List of usage examples for javax.media.j3d Shape3D Shape3D
public Shape3D(Geometry geometry, Appearance appearance)
From source file:ExText.java
public Group buildScene() { // Get the current font attributes Font font = (Font) fonts[currentFont].value; String textString = (String) fonts[currentFont].name; // Turn on the example headlight setHeadlightEnable(true);/* w ww.jav a 2 s .c o m*/ // Build the scene group scene = new Group(); scene.setCapability(Group.ALLOW_CHILDREN_EXTEND); scene.setCapability(Group.ALLOW_CHILDREN_WRITE); // Build a branch group to hold the text shape // (this allows us to remove the text shape later, // change it, then put it back, all under menu control) textGroup = new BranchGroup(); textGroup.setCapability(BranchGroup.ALLOW_DETACH); scene.addChild(textGroup); // BEGIN EXAMPLE TOPIC // Create a font extrusion with a default extrusion shape extrusion = new FontExtrusion(); // Define a 3D font with a default extrusion path Font3D font3d = new Font3D(font, extrusion); // Build 3D text geometry using the 3D font Text3D tex = new Text3D(); tex.setFont3D(font3d); tex.setString(textString); tex.setAlignment(Text3D.ALIGN_CENTER); // Define a generic shaded appearance Appearance app = new Appearance(); Material mat = new Material(); mat.setLightingEnable(true); app.setMaterial(mat); // Assemble geometry and appearance into a shape // and add it to the scene shape = new Shape3D(tex, app); shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE); textGroup.addChild(shape); // END EXAMPLE TOPIC return scene; }
From source file:ExRaster.java
public Group buildScene() { // Turn on the headlight setHeadlightEnable(true);//from ww w . j a va 2 s . c om // Default to examine navigation setNavigationType(Examine); // Build the scene root Group scene = new Group(); if (debug) System.err.println(" rasters..."); // BEGIN EXAMPLE TOPIC // Create three raster geometry shapes, each with a // different annotation text image // Load the texture images TextureLoader texLoader = new TextureLoader("one.jpg", this); ImageComponent2D oneImage = texLoader.getImage(); if (oneImage == null) { System.err.println("Cannot load 'one.jpg'"); } texLoader = new TextureLoader("two.jpg", this); ImageComponent2D twoImage = texLoader.getImage(); if (twoImage == null) { System.err.println("Cannot load 'two.jpg'"); } texLoader = new TextureLoader("three.jpg", this); ImageComponent2D threeImage = texLoader.getImage(); if (threeImage == null) { System.err.println("Cannot load 'three.jpg'"); } // Create raster geometries and shapes Vector3f trans = new Vector3f(); Transform3D tr = new Transform3D(); TransformGroup tg; // Left Raster raster = new Raster(); raster.setPosition(new Point3f(-2.0f, 0.75f, 0.0f)); raster.setType(Raster.RASTER_COLOR); raster.setOffset(0, 0); raster.setSize(64, 32); raster.setImage(oneImage); Shape3D sh = new Shape3D(raster, new Appearance()); scene.addChild(sh); // Middle-back raster = new Raster(); raster.setPosition(new Point3f(0.0f, 0.75f, -2.0f)); raster.setType(Raster.RASTER_COLOR); raster.setOffset(0, 0); raster.setSize(64, 32); raster.setImage(twoImage); sh = new Shape3D(raster, new Appearance()); scene.addChild(sh); // Right raster = new Raster(); raster.setPosition(new Point3f(2.0f, 0.75f, 0.0f)); raster.setType(Raster.RASTER_COLOR); raster.setOffset(0, 0); raster.setSize(64, 32); raster.setImage(threeImage); sh = new Shape3D(raster, new Appearance()); scene.addChild(sh); // END EXAMPLE TOPIC // Build foreground geometry including a floor and // cones on which the raster images sit if (debug) System.err.println(" cones..."); Appearance app0 = new Appearance(); Material mat0 = new Material(); mat0.setAmbientColor(0.2f, 0.2f, 0.2f); mat0.setDiffuseColor(1.0f, 0.0f, 0.0f); mat0.setSpecularColor(0.7f, 0.7f, 0.7f); app0.setMaterial(mat0); Transform3D t3d = new Transform3D(); t3d.setTranslation(new Vector3f(-2.0f, 0.0f, 0.0f)); TransformGroup tg0 = new TransformGroup(t3d); Cone cone0 = new Cone(0.5f, // radius 1.5f, // height Primitive.GENERATE_NORMALS, // flags 16, // x division 16, // y division app0); // appearance tg0.addChild(cone0); scene.addChild(tg0); Appearance app1 = new Appearance(); Material mat1 = new Material(); mat1.setAmbientColor(0.2f, 0.2f, 0.2f); mat1.setDiffuseColor(0.0f, 1.0f, 0.0f); mat1.setSpecularColor(0.7f, 0.7f, 0.7f); app1.setMaterial(mat1); t3d = new