List of usage examples for javax.media.j3d Material Material
public Material(Color3f ambientColor, Color3f emissiveColor, Color3f diffuseColor, Color3f specularColor, float shininess)
From source file:SimpleSounds.java
protected BranchGroup buildContentBranch() { //Create the appearance Appearance app = new Appearance(); Color3f ambientColour = new Color3f(1.0f, 0.0f, 0.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour = new Color3f(1.0f, 0.0f, 0.0f); float shininess = 20.0f; app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess)); //Make the cube Box myCube = new Box(1.0f, 1.0f, 1.0f, app); TransformGroup cubeGroup = new TransformGroup(); BranchGroup contentBranch = new BranchGroup(); addLights(contentBranch);//from www . j a v a2s . c om addObjectSound(cubeGroup, sound1, new String("file:./loop1.wav"), 10.0f); addObjectSound(cubeGroup, sound2, new String("file:./loop2.wav"), 20.0f); addBackgroundSound(contentBranch, new String("file:./loop3.wav")); cubeGroup.addChild(myCube); contentBranch.addChild(cubeGroup); return contentBranch; }
From source file:TransformExplorer.java
TransformGroup createConeTransformGroup() { // create a TransformGroup for the cone, allow tranform changes, coneTG = new TransformGroup(); coneTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); coneTG.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); // Set up an appearance to make the Cone with red ambient, // black emmissive, red diffuse and white specular coloring Material material = new Material(red, black, red, white, 64); // These are the colors used for the book figures: //Material material = new Material(white, black, white, black, 64); Appearance appearance = new Appearance(); appearance.setMaterial(material);/*from w w w .j av a 2 s .c o m*/ // create the cone and add it to the coneTG Cone cone = new Cone(coneRadius, coneHeight, appearance); coneTG.addChild(cone); return coneTG; }
From source file:ScenegraphTest.java
TransformGroup createLimb(double radius, double length) { // because the cylinder is centered at 0,0,0 // we need to shift the cylinder so that the bottom of // the cylinder is at 0,0,0 and the top is at 0, length, 0 TransformGroup tg = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setTranslation(new Vector3d(0, length / 2, 0)); tg.setTransform(t3d);/*from w ww. j ava2 s .co m*/ Appearance app = new Appearance(); Color3f black = new Color3f(0.4f, 0.2f, 0.1f); Color3f objColor = new Color3f(1, 0.8f, 0.6f); app.setMaterial(new Material(objColor, black, objColor, black, 90.0f)); Cylinder cylinder = new Cylinder((float) radius, (float) length, Primitive.GENERATE_NORMALS, app); tg.addChild(cylinder); return tg; }
From source file:SimpleGame.java
/** * This builds the ball that acts as the bullet for our gun. The ball is * created from a sphere primitive, and a transform group and interpolator * are added so that we can 'fire' the bullet. * //from w ww .j a v a2 s.c om * @return BranchGroup that is the root of the ball branch. */ protected BranchGroup buildBall() { BranchGroup theBall = new BranchGroup(); Appearance ballApp = new Appearance(); Color3f ambientColour = new Color3f(1.0f, 0.0f, 0.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour = new Color3f(1.0f, 0.0f, 0.0f); float shininess = 20.0f; ballApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess)); Sphere ball = new Sphere(0.2f, ballApp); TransformGroup ballMovXfmGrp = new TransformGroup(); ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); ballMovXfmGrp.addChild(ball); theBall.addChild(ballMovXfmGrp); ballAlpha = new Alpha(1, 0, 0, 500, 0, 0); Transform3D axis = new Transform3D(); axis.rotY(Math.PI / 2); moveBall = new PositionInterpolator(ballAlpha, ballMovXfmGrp, axis, 0.0f, 50.0f); moveBall.setSchedulingBounds(bounds); theBall.addChild(moveBall); return theBall; }
From source file:Morphing.java
private 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 ww w. j a v a 2s . co m 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 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 the transform group nodes for the 3 original objects // and the morphed object. Add them to the root of the // branch graph. // TransformGroup objTrans[] = new TransformGroup[4]; for (int i = 0; i < 4; i++) { objTrans[i] = new TransformGroup(); objScale.addChild(objTrans[i]); } Transform3D tr = new Transform3D(); Transform3D rotX90 = new Transform3D(); rotX90.rotX(90.0 * Math.PI / 180.0); objTrans[0].getTransform(tr); tr.setTranslation(new Vector3d(-2.0, 1.5, -2.0)); tr.mul(rotX90); objTrans[0].setTransform(tr); objTrans[1].getTransform(tr); tr.setTranslation(new Vector3d(0.0, 1.5, -2.0)); tr.mul(rotX90); objTrans[1].setTransform(tr); objTrans[2].getTransform(tr); tr.setTranslation(new Vector3d(2.0, 1.5, -2.0)); tr.mul(rotX90); objTrans[2].setTransform(tr); objTrans[3].getTransform(tr); tr.setTranslation(new