Example usage for javax.media.j3d TextureAttributes ALLOW_TRANSFORM_WRITE

List of usage examples for javax.media.j3d TextureAttributes ALLOW_TRANSFORM_WRITE

Introduction

In this page you can find the example usage for javax.media.j3d TextureAttributes ALLOW_TRANSFORM_WRITE.

Prototype

int ALLOW_TRANSFORM_WRITE

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Document

Specifies that this TextureAttributes object allows writing its texture transform component information.

Usage

From source file:TextureTransformTest.java

protected BranchGroup createSceneBranchGroup() {
    BranchGroup objRoot = super.createSceneBranchGroup();

    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);

    // create the rotation interpolator to rotate the scene
    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f,
            (float) Math.PI * 2.0f);
    rotator.setSchedulingBounds(createApplicationBounds());
    objTrans.addChild(rotator);//from   ww  w. java2s.  co  m

    // create the box
    final int nScale = 50;
    Appearance app = new Appearance();
    Box box = new Box(nScale, nScale, nScale, Primitive.GENERATE_NORMALS | Primitive.GENERATE_TEXTURE_COORDS,
            app);

    // load the texture image
    TextureLoader texLoader = new TextureLoader("texture.gif", this);
    app.setTexture(texLoader.getTexture());

    // set the texture attributes and ensure we
    // can write to the Transform for the texture attributes
    m_TextureAttributes = new TextureAttributes();
    m_TextureAttributes.setCapability(TextureAttributes.ALLOW_TRANSFORM_WRITE);
    app.setTextureAttributes(m_TextureAttributes);

    // connect all the elements
    objTrans.addChild(box);
    objRoot.addChild(objTrans);
    objRoot.addChild(createRotator());

    return objRoot;
}

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);//from w ww .  ja  va 2s. c  om

    // 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;
}

From source file:AppearanceExplorer.java

void setupAppearance() {
    appearance = new Appearance();

    // ColoringAttributes
    coloringColor = new Color3f(red);
    coloringAttr = new ColoringAttributes(coloringColor, coloringShadeModel);
    coloringAttr.setCapability(ColoringAttributes.ALLOW_COLOR_WRITE);
    coloringAttr.setCapability(ColoringAttributes.ALLOW_SHADE_MODEL_WRITE);
    appearance.setColoringAttributes(coloringAttr);

    // set up the editor
    coloringAttrEditor = new ColoringAttributesEditor(coloringAttr);

    // PointAttributes
    pointAttr = new PointAttributes(pointSize, pointAAEnable);
    pointAttr.setCapability(PointAttributes.ALLOW_SIZE_WRITE);
    pointAttr.setCapability(PointAttributes.ALLOW_ANTIALIASING_WRITE);
    appearance.setPointAttributes(pointAttr);

    // set up the editor
    pointAttrEditor = new PointAttributesEditor(pointAttr);

    // LineAttributes
    lineAttr = new LineAttributes(lineWidth, linePattern, lineAAEnable);
    lineAttr.setCapability(LineAttributes.ALLOW_WIDTH_WRITE);
    lineAttr.setCapability(LineAttributes.ALLOW_PATTERN_WRITE);
    lineAttr.setCapability(LineAttributes.ALLOW_ANTIALIASING_WRITE);
    appearance.setLineAttributes(lineAttr);

    // set up the editor
    lineAttrEditor = new LineAttributesEditor(lineAttr);

    // PolygonAttributes
    polygonAttr = new PolygonAttributes(polygonMode, polygonCull, 0.0f);
    polygonAttr.setPolygonOffset(polygonOffsetBias);
    polygonAttr.setPolygonOffsetFactor(polygonOffsetFactor);
    polygonAttr.setCapability(PolygonAttributes.ALLOW_MODE_WRITE);
    polygonAttr.setCapability(PolygonAttributes.ALLOW_CULL_FACE_WRITE);
    polygonAttr.setCapability(PolygonAttributes.ALLOW_OFFSET_WRITE);
    appearance.setPolygonAttributes(polygonAttr);

    // set up the editor
    polygonAttrEditor = new PolygonAttributesEditor(polygonAttr);

    // Rendering attributes
    renderAttr = new RenderingAttributes(renderDepthBuffer, renderDepthBufferWrite, 0.0f,
            RenderingAttributes.ALWAYS, renderVisible, renderIgnoreVertexColor, renderRasterOpEnable,
            renderRasterOp);//from www  . j  av a2 s  .c o m
    renderAttr.setCapability(RenderingAttributes.ALLOW_IGNORE_VERTEX_COLORS_WRITE);
    renderAttr.setCapability(RenderingAttributes.ALLOW_VISIBLE_WRITE);
    renderAttr.setCapability(RenderingAttributes.ALLOW_RASTER_OP_WRITE);
    renderAttr.setCapability(RenderingAttributes.ALLOW_ALPHA_TEST_FUNCTION_WRITE);
    renderAttr.setCapability(RenderingAttributes.ALLOW_ALPHA_TEST_VALUE_WRITE);
    appearance.setRenderingAttributes(renderAttr);
    appearance.setCapability(Appearance.ALLOW_RENDERING_ATTRIBUTES_WRITE);

    // set up the editor
    renderAttrEditor = new RenderingAttributesEditor(renderAttr);

    // TransparencyAttributes
    transpAttr = new TransparencyAttributes(transpMode, transpValue);
    transpAttr.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
    transpAttr.setCapability(TransparencyAttributes.ALLOW_VALUE_WRITE);
    transpAttr.setCapability(TransparencyAttributes.ALLOW_BLEND_FUNCTION_WRITE);
    appearance.setTransparencyAttributes(transpAttr);

    // set up the editor
    transpAttrEditor = new TransparencyAttributesEditor(transpAttr);

    // Material
    material = new Material(red, black, red, white, 20.f);
    material.setLightingEnable(false);
    material.setCapability(Material.ALLOW_COMPONENT_WRITE);
    appearance.setMaterial(material);

    // material presets
    String[] materialNames = { "Red", "White", "Red Ambient", "Red Diffuse", "Grey Emissive", "White Specular",
            "Aluminium", "Blue Plastic", "Copper", "Gold", "Red Alloy", "Black Onyx" };
    Material[] materialPresets = new Material[materialNames.length];
    materialPresets[0] = new Material(red, black, red, white, 20.0f);
    materialPresets[1] = new Material(white, black, white, white, 20.0f);
    materialPresets[2] = new Material(red, black, black, black, 20.0f);
    materialPresets[3] = new Material(black, black, red, black, 20.0f);
    materialPresets[4] = new Material(black, grey, black, black, 20.0f);
    materialPresets[5] = new Material(black, black, black, white, 20.0f);
    Color3f alum = new Color3f(0.37f, 0.37f, 0.37f);
    Color3f alumSpec = new Color3f(0.89f, 0.89f, 0.89f);
    materialPresets[6] = new Material(alum, black, alum, alumSpec, 17);
    Color3f bluePlastic = new Color3f(0.20f, 0.20f, 0.70f);
    Color3f bluePlasticSpec = new Color3f(0.85f, 0.85f, 0.85f);
    materialPresets[7] = new Material(bluePlastic, black, bluePlastic, bluePlasticSpec, 22);
    Color3f copper = new Color3f(0.30f, 0.10f, 0.00f);
    ;
    Color3f copperSpec = new Color3f(0.75f, 0.30f, 0.00f);
    materialPresets[8] = new Material(copper, black, copper, copperSpec, 10);
    Color3f gold = new Color3f(0.49f, 0.34f, 0.00f);
    Color3f goldSpec = new Color3f(0.89f, 0.79f, 0.00f);
    materialPresets[9] = new Material(gold, black, gold, goldSpec, 15);
    Color3f redAlloy = new Color3f(0.34f, 0.00f, 0.34f);
    Color3f redAlloySpec = new Color3f(0.84f, 0.00f, 0.00f);
    materialPresets[10] = new Material(redAlloy, black, redAlloy, redAlloySpec, 15);
    Color3f blackOnyxSpec = new Color3f(0.72f, 0.72f, 0.72f);
    materialPresets[11] = new Material(black, black, black, blackOnyxSpec, 23);

