List of usage examples for javax.media.j3d DirectionalLight setInfluencingBounds
public void setInfluencingBounds(Bounds region)
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 www. jav 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:LineTypes.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 ww w. j a va 2s . c om*/ 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 objTrans.addChild(createLineTypes()); 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:AppearanceTest.java
private BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = 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 TextureLoader bgTexture = new TextureLoader(bgImage, this); Background bg = new Background(bgTexture.getImage()); bg.setApplicationBounds(bounds);//from w ww .j ava 2s . c o m objRoot.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); objRoot.addChild(aLgt); objRoot.addChild(lgt1); // 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) * 0.6; for (int j = 0; j < 3; j++) { double xpos = (double) (j - 1) * 0.6; objRoot.addChild(createObject(app[i][j], 0.12, xpos, ypos)); } } // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:LightsNPlanesApp.java
public LightsNPlanesApp() { setLayout(new BorderLayout()); Canvas3D c = new Canvas3D(null); add("Center", c); BoundingSphere bounds = new BoundingSphere(new Point3d(), 0.1); Vector3f direction = new Vector3f(0.0f, -1.0f, 0.0f); Point3f position = new Point3f(0.0f, 0.5f, -0.3f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); Color3f red = new Color3f(1.0f, 0.0f, 0.0f); Color3f green = new Color3f(0.0f, 1.0f, 0.0f); Color3f blue = new Color3f(0.0f, 0.0f, 1.0f); BranchGroup scene = new BranchGroup(); IndexedQuadArray qa = new IndexedQuadArray(9, QuadArray.COORDINATES | QuadArray.NORMALS, 16); qa.setCoordinate(0, new Point3f(-0.3f, 0.3f, -0.3f)); qa.setCoordinate(1, new Point3f(0.0f, 0.3f, -0.3f)); qa.setCoordinate(2, new Point3f(0.3f, 0.3f, -0.3f)); qa.setCoordinate(3, new Point3f(-0.3f, 0.0f, 0.0f)); qa.setCoordinate(4, new Point3f(0.0f, 0.0f, 0.0f)); qa.setCoordinate(5, new Point3f(0.3f, 0.0f, 0.0f)); qa.setCoordinate(6, new Point3f(-0.3f, -0.3f, 0.3f)); qa.setCoordinate(7, new Point3f(0.0f, -0.3f, 0.3f)); qa.setCoordinate(8, new Point3f(0.3f, -0.3f, 0.3f)); Vector3f n = new Vector3f(0.0f, 0.6f, 0.8f); n.normalize();//from ww w . j av a 2s.c om qa.setNormal(0, n); qa.setNormal(1, n); qa.setNormal(2, n); qa.setNormal(3, n); qa.setNormal(4, n); qa.setNormal(5, n); qa.setNormal(6, n); qa.setNormal(7, n); qa.setNormal(8, n); qa.setCoordinateIndex(0, 0); qa.setCoordinateIndex(1, 3); qa.setCoordinateIndex(2, 4); qa.setCoordinateIndex(3, 1); qa.setCoordinateIndex(4, 1); qa.setCoordinateIndex(5, 4); qa.setCoordinateIndex(6, 5); qa.setCoordinateIndex(7, 2); qa.setCoordinateIndex(8, 3); qa.setCoordinateIndex(9, 6); qa.setCoordinateIndex(10, 7); qa.setCoordinateIndex(11, 4); qa.setCoordinateIndex(12, 4); qa.setCoordinateIndex(13, 7); qa.setCoordinateIndex(14, 8); qa.setCoordinateIndex(15, 5); TransformGroup trans1 = createTG(-0.7f, 0.0f, -0.5f); scene.addChild(trans1); TransformGroup trans2 = createTG(0.0f, 0.0f, -0.5f); scene.addChild(trans2); TransformGroup trans3 = createTG(0.7f, 0.0f, -0.5f); scene.addChild(trans3); Appearance qAppear = createMatAppear(white, white, 5.0f); Shape3D p1 = new Shape3D(qa, qAppear); // p1.setBoundsAutoCompute(false); p1.setBounds(bounds); p1.setCapability(Node.ALLOW_BOUNDS_READ); trans1.addChild(p1); Shape3D p2 = new Shape3D(qa, qAppear); p2.setBounds(bounds); p2.setCapability(Node.ALLOW_BOUNDS_READ); trans2.addChild(p2); Shape3D p3 = new Shape3D(qa, qAppear); p3.setBounds(bounds); p3.setCapability(Node.ALLOW_BOUNDS_READ); trans3.addChild(p3); AmbientLight lightA = new AmbientLight(); lightA.setInfluencingBounds(new BoundingSphere()); lightA.setCapability(Light.ALLOW_INFLUENCING_BOUNDS_READ); scene.addChild(lightA); DirectionalLight lightD = new DirectionalLight(); lightD.setInfluencingBounds(bounds); lightD.setBoundsAutoCompute(false); lightD.setCapability(Light.ALLOW_INFLUENCING_BOUNDS_READ); lightD.setDirection(direction); lightD.setColor(red); trans1.addChild(lightD); PointLight lightP = new PointLight(); lightP.setInfluencingBounds(bounds); lightP.setCapability(Light.ALLOW_INFLUENCING_BOUNDS_READ); lightP.setPosition(position); lightP.setColor(green); trans2.addChild(lightP); SpotLight lightS = new SpotLight(); lightS.setInfluencingBounds(bounds); lightS.setCapability(Light.ALLOW_INFLUENCING_BOUNDS_READ); lightS.setPosition(position); lightS.setDirection(direction); lightS.setSpreadAngle(0.3f); lightS.setConcentration(1.0f); lightS.setColor(blue); trans3.addChild(lightS); Background background = new Background(); background.setApplicationBounds(new BoundingSphere()); background.setColor(1.0f, 1.0f, 1.0f); scene.addChild(background); scene.compile(); System.out.print("bounds object: "); System.out.println(bounds); System.out.print("influencing bounds for lightA: "); System.out.println(lightA.getInfluencingBounds()); System.out.print("influencing bounds for lightD: "); System.out.println(lightD.getInfluencingBounds()); System.out.print("influencing bounds for lightP: "); System.out.println(lightP.getInfluencingBounds()); System.out.print("influencing bounds for lightS: "); System.out.println(lightS.getInfluencingBounds()); System.out.print("bounds for plane1: "); System.out.println(p1.getBounds()); System.out.print("bounds for plane2: "); System.out.println(p2.getBounds()); System.out.print("bounds for plane3: "); System.out.println(p3.getBounds()); BoundingSphere bs0 = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 0.2); BoundingSphere bs1 = new BoundingSphere(new Point3d(-0.1, 0.0, 0.0), 0.2); BoundingSphere bs2 = new BoundingSphere(new Point3d(-0.2, 0.0, 0.0), 0.2); BoundingSphere bs3 = new BoundingSphere(new Point3d(-0.3, 0.0, 0.0), 0.2); BoundingSphere bs4 = new BoundingSphere(new Point3d(-0.4, 0.0, 0.0), 0.2); BoundingSphere bs5 = new BoundingSphere(new Point3d(-0.5, 0.0, 0.0), 0.2); BoundingSphere bs6 = new BoundingSphere(new Point3d(-0.6, 0.0, 0.0), 0.2); BoundingSphere bs7 = new BoundingSphere(new Point3d(-0.7, 0.0, 0.0), 0.2); BoundingSphere bs8 = new BoundingSphere(new Point3d(-0.8, 0.0, 0.0), 0.2); BoundingBox bb1 = new BoundingBox(bs1); BoundingBox bb2 = new BoundingBox(bs2); BoundingBox bb3 = new BoundingBox(bs3); BoundingBox bb4 = new BoundingBox(bs4); BoundingBox bb5 = new BoundingBox(bs5); BoundingBox bb6 = new BoundingBox(bs6); BoundingBox bb7 = new BoundingBox(bs7); BoundingBox bb8 = new BoundingBox(bs8); if (bs0.intersect(bs1)) System.out.println("bs0 intersects bs1"); if (bs0.intersect(bs2)) System.out.println("bs0 intersects bs2"); if (bs0.intersect(bs3)) System.out.println("bs0 intersects bs3"); if (bs0.intersect(bs4)) System.out.println("bs0 intersects bs4"); if (bs0.intersect(bs5)) System.out.println("bs0 intersects bs5"); if (bs0.intersect(bs6)) System.out.println("bs0 intersects bs6"); if (bs0.intersect(bs7)) System.out.println("bs0 intersects bs7"); if (bs0.intersect(bs8)) System.out.println("bs0 intersects bs8"); if (bs0.intersect(bb1)) System.out.println("bs0 intersects bb1"); if (bs0.intersect(bb2)) System.out.println("bs0 intersects bb2"); if (bs0.intersect(bb3)) System.out.println("bs0 intersects bb3"); if (bs0.intersect(bb4)) System.out.println("bs0 intersects bb4"); if (bs0.intersect(bb5)) System.out.println("bs0 intersects bb5"); if (bs0.intersect(bb6)) System.out.println("bs0 intersects bb6"); if (bs0.intersect(bb7)) System.out.println("bs0 intersects bb7"); if (bs0.intersect(bb8)) System.out.println("bs0 intersects bb8"); SimpleUniverse u = new SimpleUniverse(c); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); }
From source file:InterleavedTest.java