Transform3D(); t3d.setTranslation(new Vector3f(0.0f, 0.0f, -2.0f)); TransformGroup tg1 = new TransformGroup(t3d); Cone cone1 = new Cone(0.5f, // radius 1.5f, // height Primitive.GENERATE_NORMALS, // flags 16, // x division 16, // y division app1); // appearance tg1.addChild(cone1); scene.addChild(tg1); Appearance app2 = new Appearance(); Material mat2 = new Material(); mat2.setAmbientColor(0.2f, 0.2f, 0.2f); mat2.setDiffuseColor(0.0f, 0.6f, 1.0f); mat2.setSpecularColor(0.7f, 0.7f, 0.7f); app2.setMaterial(mat2); t3d = new Transform3D(); t3d.setTranslation(new Vector3f(2.0f, 0.0f, 0.0f)); TransformGroup tg2 = new TransformGroup(t3d); Cone cone2 = new Cone(0.5f, // radius 1.5f, // height Primitive.GENERATE_NORMALS, // flags 16, // x division 16, // y division app2); // appearance tg2.addChild(cone2); scene.addChild(tg2); return scene; }
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 www . j a va 2s . c o m*/ 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: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);//from w ww. j ava2s . c o 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:TwistStripApp.java
public BranchGroup createSceneGraph() { BranchGroup contentRoot = new BranchGroup(); // 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); contentRoot.addChild(objSpin);/*from ww w . j a v a 2 s . co m*/ Shape3D twist = new Twist(); objSpin.addChild(twist); // Duplicate the twist strip geometry and set the // appearance of the new Shape3D object to line mode // without culling. // Add the POLYGON_FILLED and POLYGON_LINE strips // in the scene graph at the same point. // This will show the triangles of the original Mobius strip that // are clipped. The PolygonOffset is set to prevent stitching. PolygonAttributes polyAttrib = new PolygonAttributes(); polyAttrib.setCullFace(PolygonAttributes.CULL_NONE); polyAttrib.setPolygonMode(PolygonAttributes.POLYGON_LINE); polyAttrib.setPolygonOffset(0.001f); Appearance polyAppear = new Appearance(); polyAppear.setPolygonAttributes(polyAttrib); objSpin.addChild(new Shape3D(twist.getGeometry(), polyAppear)); Alpha rotationAlpha = new Alpha(-1, 16000); 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 1 BoundingSphere bounds = new BoundingSphere(); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); // make background white Background background = new Background(1.0f, 1.0f, 1.0f); background.setApplicationBounds(bounds); contentRoot.addChild(background); // Let Java 3D perform optimizations on this scene graph. contentRoot.compile(); return contentRoot; }
From source file:BackgroundApp.java
public BranchGroup createBackGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); PointArray starGeom1 = new PointArray(7, PointArray.COORDINATES); Appearance starAppear1 = new Appearance(); starGeom1.setCoordinate(0, new Point3f(0.79483311f, -0.58810995f, 0.14955615f)); starGeom1.setCoordinate(1, new Point3f(0.44430932f, -0.55736839f, -0.70137505f)); starGeom1.setCoordinate(2, new Point3f(0.94901367f, -0.30404968f, 0.08322775f)); starGeom1.setCoordinate(3, new Point3f(0.68060123f, -0.43044807f, 0.59287173f)); starGeom1.setCoordinate(4, new Point3f(-0.11641672f, 0.47273532f, 0.87348049f)); starGeom1.setCoordinate(5, new Point3f(-0.10399289f, -0.98059412f, 0.16619437f)); starGeom1.setCoordinate(6, new Point3f(0.08024400f, -0.96944100f, -0.23182900f)); PointAttributes point1 = new PointAttributes(4.0f, false); starAppear1.setPointAttributes(point1); objRoot.addChild(new Shape3D(starGeom1, starAppear1)); PointArray starGeom2 = new PointArray(18, PointArray.COORDINATES); starGeom2.setCoordinate(0, new Point3f(0.050844f, -0.992329f, 0.112678f)); starGeom2.setCoordinate(1, new Point3f(-0.063091f, -0.997672f, 0.025869f)); starGeom2.setCoordinate(2, new Point3f(0.096706f, -0.980384f, 0.171736f)); starGeom2.setCoordinate(3, new Point3f(-0.562384f, 0.073568f, 0.823595f)); starGeom2.setCoordinate(4, new Point3f(-0.863904f, 0.059045f, 0.500180f)); starGeom2.setCoordinate(5, new Point3f(-0.727033f, 0.304149f, 0.615559f)); starGeom2.setCoordinate(6, new Point3f(-0.724850f, 0.535590f, 0.433281f)); starGeom2.setCoordinate(7, new Point3f(0.185904f, -0.976907f, -0.105311f)); starGeom2.setCoordinate(8, new Point3f(0.738028f, -0.531886f, -0.415221f)); starGeom2.setCoordinate(9, new Point3f(-0.402152f, 0.392690f, -0.827085f)); starGeom2.setCoordinate(10, new