Example usage for javax.media.j3d Transform3D Transform3D

List of usage examples for javax.media.j3d Transform3D Transform3D

Introduction

In this page you can find the example usage for javax.media.j3d Transform3D Transform3D.

Prototype

public Transform3D() 

Source Link

Document

Constructs and initializes a transform to the identity matrix.

Usage

From source file:SimpleCombine.java

/**
 * This defines the shapes used in the scene. The function uses the utility
 * geometries sphere, box, cone and cylinder to build a simple scene. This
 * demonstrates the use of transformations to group and position items.
 * /*from  w ww. j  av a 2s  . c om*/
 * @return Node that is the root of the shape hierarchy.
 */
protected Node buildShape() {
    //Create a root for the shapes in the scene
    BranchGroup theScene = new BranchGroup();
    //Create an appearance for the ground
    Appearance groundApp = new Appearance();
    Color3f groundColour = new Color3f(0.0f, 0.5f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(0.5f, 0.5f, 0.5f);
    float shininess = 10.0f;
    groundApp.setMaterial(new Material(groundColour, emissiveColour, groundColour, specularColour, shininess));
    //Create a box that will be the ground
    Box ground = new Box(100.0f, 0.1f, 100.0f, groundApp);
    //Create a transform and a transform group that
    //will position the ground
    Transform3D grndXfm = new Transform3D();
    grndXfm.set(new Vector3f(0.0f, -1.0f, 0.0f));
    TransformGroup grndXfmGrp = new TransformGroup(grndXfm);
    //Add the ground shape to the group
    grndXfmGrp.addChild(ground);
    //Add the ground group to the scene group
    theScene.addChild(grndXfmGrp);
    //Create an appearance for the wall of the house
    Appearance wallApp = new Appearance();
    Color3f wallColour = new Color3f(0.5f, 0.5f, 0.5f);
    wallApp.setMaterial(new Material(wallColour, emissiveColour, wallColour, specularColour, shininess));
    //Create a cylinder that is the wall of the house
    Cylinder walls = new Cylinder(1.0f, 1.0f, Primitive.GENERATE_NORMALS, wallApp);
    //Create a group that will be the root of the house
    TransformGroup house = new TransformGroup();
    //Add the walls to the house group
    house.addChild(walls);
    //Create an appearance for the roof
    Appearance roofApp = new Appearance();
    Color3f roofColour = new Color3f(0.5f, 0.0f, 0.0f);
    roofApp.setMaterial(new Material(roofColour, emissiveColour, roofColour, specularColour, shininess));
    //Create a cone that will be the roof
    Cone myRoof = new Cone(1.0f, 1.0f, Primitive.GENERATE_NORMALS, roofApp);
    //Create the transform and transform group that will position the
    //roof on the house
    Transform3D roofXfm = new Transform3D();
    roofXfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
    TransformGroup roofXfmGrp = new TransformGroup(roofXfm);
    //Add the roof to the roof transform group
    roofXfmGrp.addChild(myRoof);
    //Add the roof group to the house
    house.addChild(roofXfmGrp);
    //Create an appearance for the tree trunks
    Appearance trunkApp = new Appearance();
    Color3f trunkColour = new Color3f(0.2f, 0.2f, 0.0f);
    trunkApp.setMaterial(new Material(trunkColour, emissiveColour, trunkColour, specularColour, shininess));
    //Create an appearance for the tree leaves
    Appearance leafApp = new Appearance();
    Color3f leafColour = new Color3f(0.0f, 0.2f, 0.0f);
    leafApp.setMaterial(new Material(leafColour, emissiveColour, leafColour, specularColour, shininess));
    //Create a transform and transform group for the tree
    Transform3D treeXfm = new Transform3D();
    treeXfm.set(new Vector3f(-2.0f, 0.0f, 0.5f));
    TransformGroup treeXfmGrp = new TransformGroup(treeXfm);
    //Create a cylinder for the tree trunk
    Cylinder myTrunk = new Cylinder(0.1f, 1.0f, trunkApp);
    //Add the trunk to the tree group
    treeXfmGrp.addChild(myTrunk);
    //Create a transform and transform group for the tree leaves
    Transform3D leafXfm = new Transform3D();
    leafXfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
    TransformGroup leafXfmGrp = new TransformGroup(leafXfm);
    //Create the leaves
    Sphere myLeaf = new Sphere(0.5f, leafApp);
    //Add the leaves to the leaf group
    leafXfmGrp.addChild(myLeaf);
    //Add the leaf group to the tree group
    treeXfmGrp.addChild(leafXfmGrp);
    //Create another tree
    Transform3D tree1Xfm = new Transform3D();
    tree1Xfm.set(new Vector3f(1.4f, 0.0f, -0.5f));
    TransformGroup tree1XfmGrp = new TransformGroup(tree1Xfm);
    Cylinder myTrunk1 = new Cylinder(0.1f, 1.0f, trunkApp);
    tree1XfmGrp.addChild(myTrunk1);
    Transform3D leaf1Xfm = new Transform3D();
    leaf1Xfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
    TransformGroup leaf1XfmGrp = new TransformGroup(leaf1Xfm);
    Sphere myLeaf1 = new Sphere(0.5f, leafApp);
    leaf1XfmGrp.addChild(myLeaf1);
    tree1XfmGrp.addChild(leaf1XfmGrp);
    //Create the final tree
    Transform3D tree2Xfm = new Transform3D();
    tree2Xfm.set(new Vector3f(1.2f, 0.0f, 1.0f));
    TransformGroup tree2XfmGrp = new TransformGroup(tree2Xfm);
    Cylinder myTrunk2 = new Cylinder(0.1f, 1.0f, trunkApp);
    tree2XfmGrp.addChild(myTrunk2);
    Transform3D leaf2Xfm = new Transform3D();
    leaf2Xfm.set(new Vector3f(0.0f, 1.0f, 0.0f));
    TransformGroup leaf2XfmGrp = new TransformGroup(leaf2Xfm);
    Sphere myLeaf2 = new Sphere(0.5f, leafApp);
    leaf2XfmGrp.addChild(myLeaf2);
    tree2XfmGrp.addChild(leaf2XfmGrp);
    //Put the scene together by adding all the groups
    //to the scene group
    theScene.addChild(house);
    theScene.addChild(treeXfmGrp);
    theScene.addChild(tree1XfmGrp);
    theScene.addChild(tree2XfmGrp);
    return theScene;
}