BranchGroup createSceneGraph() { BranchGroup objRoot = new BranchGroup(); // Set up attributes to render lines app = new Appearance(); app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE); transp = new TransparencyAttributes(); transp.setTransparency(0.5f);/* w w w .ja v a2 s . co m*/ transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE); transp.setTransparencyMode(TransparencyAttributes.NONE); app.setTransparencyAttributes(transp); // load textures TextureAttributes texAttr1 = new TextureAttributes(); texAttr1.setTextureMode(TextureAttributes.DECAL); TextureAttributes texAttr2 = new TextureAttributes(); texAttr2.setTextureMode(TextureAttributes.MODULATE); TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this); if (tex == null) return null; tex1 = tex.getTexture(); tex = new TextureLoader(texImage2, new String("RGB"), this); if (tex == null) return null; tex2 = tex.getTexture(); textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null); textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null); 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); 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; }
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);/* w w w. java2 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:InterleavedNIOBuffer.java
BranchGroup createSceneGraph() { BranchGroup objRoot = new BranchGroup(); // Set up attributes to render lines app = new Appearance(); app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE); transp = new TransparencyAttributes(); transp.setTransparency(0.5f);// w w w . j av a 2s. com transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE); transp.setTransparencyMode(TransparencyAttributes.NONE); app.setTransparencyAttributes(transp); // load textures TextureAttributes texAttr1 = new TextureAttributes(); texAttr1.setTextureMode(TextureAttributes.DECAL); TextureAttributes texAttr2 = new TextureAttributes(); texAttr2.setTextureMode(TextureAttributes.MODULATE); TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this); if (tex == null) return null; tex1 = tex.getTexture(); tex = new TextureLoader(texImage2, new String("RGB"), this); if (tex == null) return null; tex2 = tex.getTexture(); textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null); textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null); createInterleavedBuffers(); 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); 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; }
From source file:GeometryByReferenceNIOBuffer.java
BranchGroup createSceneGraph() { BranchGroup objRoot = new BranchGroup(); // Set up attributes to render lines app = new Appearance(); transp = new TransparencyAttributes(); transp.setTransparency(0.5f);/* w w w . j a v a2s . c o m*/ transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE); transp.setTransparencyMode(TransparencyAttributes.NONE); app.setTransparencyAttributes(transp); //create the direct nio buffer createJ3DBuffers(); 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; }
From source file:ScenegraphTest.java
protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); // 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(createApplicationBounds()); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(createApplicationBounds()); objRoot.addChild(aLgt);// w w w. j a v a 2 s . co m objRoot.addChild(lgt1); // create a rotator to spin the whole model around the Y axis 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); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(createApplicationBounds()); objTrans.addChild(rotator); // build the model itself using helper methods addHead(objTrans); objTrans.addChild(createArm(0, 0, -Math.PI * 0.5)); objTrans.addChild(createArm(0, Math.PI, Math.PI * 0.5)); objRoot.addChild(objTrans); return objRoot; }
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);/* w w w . j a v a 2 s . c om*/ 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; }