Vector3d(0.0, -2.0, -2.0)); tr.mul(rotX90); objTrans[3].setTransform(tr); // Now load the object files Scene s[] = new Scene[3]; GeometryArray g[] = new GeometryArray[3]; Shape3D shape[] = new Shape3D[3]; ObjectFile loader = new ObjectFile(ObjectFile.RESIZE); for (int i = 0; i < 3; i++) { s[i] = null; g[i] = null; shape[i] = null; } for (int i = 0; i < 3; i++) { try { s[i] = loader.load(objFiles[i]); } catch (FileNotFoundException e) { System.err.println(e); System.exit(1); } catch (ParsingErrorException e) { System.err.println(e); System.exit(1); } catch (IncorrectFormatException e) { System.err.println(e); System.exit(1); } BranchGroup b = s[i].getSceneGroup(); shape[i] = (Shape3D) b.getChild(0); g[i] = (GeometryArray) shape[i].getGeometry(); shape[i].setGeometry(g[i]); objTrans[i].addChild(b); } // // Create a Morph node, and set the appearance and input geometry // arrays. Set the Morph node's capability bits to allow the weights // to be modified at runtime. // Appearance app = new Appearance(); Color3f objColor = new Color3f(1.0f, 0.7f, 0.8f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, black, 80.0f)); Morph morph = new Morph(g, app); morph.setCapability(Morph.ALLOW_WEIGHTS_READ); morph.setCapability(Morph.ALLOW_WEIGHTS_WRITE); objTrans[3].addChild(morph); // 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, 2000, 1000, 200, 2000, 1000, 200); // Finally, create the morphing behavior MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph); mBeh.setSchedulingBounds(bounds); objScale.addChild(mBeh); return objRoot; }
From source file:ExAppearance.java
private Appearance createAppearance(int idx) { Appearance app = new Appearance(); // Globally used colors Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); switch (idx) { // Unlit solid case 0: {//from ww w.ja va2 s .c o m // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); break; } // Unlit wire frame case 1: { // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setPolygonMode(pa.POLYGON_LINE); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); // Set up line attributes LineAttributes lta = new LineAttributes(); lta.setLineWidth(10.0f); app.setLineAttributes(lta); break; } // Unlit points case 2: { // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setPolygonMode(pa.POLYGON_POINT); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); // Set up point attributes PointAttributes pta = new PointAttributes(); pta.setPointSize(10.0f); app.setPointAttributes(pta); break; } // Lit solid case 3: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, white, 80.0f)); break; } // Texture mapped, lit solid case 4: { // Set up the texture map TextureLoader tex = new TextureLoader("apimage.jpg", this); app.setTexture(tex.getTexture()); // Set up the material properties app.setMaterial(new Material(white, black, white, black, 1.0f)); break; } // Transparent, lit solid case 5: { // Set up the transparency properties TransparencyAttributes ta = new TransparencyAttributes(); ta.setTransparencyMode(ta.BLENDED); ta.setTransparency(0.6f); app.setTransparencyAttributes(ta); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); // Set up the material properties Color3f objColor = new Color3f(0.7f, 0.8f, 1.0f); app.setMaterial(new Material(objColor, black, objColor, black, 1.0f)); break; } // Lit solid, no specular case 6: { // Set up the material properties Color3f objColor = new Color3f(0.0f, 0.0f, 0.8f); app.setMaterial(new Material(objColor, black, objColor, black, 80.0f)); break; } // Lit solid, specular only case 7: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); app.setMaterial(new Material(black, black, black, white, 80.0f)); break; } // Another lit solid with a different color case 8: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.8f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, white, 80.0f)); break; } default: { ColoringAttributes ca = new ColoringAttributes(); ca.setColor(new Color3f(0.0f, 1.0f, 0.0f)); app.setColoringAttributes(ca); } } return app; }
From source file:TexCoordTest.java
void createAppearance(double yMaxHeight) { // create an Appearance and assign a Material m_Appearance = new Appearance(); m_Appearance.setCapability(Appearance.ALLOW_TEXGEN_WRITE); Color3f black = new Color3f(0, 0.2f, 0); Color3f objColor = new Color3f(0.1f, 0.7f, 0.2f); m_Appearance.setMaterial(new Material(objColor, black, objColor, black, 0.8f)); // load the texture image TextureLoader texLoader = new TextureLoader("stripes.gif", Texture.RGB, this); // clamp the coordinates in the S dimension, that way they // will not wrap when the calculated texture coordinate falls outside // the range 0 to 1. When the texture coordinate is outside this range // no texture coordinate will be used Texture tex = texLoader.getTexture(); tex.setBoundaryModeS(Texture.CLAMP); // assign the texute image to the appearance m_Appearance.setTexture(tex);/*from w ww. j a v a2 s . c o m*/ // create the TexCoordGeneration object. // we are only using 1D texture coordinates (S) - texture coordinates // are calculated from a vertex's distance from the Y = 0 plane // the 4th parameter to the Vector4f is the distance in *texture // coordinates* // that we shift the texture coordinates by (i.e. Y = 0 corresponds to S // = 0.5) TexCoordGeneration texGen = new TexCoordGeneration(TexCoordGeneration.OBJECT_LINEAR, TexCoordGeneration.TEXTURE_COORDINATE_2, new Vector4f(0, (float) (1.0 / (2 * yMaxHeight)), 0, 0.5f), new Vector4f(0, 0, 0, 0), new Vector4f(0, 0, 0, 0)); // create our "non-live" TexCoordGeneration object so we // can update the "genMode" parameter after we go live. m_TexGen = (TexCoordGeneration) texGen.cloneNodeComponent(true); // assign the TexCoordGeneration to the Appearance m_Appearance.setTexCoordGeneration(texGen); // we just glue the texture image to the surface, we are not // blending or modulating the texture image based on material // attributes. You can experiment with MODULATE or BLEND. TextureAttributes texAttribs = new TextureAttributes(); texAttribs.setTextureMode(TextureAttributes.DECAL); m_Appearance.setTextureAttributes(texAttribs); }
From source file:TickTockPicking.java
private Appearance createAppearance(int idx) { Appearance app = new Appearance(); // Globally used colors Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); switch (idx) { // Unlit solid case 0: {/*from ww w . j av a 2s . c o m*/ // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); break; } // Unlit wire frame case 1: { // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 0.4f, 0.0f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setPolygonMode(pa.POLYGON_LINE); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); break; } // Unlit points case 2: { // Set up the coloring properties Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(objColor); app.setColoringAttributes(ca); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setPolygonMode(pa.POLYGON_POINT); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); // Set up point attributes PointAttributes pta = new PointAttributes(); pta.setPointSize(5.0f); app.setPointAttributes(pta); break; } // Lit solid case 3: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, white, 80.0f)); break; } // Texture mapped, lit solid case 4: { // Set up the texture map TextureLoader tex = new TextureLoader(texImage, this); app.setTexture(tex.getTexture()); TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.MODULATE); app.setTextureAttributes(texAttr); // Set up the material properties app.setMaterial(new Material(white, black, white, black, 1.0f)); break; } // Transparent, lit solid case 5: { // Set up the transparency properties TransparencyAttributes ta = new TransparencyAttributes(); ta.setTransparencyMode(ta.BLENDED); ta.setTransparency(0.6f); app.setTransparencyAttributes(ta); // Set up the polygon attributes PolygonAttributes pa = new PolygonAttributes(); pa.setCullFace(pa.CULL_NONE); app.setPolygonAttributes(pa); // Set up the material properties Color3f objColor = new Color3f(0.7f, 0.8f, 1.0f); app.setMaterial(new Material(objColor, black, objColor, black, 1.0f)); break; } // Lit solid, no specular case 6: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, black, 80.0f)); break; } // Lit solid, specular only case 7: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); app.setMaterial(new Material(black, black, black, white, 80.0f)); break; } // Another lit solid with a different color case 8: { // Set up the material properties Color3f objColor = new Color3f(0.8f, 0.8f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, white, 80.0f)); break; } default: { ColoringAttributes ca = new ColoringAttributes(); ca.setColor(new Color3f(0.0f, 1.0f, 0.0f)); app.setColoringAttributes(ca); } } return app; }
From source file:LightTest.java
protected Group createSphere(float x, float y, float z, float radius) { TransformGroup tg = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setTranslation(new Vector3d(x, y, z)); tg.setTransform(t3d);/* w ww. jav a2 s .c o m*/ // create an Appearance and Material Appearance app = new Appearance(); Color3f objColor = new Color3f(1.0f, 0.7f, 0.8f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); app.setMaterial(new Material(objColor, black, objColor, black, 80.0f)); tg.addChild(new Sphere(radius, Primitive.GENERATE_NORMALS, app)); return tg; }
From source file:NodesTest.java
public void initialize() { // apply the initial WakeupCriterion wakeupOn(m_WakeupCondition);/* w w w . j a va2 s .c om*/ Color3f objColor = new Color3f(1.0f, 0.1f, 0.2f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); collideMaterial = new Material(objColor, black, objColor, black, 80.0f); objColor = new Color3f(0.0f, 0.1f, 0.8f); missMaterial = new Material(objColor, black, objColor, black, 80.0f); objectAppearance.setMaterial(missMaterial); }