Point3f(-0.020020f, -0.999468f, -0.025724f)); starGeom2.setCoordinate(11, new Point3f(-0.384103f, -0.887075f, 0.256050f)); starGeom2.setCoordinate(12, new Point3f(-0.224464f, -0.968946f, -0.103720f)); starGeom2.setCoordinate(13, new Point3f(-0.828880f, -0.397932f, -0.393203f)); starGeom2.setCoordinate(14, new Point3f(-0.010557f, -0.998653f, 0.050797f)); starGeom2.setCoordinate(15, new Point3f(-0.282122f, 0.258380f, -0.923930f)); starGeom2.setCoordinate(16, new Point3f(-0.941342f, -0.030364f, 0.336082f)); starGeom2.setCoordinate(17, new Point3f(0.00057f, -0.99651f, -0.08344f)); Appearance starAppear2 = new Appearance(); PointAttributes point2 = new PointAttributes(2.0f, false); starAppear2.setPointAttributes(point2); objRoot.addChild(new Shape3D(starGeom2, starAppear2)); PointArray starGeom3 = new PointArray(20, PointArray.COORDINATES); starGeom3.setCoordinate(0, new Point3f(0.07292f, -0.98862f, -0.13153f)); starGeom3.setCoordinate(1, new Point3f(0.23133f, -0.87605f, -0.42309f)); starGeom3.setCoordinate(2, new Point3f(-0.08215f, -0.64657f, 0.75840f)); starGeom3.setCoordinate(3, new Point3f(-0.84545f, 0.53398f, 0.00691f)); starGeom3.setCoordinate(4, new Point3f(-0.49365f, -0.83645f, -0.23795f)); starGeom3.setCoordinate(5, new Point3f(0.06883f, -0.99319f, -0.09396f)); starGeom3.setCoordinate(6, new Point3f(0.87582f, -0.40662f, 0.25997f)); starGeom3.setCoordinate(7, new Point3f(-0.09095f, -0.99555f, 0.02467f)); starGeom3.setCoordinate(8, new Point3f(0.45306f, -0.81575f, -0.35955f)); starGeom3.setCoordinate(9, new Point3f(0.17669f, -0.97939f, 0.09776f)); starGeom3.setCoordinate(10, new Point3f(0.27421f, -0.83963f, 0.46884f)); starGeom3.setCoordinate(11, new Point3f(0.32703f, -0.94013f, -0.09584f)); starGeom3.setCoordinate(12, new Point3f(-0.01615f, -0.99798f, -0.06132f)); starGeom3.setCoordinate(13, new Point3f(-0.76665f, 0.45998f, -0.44791f)); starGeom3.setCoordinate(14, new Point3f(-0.91025f, -0.07102f, 0.40791f)); starGeom3.setCoordinate(15, new Point3f(-0.00240f, -0.97104f, -0.23887f)); starGeom3.setCoordinate(16, new Point3f(0.91936f, -0.39244f, 0.02740f)); starGeom3.setCoordinate(17, new Point3f(0.18290f, -0.97993f, 0.07920f)); starGeom3.setCoordinate(18, new Point3f(-0.48755f, 0.61592f, 0.61884f)); starGeom3.setCoordinate(19, new Point3f(-0.89375f, 0.36087f, -0.26626f)); objRoot.addChild(new Shape3D(starGeom3)); int[] stripCount = { 10 }; LineStripArray orion = new LineStripArray(10, LineStripArray.COORDINATES, stripCount); orion.setCoordinate(0, new Point3f(0.978330f, -0.033900f, 0.204426f)); orion.setCoordinate(1, new Point3f(0.968007f, -0.167860f, 0.186506f)); orion.setCoordinate(2, new Point3f(0.981477f, -0.142660f, 0.127873f)); orion.setCoordinate(3, new Point3f(0.983764f, -0.005220f, 0.179391f)); orion.setCoordinate(4, new Point3f(0.981112f, 0.110597f, 0.158705f)); orion.setCoordinate(5, new Point3f(0.967377f, 0.172516f, 0.185523f)); orion.setCoordinate(6, new Point3f(0.961385f, 0.128845f, 0.243183f)); orion.setCoordinate(7, new Point3f(0.978330f, -0.033900f, 0.204426f)); orion.setCoordinate(8, new Point3f(0.981293f, -0.020980f, 0.191375f)); orion.setCoordinate(9, new Point3f(0.983764f, -0.005220f, 0.179391f)); objRoot.addChild(new Shape3D(orion)); objRoot.compile();/*from ww w.j ava 2 s . com*/ return objRoot; }
From source file:SimpleCollision2.java
/** * Creates the content branch of the scene graph. * /* www .j ava 2 s . c om*/ * @return BranchGroup with content attached. */ protected BranchGroup buildContentBranch() { //First create a different appearance for each cube Appearance app1 = new Appearance(); Appearance app2 = new Appearance(); Appearance app3 = new Appearance(); Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f); float shininess = 20.0f; app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess)); app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess)); app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess)); //Build the vertex array for the cubes. We can use the same //data for each cube so we just define one set of data IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f), new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) }; int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, cubeNormals); indexedCube.setCoordinateIndices(0, cubeCoordIndices); indexedCube.setNormalIndices(0, cubeNormalIndices); //Create the three cubes leftCube = new Shape3D(indexedCube, app1); rightCube = new Shape3D(indexedCube, app2); moveCube = new Shape3D(indexedCube, app3); //Define some user data so that we can print meaningful messages leftCube.setUserData(new String("left cube")); rightCube.setUserData(new String("right cube")); //Create the content branch and add the lights BranchGroup contentBranch = new BranchGroup(); addLights(contentBranch); //Set up the transform to position the left cube Transform3D leftGroupXfm = new Transform3D(); leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0)); leftGroup = new TransformGroup(leftGroupXfm); //Set up the transform to position the right cube Transform3D rightGroupXfm = new Transform3D(); rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0)); rightGroup = new TransformGroup(rightGroupXfm); //Create the movable cube's transform with a scale and //a translation. Set up the //capabilities so it can be moved by the behaviour Transform3D moveXfm = new Transform3D(); moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0)); moveGroup = new TransformGroup(moveXfm); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING); //Create the behaviour to move the movable cube PickTranslateBehavior pickTranslate = new PickTranslateBehavior(contentBranch, myCanvas3D, bounds); contentBranch.addChild(pickTranslate); //Create and add the two colision detectors CollisionDetector2 myColDetLeft = new CollisionDetector2(leftCube, bounds); contentBranch.addChild(myColDetLeft); CollisionDetector2 myColDetRight = new CollisionDetector2(rightCube, bounds); contentBranch.addChild(myColDetRight); //Set up the scene graph contentBranch.addChild(moveGroup); contentBranch.addChild(leftGroup); contentBranch.addChild(rightGroup); moveGroup.addChild(moveCube); leftGroup.addChild(leftCube); rightGroup.addChild(rightCube); return contentBranch; }
From source file:SimpleCollision.java
/** * Creates the content branch of the scene graph. * //w ww . j a v a2 s . c om * @return BranchGroup with content attached. */ protected BranchGroup buildContentBranch() { //First create a different appearance for each cube Appearance app1 = new Appearance(); Appearance app2 = new Appearance(); Appearance app3 = new Appearance(); Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f); float shininess = 20.0f; app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess)); app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess)); app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess)); //Create the vertex data for the cube. Since each shape is //a cube we can use the same vertex data for each cube IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f), new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) }; int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, cubeNormals); indexedCube.setCoordinateIndices(0, cubeCoordIndices); indexedCube.setNormalIndices(0, cubeNormalIndices); //Create the three cubes leftCube = new Shape3D(indexedCube, app1); rightCube = new Shape3D(indexedCube, app2); moveCube = new Shape3D(indexedCube, app3); //Define the user data so that we can print out the //name of the colliding cube. leftCube.setUserData(new String("left cube")); rightCube.setUserData(new String("right cube")); //Create the content branch and add the lights BranchGroup contentBranch = new BranchGroup(); addLights(contentBranch); //Create and set up the movable cube's TransformGroup. //This scales and translates the cube and then sets the // read, write and pick reporting capabilities. Transform3D moveXfm = new Transform3D(); moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0)); moveGroup = new TransformGroup(moveXfm); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING); //Create the left cube's TransformGroup Transform3D leftGroupXfm = new Transform3D(); leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0)); leftGroup = new TransformGroup(leftGroupXfm); //Create the right cube's TransformGroup Transform3D rightGroupXfm = new Transform3D(); rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0)); rightGroup = new TransformGroup(rightGroupXfm); //Add the behaviour to allow us to move the cube PickTranslateBehavior pickTranslate = new PickTranslateBehavior(contentBranch, myCanvas3D, bounds); contentBranch.addChild(pickTranslate); //Add our CollisionDetector class to detect collisions with //the movable cube. CollisionDetector myColDet = new CollisionDetector(moveCube, bounds); contentBranch.addChild(myColDet); //Create the content branch hierarchy. contentBranch.addChild(moveGroup); contentBranch.addChild(leftGroup); contentBranch.addChild(rightGroup); moveGroup.addChild(moveCube); leftGroup.addChild(leftCube); rightGroup.addChild(rightCube); return contentBranch; }