From source file:MultiView.java

public TransformGroup[] getViewTransformGroupArray() {
    // increment the view count
    m_nNumViews++;//www.j  ava  2  s .co m

    TransformGroup[] tgArray = new TransformGroup[1];
    tgArray[0] = new TransformGroup();

    Vector3d vTrans = new Vector3d(0.0, 0.0, -20);

    // move the camera BACK so we can view the scene
    // also set the scale so that the more views we have
    // the smaller the scene will be scaled
    Transform3D t3d = new Transform3D();
    t3d.setTranslation(vTrans);
    t3d.setScale(1.0 / m_nNumViews);
    t3d.invert();
    tgArray[0].setTransform(t3d);

    return tgArray;
}

From source file:ScenegraphTest.java

private TransformGroup createArm(double rotX, double rotY, double rotZ) {
    TransformGroup tgShoulder = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setEuler(new Vector3d(rotX, rotY, rotZ));
    tgShoulder.setTransform(t3d);/*from   w w  w . j  a  va 2  s.  c o  m*/

    TransformGroup tgParent = null;

    tgParent = addLimb(tgShoulder, "Upper Arm", 0.05, 0.5, 0.0, 0.0);
    tgParent = addLimb(tgParent, "Lower Arm", 0.03, 0.4, Math.PI * -0.5, Math.PI * 0.8);

    TransformGroup tgWrist = addLimb(tgParent, "Wrist", 0.03, 0.07, 0.0, Math.PI * 0.5);
    addLimb(tgWrist, "Thumb", 0.01, 0.05, 0.0, Math.PI * 0.5);
    addLimb(tgWrist, "Finger 1", 0.01, 0.08, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 2", 0.01, 0.10, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 3", 0.01, 0.08, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 4", 0.01, 0.05, 0.0, Math.PI * 0.3);

    return tgShoulder;
}

From source file:ExLightBounds.java

public Group buildScene() {
    // Get the current bounding leaf position
    Point3f pos = (Point3f) positions[currentPosition].value;

    // Turn off the example headlight
    setHeadlightEnable(false);//from   ww w . j a  v  a  2s  .c om

    // Build the scene group
    Group scene = new Group();

