenegraph objTrans1.addChild(box); zoomTg.addChild(objTrans1); objRoot.addChild(zoomTg); return objRoot; }
From source file:GeometryByReferenceTest.java
BranchGroup createSceneGraph() { BranchGroup objRoot = new BranchGroup(); // Set up attributes to render lines app = new Appearance(); transp = new TransparencyAttributes(); transp.setTransparency(0.5f);//ww w . j a va 2 s. c o m transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE); transp.setTransparencyMode(TransparencyAttributes.NONE); app.setTransparencyAttributes(transp); tetraRegular = createGeometry(1); tetraStrip = createGeometry(2); tetraIndexed = createGeometry(3); tetraIndexedStrip = createGeometry(4); geoArrays[0] = tetraRegular; geoArrays[1] = tetraStrip; geoArrays[2] = tetraIndexed; geoArrays[3] = tetraIndexedStrip; shape = new Shape3D(tetraRegular, app); shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE); shape.setCapability(Shape3D.ALLOW_GEOMETRY_READ); Transform3D t = new Transform3D(); // move the object upwards t.set(new Vector3f(0.0f, 0.3f, 0.0f)); // rotate the shape Transform3D temp = new Transform3D(); temp.rotX(Math.PI / 4.0d); t.mul(temp); temp.rotY(Math.PI / 4.0d); t.mul(temp); // Shrink the object t.setScale(0.6); TransformGroup trans = new TransformGroup(t); trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objRoot.addChild(trans); trans.addChild(shape); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // 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); objRoot.addChild(aLgt); objRoot.addChild(lgt1); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }