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:PlatformTest.java

public BranchGroup createSceneGraph() {
    final int LAND_WIDTH = 12;
    final float LAND_HEIGHT = -1.0f;
    final int LAND_LENGTH = 12;
    final int nTileSize = 2;

    // calculate how many vertices we need to store all the "tiles"
    // that compose the QuadArray.
    final int nNumTiles = ((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2);
    final int nVertexCount = 4 * nNumTiles;
    Point3f[] coordArray = new Point3f[nVertexCount];
    Point2f[] texCoordArray = new Point2f[nVertexCount];

    // create an Appearance and load a texture
    Appearance app = new Appearance();
    Texture tex = new TextureLoader("land.jpg", this).getTexture();
    app.setTexture(tex);/*  w ww .  j  a  v a2 s.co  m*/

    // create the parent BranchGroup
    BranchGroup bg = new BranchGroup();

    int nItem = 0;

    // loop over all the tiles in the environment
    for (int x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) {
        for (int z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) {
            // if we are on the border of the environment create a
            // TransformGroup to position a ColorCube to create a "wall"
            if (x == -LAND_WIDTH || x == LAND_WIDTH || z == -LAND_LENGTH || z == LAND_LENGTH) {
                TransformGroup tg = new TransformGroup();
                Transform3D t3d = new Transform3D();
                t3d.setTranslation(new Vector3d(x, 0, z));
                tg.setTransform(t3d);
                tg.addChild(new ColorCube(nTileSize / 2));
                bg.addChild(tg);
            }

            // if we are not on the last row or column create a "tile"
            // and add to the QuadArray. Use CCW winding and assign texture
            // coordinates.
            if (z < LAND_LENGTH && x < LAND_WIDTH) {
                coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z);
                texCoordArray[nItem++] = new Point2f(0, 0);
                coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z + nTileSize);
                texCoordArray[nItem++] = new Point2f(1, 0);
                coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z + nTileSize);
                texCoordArray[nItem++] = new Point2f(1, 1);
                coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z);
                texCoordArray[nItem++] = new Point2f(0, 1);
            }
        }
    }

    // create a GeometryInfo and generate Normal vectors
    // for the QuadArray that was populated.
    GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY);

    gi.setCoordinates(coordArray);
    gi.setTextureCoordinates(texCoordArray);

    NormalGenerator normalGenerator = new NormalGenerator();
    normalGenerator.generateNormals(gi);

    // wrap the GeometryArray in a Shape3D
    Shape3D shape = new Shape3D(gi.getGeometryArray(), app);

    // add the Shape3D to the parent BranchGroup
    bg.addChild(shape);

    // 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(m_Bounds);
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(m_Bounds);

    // add the lights to the parent BranchGroup
    bg.addChild(aLgt);
    bg.addChild(lgt1);

    // create a light gray background
    Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f));
    back.setApplicationBounds(m_Bounds);
    bg.addChild(back);

    // compile the whole scene
    //bg.compile();

    return bg;
}

From source file:SwingTest.java

/**
 * Create the scene side of the scenegraph
 *///w w  w.j  av  a2  s .  c  o m
protected BranchGroup createSceneBranchGroup() {
    // create the root of the scene side scenegraph
    BranchGroup objRoot = new BranchGroup();

    // create a TransformGroup to rotate the objects in the scene
    // set the capability bits on the TransformGroup so that it
    // can be modified at runtime
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    // create a spherical bounding volume
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // create a 4x4 transformation matrix
    Transform3D yAxis = new Transform3D();

    // create an Alpha interpolator to automatically generate
    // modifications to the rotation component of the transformation matrix
    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);

    // create a RotationInterpolator behavior to effect the TransformGroup
    rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f);

    // set the scheduling bounds on the behavior
    rotator.setSchedulingBounds(bounds);

    // add the behavior to the scenegraph
    objTrans.addChild(rotator);

    // create the BranchGroup which contains the objects
    // we add/remove to and from the scenegraph
    sceneBranchGroup = new BranchGroup();

    // allow the BranchGroup to have children added at runtime
    sceneBranchGroup.setCapability(Group.ALLOW_CHILDREN_EXTEND);
    sceneBranchGroup.setCapability(Group.ALLOW_CHILDREN_READ);
    sceneBranchGroup.setCapability(Group.ALLOW_CHILDREN_WRITE);

    // add both the cube and the sphere to the scenegraph
    sceneBranchGroup.addChild(createCube());
    sceneBranchGroup.addChild(createSphere());