    // BEGIN EXAMPLE TOPIC
    // Create a bounding leaf we'll use or not use depending
    // upon menu selections. Put it within a transform group
    // so that we can move the leaf about.
    leafTransformGroup = new TransformGroup();
    leafTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    Transform3D tr = new Transform3D();
    tr.setTranslation(new Vector3f(pos));
    leafTransformGroup.setTransform(tr);

    leafBounds = new BoundingLeaf(worldBounds);
    leafBounds.setCapability(BoundingLeaf.ALLOW_REGION_WRITE);
    leafTransformGroup.addChild(leafBounds);
    scene.addChild(leafTransformGroup);

    // Add a directional light whose bounds we'll modify
    // Set its color and aim direction
    light = new DirectionalLight();
    light.setEnable(true);
    light.setColor(White);
    light.setDirection(new Vector3f(1.0f, 0.0f, -1.0f));
    light.setCapability(DirectionalLight.ALLOW_INFLUENCING_BOUNDS_WRITE);

    // Set the bounds to be either from the leaf or from
    // explicit bounds, depending upon the menu initial state
    if (boundingLeafOnOff)
        // Use bounding leaf
        light.setInfluencingBoundingLeaf(leafBounds);
    else
        // Use bounds on the light
        light.setInfluencingBounds(worldBounds);

    // Set the scope list to include nothing initially.
    // This defaults to "universal scope" which covers
    // everything.

    scene.addChild(light);

    // Add an ambient light to dimly illuminate the rest of
    // the shapes in the scene to help illustrate that the
    // directional light is being bounded... otherwise it looks
    // like we're just removing shapes from the scene
    AmbientLight ambient = new AmbientLight();
    ambient.setEnable(true);
    ambient.setColor(White);
    ambient.setInfluencingBounds(worldBounds);
    scene.addChild(ambient);
    // END EXAMPLE TOPIC

    // Build foreground geometry
    scene.addChild(new SphereGroup());

    return scene;
}

From source file:PickCollisionTest.java

protected void addSphere(BranchGroup bg, double x, double y, double z, Vector3d incVector, String name) {
    Appearance app = new Appearance();

    TransformGroup sphereTg = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setTranslation(new Vector3d(x, y, z));
    sphereTg.setTransform(t3d);// www  . jav a2s .c o m

    sphereTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sphereTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    sphereTg.addChild(new Sphere(1, app));
    bg.addChild(sphereTg);
    recursiveSetUserData(sphereTg, name);

    // create the collision behaviour
    CollisionBehavior collisionBehavior = new CollisionBehavior(bg, sphereTg, app, new Vector3d(x, y, z),
            incVector);
    collisionBehavior.setSchedulingBounds(getApplicationBounds());
    bg.addChild(collisionBehavior);
}

From source file:SimpleGeometry.java

PlatformGeometry createAimer() {

    PlatformGeometry pg = new PlatformGeometry();

    // This TransformGroup will be used by the MouseTranslate
    // utiltiy to move the cylinder around the canvas. when the
    // the user holds down mouse button 3.
    TransformGroup moveTG = new TransformGroup();
    moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    MouseTranslate mouseT = new MouseTranslate(moveTG);
    moveTG.addChild(mouseT);/*  w w w  .ja  va  2  s  . c o  m*/
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    mouseT.setSchedulingBounds(bounds);
    pg.addChild(moveTG);

    // This TransformGroup is used to place the cylinder in the scene.
    // The cylinder will be rotated 90 degrees so it will appear as
    // a circle on the screen (could be made into a nice gun site...).
    // The cylinder is also displaced a little in Z so it is in front
    // of the viewer.
    Transform3D xForm = new Transform3D();
    xForm.rotX(Math.PI / 2.0);
    xForm.setTranslation(new Vector3d(0.0, 0.0, -0.7));
    TransformGroup placementTG = new TransformGroup(xForm);
    moveTG.addChild(placementTG);

    // Create the cylinder - make it thin and transparent.
    Appearance cylinderAppearance = new Appearance();
    TransparencyAttributes transAttrs = new TransparencyAttributes(TransparencyAttributes.FASTEST, 0.5f);
    //        cylinderAppearance.setTransparencyAttributes(transAttrs);
    Cylinder aimer = new Cylinder(0.06f, 0.005f, 0, cylinderAppearance);
    placementTG.addChild(aimer);

    return pg;
}

From source file:NodesTest.java

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

    double labelScale = 20;

    // create the top level Switch Node
    // we will use the Switch Node to switch the
    // other Nodes on and off.
    // 1: Switch//from  w  w  w  . ja v  a  2  s  . co  m
    Switch switchGroup = new Switch();
    switchGroup.setCapability(Switch.ALLOW_SWITCH_WRITE);
    switchGroup.addChild(createLabel("1. Switch Label", labelScale));

    // 2: BranchGroup
    BranchGroup branchGroup = new BranchGroup();
    branchGroup.addChild(createLabel("2. BranchGroup", labelScale));
    switchGroup.addChild(branchGroup);

    // 3: OrderedGroup,
    OrderedGroup orderedGroup = new OrderedGroup();
    orderedGroup.addChild(createLabel("3. OrderedGroup", labelScale));
    orderedGroup.addChild(createLabel("Child 1", labelScale));
    orderedGroup.addChild(createLabel("Child 2", labelScale));
    switchGroup.addChild(orderedGroup);

    // 4: SharedGroup,
    SharedGroup sharedGroup1 = new SharedGroup();
    sharedGroup1.addChild(createLabel("4. Shared Group 1", labelScale));
    switchGroup.addChild(new Link(sharedGroup1));

    // 5: Primitive,
    BranchGroup primitiveGroup = new BranchGroup();
    primitiveGroup.addChild(createLabel("5. Primitive", labelScale));
    primitiveGroup.addChild(new Sphere(2));
    switchGroup.addChild(primitiveGroup);

    // 6: TransformGroup
    TransformGroup transformGroup = new TransformGroup();
    transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    transformGroup.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, transformGroup, yAxis, 0.0f,
            (float) Math.PI * 2.0f);
    rotator.setSchedulingBounds(createApplicationBounds());
    transformGroup.addChild(rotator);

    transformGroup.addChild(new ColorCube(2));
    transformGroup.addChild(createLabel("6. TransformGroup", labelScale));
    switchGroup.addChild(transformGroup);

    // 7: add another copy of the shared group
    switchGroup.addChild(new Link(sharedGroup1));

    // create a SwitchValueInterpolator to
    // cycle through the child nodes in the Switch Node
    Alpha switchAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 10000, 0, 0, 0, 0, 0);

    SwitchValueInterpolator switchInterpolator = new SwitchValueInterpolator(switchAlpha, switchGroup);
    switchInterpolator.setSchedulingBounds(createApplicationBounds());
    switchInterpolator.setEnable(true);

    // WARNING: do not add the SwitchValueInterpolator to the Switch Node!
    objRoot.addChild(switchInterpolator);

    // finally add the Switch Node
    objRoot.addChild(switchGroup);

    return objRoot;
}

From source file:YoyoPointApp.java

public BranchGroup createSceneGraph() {

    BranchGroup objRoot = new BranchGroup();

    // 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 objSpin = new TransformGroup();
    objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    objRoot.addChild(objSpin);//from www .java2s.  c o m

    objSpin.addChild(new Yoyo());

    // Create a new Behavior object that will perform the desired
    // operation on the specified transform object and add it into
    // the scene graph.
    Transform3D yAxis = new Transform3D();
    Alpha rotationAlpha = new Alpha(-1, 4000);

    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator.setSchedulingBounds(bounds);
    objSpin.addChild(rotator);

    // Let Java 3D perform optimizations on this scene graph.
    objRoot.compile();

    return objRoot;
}

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  w w  w  .  j  a va  2 s . c om
    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:RasterTest.java

protected BranchGroup createSceneBranchGroup() {
    // create some simple geometry (a rotating ColorCube)
    // and a Shape3D object for the Raster containing the Image
    BranchGroup objRoot = super.createSceneBranchGroup();

    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    Transform3D yAxis = new Transform3D();
    yAxis.rotX(0.6);//from  w ww .  ja v  a2s  . co m
    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);

    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator.setSchedulingBounds(bounds);

    objTrans.addChild(rotator);

    // wrap the Raster in a Shape3D
    Shape3D shape = new Shape3D(m_RenderRaster);

    objRoot.addChild(shape);
    objTrans.addChild(new ColorCube(1.0));

    objRoot.addChild(objTrans);

    return objRoot;
}