From source file:SimpleIndexedQuad.java
/** * Build a cube from an IndexedQuadArray. This method creates the vertices * as a set of eight points and the normals as a set of six vectors (one for * each face). The data is then defined such that each vertex has a * different normal associated with it when it is being used for a different * face.//from w w w .ja v a 2 s. com * * @return Node that is the shape. */ protected Node buildShape() { //The shape. The constructor specifies 8 vertices, that both //vertices and normals are to be defined and that there are //24 normals to be specified (4 for each of the 6 faces). IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); //The vertex coordinates defined as an array of points. Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; //The vertex normals defined as an array of vectors Vector3f[] normals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f), new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) }; //Define the indices used to reference vertex array int coordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; //Define the indices used to reference normal array int normalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; //Set the data indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, normals); indexedCube.setCoordinateIndices(0, coordIndices); indexedCube.setNormalIndices(0, normalIndices); //Define an appearance for the shape 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)); //Create and return the shape return new Shape3D(indexedCube, app); }
From source file:ExTexture.java
public Group buildScene() { // Get the current menu choices for appearance attributes int textureMode = ((Integer) modes[currentMode].value).intValue(); Color3f color = (Color3f) colors[currentColor].value; Color3f blendColor = (Color3f) colors[currentBlendColor].value; // Turn on the example headlight setHeadlightEnable(true);// w ww . jav a2 s . c o m // Default to examine navigation setNavigationType(Examine); // Disable scene graph compilation for this example setCompilable(false); // Create the scene group Group scene = new Group(); // BEGIN EXAMPLE TOPIC // Set up a basic material Material mat = new Material(); mat.setAmbientColor(0.2f, 0.2f, 0.2f); mat.setDiffuseColor(1.0f, 1.0f, 1.0f); mat.setSpecularColor(0.0f, 0.0f, 0.0f); mat.setLightingEnable(true); // Set up the texturing attributes with an initial // texture mode, texture transform, and blend color texatt = new TextureAttributes(); texatt.setPerspectiveCorrectionMode(TextureAttributes.NICEST); texatt.setTextureMode(textureMode); texatt.setTextureTransform(new Transform3D()); // Identity texatt.setTextureBlendColor(blendColor.x, blendColor.y, blendColor.z, 0.5f); // Enable changing these while the node component is live texatt.setCapability(TextureAttributes.ALLOW_MODE_WRITE); texatt.setCapability(TextureAttributes.ALLOW_BLEND_COLOR_WRITE); texatt.setCapability(TextureAttributes.ALLOW_TRANSFORM_WRITE); // Create an appearance using these attributes app = new Appearance(); app.setMaterial(mat); app.setTextureAttributes(texatt); app.setTexture(tex); // And enable changing these while the node component is live app.setCapability(Appearance.ALLOW_TEXTURE_WRITE); app.setCapability(Appearance.ALLOW_TEXTURE_ATTRIBUTES_WRITE); // Build a shape and enable changing its appearance shape = new Shape3D(buildGeometry(), app); shape.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE); // END EXAMPLE TOPIC // Create some dummy appearance and tex attribute node components // In response to menu choices, we quickly switch the shape to // use one of these, then diddle with the main appearance or // tex attribute, then switch the shape back. This effectively // makes the appearance or tex attributes we want to change // become un-live during a change. We have to do this approach // because some texture features have no capability bits to set // to allow changes while live. dummyApp = new Appearance(); dummyAtt = new TextureAttributes(); scene.addChild(shape); return scene; }