    // create the colors for the 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);

    // create the ambient light
    AmbientLight aLgt = new AmbientLight(alColor);
    aLgt.setInfluencingBounds(bounds);

    // create the directional light
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(bounds);

    // add the lights to the scenegraph
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    // wire the scenegraph together
    objTrans.addChild(sceneBranchGroup);
    objRoot.addChild(objTrans);

    // return the root of the scene side of the scenegraph
    return objRoot;
}

From source file:PolygonOffset.java

public void init() {
    setLayout(new BorderLayout());

    GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();

    JPanel canvasPanel = new JPanel();
    GridBagLayout gridbag = new GridBagLayout();
    canvasPanel.setLayout(gridbag);/*  w ww.  ja  v  a2s . c  o  m*/

    canvas = new Canvas3D(config);
    canvas.setSize(600, 600);
    add(canvas, BorderLayout.CENTER);

    u = new SimpleUniverse(canvas);

    if (isApplication) {
        offScreenCanvas = new OffScreenCanvas3D(config, true);
        // set the size of the off-screen canvas based on a scale
        // of the on-screen size
        Screen3D sOn = canvas.getScreen3D();
        Screen3D sOff = offScreenCanvas.getScreen3D();
        Dimension dim = sOn.getSize();
        dim.width *= offScreenScale;
        dim.height *= offScreenScale;
        sOff.setSize(dim);
        sOff.setPhysicalScreenWidth(sOn.getPhysicalScreenWidth() * offScreenScale);
        sOff.setPhysicalScreenHeight(sOn.getPhysicalScreenHeight() * offScreenScale);

        // attach the offscreen canvas to the view
        u.getViewer().getView().addCanvas3D(offScreenCanvas);
    }

    // Create a simple scene and attach it to the virtual universe
    BranchGroup scene = createSceneGraph();

    // set the eye at z = 2.0
    viewingPlatform = u.getViewingPlatform();
    Transform3D vpTrans = new Transform3D();
    vpTrans.set(new Vector3f(0.0f, 0.0f, 2.0f));
    viewingPlatform.getViewPlatformTransform().setTransform(vpTrans);

    // set up a parallel projection with clip limits at 1 and -1
    view = u.getViewer().getView();
    view.setProjectionPolicy(View.PARALLEL_PROJECTION);
    view.setFrontClipPolicy(View.VIRTUAL_EYE);
    view.setBackClipPolicy(View.VIRTUAL_EYE);
    view.setFrontClipDistance(1.0f);
    view.setBackClipDistance(3.0f);

    u.addBranchGraph(scene);

    // set up the sliders
    JPanel guiPanel = new JPanel();
    guiPanel.setLayout(new GridLayout(0, 1));
    FloatLabelJSlider dynamicSlider = new FloatLabelJSlider("Dynamic Offset", 0.1f, 0.0f, 2.0f, dynamicOffset);
    dynamicSlider.addFloatListener(new FloatListener() {
        public void floatChanged(FloatEvent e) {
            dynamicOffset = e.getValue();
            solidPa.setPolygonOffsetFactor(dynamicOffset);
        }
    });
    guiPanel.add(dynamicSlider);

    LogFloatLabelJSlider staticSlider = new LogFloatLabelJSlider("Static Offset", 0.1f, 10000.0f, staticOffset);
    staticSlider.addFloatListener(new FloatListener() {
        public void floatChanged(FloatEvent e) {
            staticOffset = e.getValue();
            solidPa.setPolygonOffset(staticOffset);
        }
    });
    guiPanel.add(staticSlider);

    FloatLabelJSlider innerSphereSlider = new FloatLabelJSlider("Inner Sphere Scale", 0.001f, 0.90f, 1.0f,
            innerScale);
    innerSphereSlider.addFloatListener(new FloatListener() {
        public void floatChanged(FloatEvent e) {
            innerScale = e.getValue();
            updateInnerScale();
        }
    });
    guiPanel.add(innerSphereSlider);

    if (isApplication) {
        JButton snapButton = new JButton("Snap Image");
        snapButton.addActionListener(new ActionListener() {
            public void actionPerformed(ActionEvent e) {
                Point loc = canvas.getLocationOnScreen();
                offScreenCanvas.setOffScreenLocation(loc);
                Dimension dim = canvas.getSize();
                dim.width *= offScreenScale;
                dim.height *= offScreenScale;
                nf.setMinimumIntegerDigits(3);
                offScreenCanvas.snapImageFile(outFileBase + nf.format(outFileSeq++), dim.width, dim.height);
                nf.setMinimumIntegerDigits(0);
            }
        });
        guiPanel.add(snapButton);
    }
    add(guiPanel, BorderLayout.EAST);
}

From source file:ExSound.java

private Group buildForeground() {
    //// w  ww.j av a2s  . c  o  m
    //  Create a group for the foreground, and move
    //  everything up a bit.
    //
    TransformGroup group = new TransformGroup();
    Transform3D tr = new Transform3D();
    tr.setTranslation(new Vector3f(0.0f, -1.6f, 0.0f));
    group.setTransform(tr);

    //
    //  Load textures
    //
    if (debug)
        System.err.println("  textures...");
    Texture groundTex = null;
    Texture spurTex = null;
    Texture domeTex = null;
    TextureLoader texLoader = null;
    ImageComponent image = null;

    texLoader = new TextureLoader("flooring.jpg", this);
    image = texLoader.getImage();
    if (image == null)
        System.err.println("Cannot load flooring.jpg texture");
    else {
        groundTex = texLoader.getTexture();
        groundTex.setBoundaryModeS(Texture.WRAP);
        groundTex.setBoundaryModeT(Texture.WRAP);
        groundTex.setMinFilter(Texture.NICEST);
        groundTex.setMagFilter(Texture.NICEST);
        groundTex.setMipMapMode(Texture.BASE_LEVEL);
        groundTex.setEnable(true);
    }

    texLoader = new TextureLoader("granite07rev.jpg", this);
    Texture columnTex = texLoader.getTexture();
    if (columnTex == null)
        System.err.println("Cannot load granite07rev.jpg texture");
    else {
        columnTex.setBoundaryModeS(Texture.WRAP);
        columnTex.setBoundaryModeT(Texture.WRAP);
        columnTex.setMinFilter(Texture.NICEST);
        columnTex.setMagFilter(Texture.NICEST);
        columnTex.setMipMapMode(Texture.BASE_LEVEL);
        columnTex.setEnable(true);
    }

    texLoader = new TextureLoader("brtsky.jpg", this);
    Texture boxTex = texLoader.getTexture();
    if (boxTex == null)
        System.err.println("Cannot load brtsky.jpg texture");
    else {
        boxTex.setBoundaryModeS(Texture.WRAP);
        boxTex.setBoundaryModeT(Texture.WRAP);
        boxTex.setMinFilter(Texture.NICEST);
        boxTex.setMagFilter(Texture.NICEST);
        boxTex.setMipMapMode(Texture.BASE_LEVEL);
        boxTex.setEnable(true);
    }

    //
    //  Build the ground
    //
    if (debug)
        System.err.println("  ground...");

    Appearance groundApp = new Appearance();

    Material groundMat = new Material();
    groundMat.setAmbientColor(0.3f, 0.3f, 0.3f);
    groundMat.setDiffuseColor(0.7f, 0.7f, 0.7f);
    groundMat.setSpecularColor(0.0f, 0.0f, 0.0f);
    groundApp.setMaterial(groundMat);

    tr = new Transform3D();
    tr.setScale(new Vector3d(16.0, 4.0, 1.0));

    TextureAttributes groundTexAtt = new TextureAttributes();
    groundTexAtt.setTextureMode(TextureAttributes.MODULATE);
    groundTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    groundTexAtt.setTextureTransform(tr);
    groundApp.setTextureAttributes(groundTexAtt);

    if (groundTex != null)
        groundApp.setTexture(groundTex);

    ElevationGrid ground = new ElevationGrid(11, // X dimension
            11, // Z dimension
            2.0f, // X spacing
            2.0f, // Z spacing
            // Automatically use zero heights
            groundApp); // Appearance
    group.addChild(ground);

    //
    //  Create a column appearance used for both columns.
    //
    Appearance columnApp = new Appearance();

    Material columnMat = new Material();
    columnMat.setAmbientColor(0.6f, 0.6f, 0.6f);
    columnMat.setDiffuseColor(1.0f, 1.0f, 1.0f);
    columnMat.setSpecularColor(0.0f, 0.0f, 0.0f);
    columnApp.setMaterial(columnMat);

    TextureAttributes columnTexAtt = new TextureAttributes();
    columnTexAtt.setTextureMode(TextureAttributes.MODULATE);
    columnTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    columnApp.setTextureAttributes(columnTexAtt);

    if (columnTex != null)
        columnApp.setTexture(columnTex);

    //
    //  To give the point sound an apparent location,
    //  build a column and a set of three co-located
    //  tumbling boxes hovering above the column.
    //
    TransformGroup pointGroup = new TransformGroup();
    tr.setIdentity();
    tr.setTranslation(new Vector3f(pointX, 0.0f, 0.0f));
    pointGroup.setTransform(tr);

    GothicColumn column = new GothicColumn(1.0f, // height
            0.2f, // radius
            GothicColumn.BUILD_TOP, // flags
            columnApp); // appearance
    pointGroup.addChild(column);

    TransformGroup rotThing = new TransformGroup();
    tr.setIdentity();
    tr.setTranslation(new Vector3f(0.0f, soundHeight, 0.0f));
    rotThing.setTransform(tr);

    Appearance boxApp = new Appearance();
    // No material -- make it emissive
    TextureAttributes boxTexAtt = new TextureAttributes();
    boxTexAtt.setTextureMode(TextureAttributes.REPLACE);
    boxTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    boxApp.setTextureAttributes(boxTexAtt);

    if (boxTex != null)
        boxApp.setTexture(boxTex);

    rotThing.addChild(buildTumblingBox(0.4f, 0.4f, 0.4f, // width, height,
            // depth
            boxApp, // Appearance
            40000, 32000, 26000));// XYZ tumble durations
    rotThing.addChild(buildTumblingBox(0.4f, 0.4f, 0.4f, // width, height,
            // depth
            boxApp, // Appearance
            38000, 30000, 28000));// XYZ tumble durations
    rotThing.addChild(buildTumblingBox(0.4f, 0.4f, 0.4f, // width, height,
            // depth
            boxApp, // Appearance
            30000, 26000, 34000));// XYZ tumble durations

    pointGroup.addChild(rotThing);

    group.addChild(pointGroup);

    return group;
}

From source file:SplineInterpolatorTest.java

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

    // create a root TG in case we need to scale the scene
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    Transform3D t3d = new Transform3D();
    objTrans.setTransform(t3d);//  w  ww  .j a va2s  .c  o  m

    Group hiResGroup = createLodLand(objTrans);
    createBuildings(objTrans);
    createHelicopters(objTrans);

    // connect
    objRoot.addChild(objTrans);

    return objRoot;
}

From source file:InterpolatorTest.java

TransformGroup createGeometry(Appearance app, double x, double y, double z) {
    Transform3D t3d = new Transform3D();
    t3d.setTranslation(new Vector3d(x, y, z));
    TransformGroup tg = new TransformGroup(t3d);

    tg.addChild(new Sphere(0.1f, Primitive.GENERATE_NORMALS, app));
    return tg;//from  w  w  w .j av  a  2  s.co  m
}

From source file:ExSpotLight.java

private Group buildArrows() {
    // Create a switch group to hold the different arrow fan
    // spread angle choices. Enable child choice writing.
    arrowSpreadAngleSwitch = new Switch();
    arrowSpreadAngleSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);

    // Create a set of arrow fans, one per spread angle
    // shown on the menu.
    AnnotationArrowFan af = null;//from   ww w.j  a va2s.  c  o  m
    float spread = 0.0f;
    for (int i = 0; i < spreads.length; i++) {
        spread = ((Double) spreads[i].value).floatValue();
        af = new AnnotationArrowFan(0.0f, 0.0f, 0.0f, // center position
                2.5f, // arrow length
                -spread, // start angle
                spread, // end angle
                5); // number of arrows
        arrowSpreadAngleSwitch.addChild(af);
    }

    // Select the current fan.
    arrowSpreadAngleSwitch.setWhichChild(currentSpread);

    // Create an outer transform group used to change the fan
    // position. Enable writing of its transform.
    arrowPositionTransformGroup = new TransformGroup();
    arrowPositionTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    // Create a set of Transform3Ds for the different arrow positions.
    arrowPositionTransforms = new Transform3D[positions.length];
    Point3f pos;
    Vector3f v = new Vector3f();
    for (int i = 0; i < positions.length; i++) {
        // Create a Transform3D, setting its translation.
        arrowPositionTransforms[i] = new Transform3D();
        pos = (Point3f) positions[i].value;
        v.set(pos);
        arrowPositionTransforms[i].setTranslation(v);
    }