    // set up the editor
    materialEditor = new MaterialPresetEditor(material, materialNames, materialPresets);

    // Texture2D

    // set the values to the defaults
    texEnable = false;
    texMipMapMode = Texture.BASE_LEVEL;
    texBoundaryModeS = Texture.WRAP;
    texBoundaryModeT = Texture.WRAP;
    texMinFilter = Texture.BASE_LEVEL_POINT;
    texMagFilter = Texture.BASE_LEVEL_POINT;
    texBoundaryColor = new Color4f(0.0f, 0.0f, 0.0f, 0.0f);

    // set up the image choices
    String[] texImageNames = { "Earth", "Fish", };
    String[] texImageFileNames = { "earth.jpg", "fish1.gif", };
    int texImageFileIndex = 0;

    // set up the appearance to allow the texture to be changed
    appearance.setCapability(Appearance.ALLOW_TEXTURE_WRITE);

    // set up the editor (this will create the initial Texture2D and
    // assign it to the appearance)
    texture2DEditor = new Texture2DEditor(appearance, codeBaseString, texImageNames, texImageFileNames,
            texImageFileIndex, texEnable, texBoundaryModeS, texBoundaryModeT, texMinFilter, texMagFilter,
            texMipMapMode, texBoundaryColor);

    // TextureAttributes
    texMode = TextureAttributes.REPLACE;
    texBlendColor = new Color4f(1.0f, 1.0f, 1.0f, 1.0f);
    texTransform = new Transform3D();
    texPerspCorrect = TextureAttributes.NICEST;
    textureAttr = new TextureAttributes(texMode, texTransform, texBlendColor, texPerspCorrect);

    // set the capabilities to allow run time changes
    textureAttr.setCapability(TextureAttributes.ALLOW_MODE_WRITE);
    textureAttr.setCapability(TextureAttributes.ALLOW_BLEND_COLOR_WRITE);
    textureAttr.setCapability(TextureAttributes.ALLOW_TRANSFORM_WRITE);

    // connect it to the appearance
    appearance.setTextureAttributes(textureAttr);

    // setup the editor
    textureAttrEditor = new TextureAttributesEditor(textureAttr);

    // set up the tex coordinate generation
    texGenEnable = false;
    texGenMode = TexCoordGeneration.OBJECT_LINEAR;
    texGenPlaneS = new Vector4f(1.0f, 0.0f, 0.0f, 0.0f);
    texGenPlaneT = new Vector4f(0.0f, 1.0f, 0.0f, 0.0f);

    // set the appearance so that we can replace the tex gen when live
    appearance.setCapability(Appearance.ALLOW_TEXGEN_WRITE);

    // setup the editor
    texGenEditor = new TexCoordGenerationEditor(appearance, texGenEnable, texGenMode, texGenPlaneS,
            texGenPlaneT);

}

From source file:KeyNavigateTest.java

public TextureAnimationBehavior(TextureAttributes texAttribs) {
    m_TextureAttributes = texAttribs;// w w  w. ja v a2  s  .c  o  m
    m_Transform3D = new Transform3D();
    m_TextureAttributes.setCapability(TextureAttributes.ALLOW_TRANSFORM_WRITE);

    // create the WakeupCriterion for the behavior
    WakeupCriterion criterionArray[] = new WakeupCriterion[1];
    criterionArray[0] = new WakeupOnElapsedTime(300);

    // save the WakeupCriterion for the behavior
    m_WakeupCondition = new WakeupOr(criterionArray);
}

From source file:AppearanceTest.java

protected int[] getCapabilities() {
    return new int[] { TextureAttributes.ALLOW_BLEND_COLOR_WRITE, TextureAttributes.ALLOW_MODE_WRITE,
            TextureAttributes.ALLOW_TRANSFORM_WRITE, };
}