    // Set the initial transform to be the current position
    arrowPositionTransformGroup.setTransform(arrowPositionTransforms[currentPosition]);

    // Create an inner transform group surrounding the arrows,
    // used to set the aim direction. Enable writing of its transform.
    arrowDirectionTransformGroup = new TransformGroup();
    arrowDirectionTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    // Add the switch group to the direction-change transform group,
    // and add the direction-change transform group to the
    // position-change transform gorup.
    arrowDirectionTransformGroup.addChild(arrowSpreadAngleSwitch);
    arrowPositionTransformGroup.addChild(arrowDirectionTransformGroup);

    // Create a set of Transform3Ds for the different
    // arrow directions.
    arrowDirectionTransforms = new Transform3D[directions.length];
    Vector3f dir = new Vector3f();
    Vector3f positiveX = new Vector3f(1.0f, 0.0f, 0.0f);
    Vector3f axis = new Vector3f();
    float angle;
    float dot;

    for (int i = 0; i < directions.length; i++) {
        // Normalize the direction vector
        dir.normalize((Vector3f) directions[i].value);

        // Cross the direction vector with the arrow's
        // +X aim direction to get a vector orthogonal
        // to both. This is the rotation axis.
        axis.cross(positiveX, dir);
        if (axis.x == 0.0f && axis.y == 0.0f && axis.z == 0.0f) {
            // New direction is parallel to current
            // arrow direction. Default to a Y axis.
            axis.y = 1.0f;
        }

        // Compute the angle between the direction and +X
        // vectors, where:
        //
        //   cos(angle) = (dir dot positiveX)
        //                -------------------------------
        //                (positiveX.length * dir.length)
        //
        // but since positiveX is normalized (as created
        // above) and dir has been normalized, both have
        // a length of 1. So, the angle between the
        // vectors is:
        //
        //   angle = arccos(dir dot positiveX)
        dot = dir.dot(positiveX);
        angle = (float) Math.acos(dot);

        // Create a Transform3D, setting its rotation using
        // an AxisAngle4f, which takes an XYZ rotation vector
        // and an angle to rotate by around that vector.
        arrowDirectionTransforms[i] = new Transform3D();
        arrowDirectionTransforms[i].setRotation(new AxisAngle4f(axis.x, axis.y, axis.z, angle));
    }

    // Set the initial transform to be the current aim direction.
    arrowDirectionTransformGroup.setTransform(arrowDirectionTransforms[currentDirection]);

    return arrowPositionTransformGroup;
}

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 w w .  j  av  a2s.  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:SplineAnim.java

public BranchGroup createSceneGraph() {

    // Colors for lights and objects
    Color3f aColor = new Color3f(0.2f, 0.2f, 0.2f);
    Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f coneColor = new Color3f(0.9f, 0.1f, 0.1f);
    Color3f sphereColor = new Color3f(0.1f, 0.7f, 0.9f);
    Color3f bgColor = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f lightColor = new Color3f(1.0f, 1.0f, 1.0f);

    // Root of the branch grsph
    BranchGroup root = new BranchGroup();

    // Create transforms such that all objects appears in the scene
    sceneTransform = new Transform3D();
    sceneTransform.setScale(0.14f);//from w w  w  .jav a  2  s  . c  om
    Transform3D yrot = new Transform3D();
    yrot.rotY(-Math.PI / 5.0d);
    sceneTransform.mul(yrot);
    sceneTransformGroup = new TransformGroup(sceneTransform);
    sceneTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sceneTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    root.addChild(sceneTransformGroup);

    // Create bounds for the background and lights
    bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0f);

    // Set up the background
    Background bg = new Background(bgColor);
    bg.setApplicationBounds(bounds);
    sceneTransformGroup.addChild(bg);

    // Create the transform group node for the lights
    lightTransform1 = new Transform3D();
    lightTransform2 = new Transform3D();
    Vector3d lightPos1 = new Vector3d(0.0, 0.0, 2.0);
    Vector3d lightPos2 = new Vector3d(1.0, 0.0, -2.0);
    lightTransform1.set(lightPos1);
    lightTransform2.set(lightPos2);
    light1TransformGroup = new TransformGroup(lightTransform1);
    light2TransformGroup = new TransformGroup(lightTransform2);
    sceneTransformGroup.addChild(light1TransformGroup);
    sceneTransformGroup.addChild(light2TransformGroup);

    // Create lights
    AmbientLight ambLight = new AmbientLight(aColor);
    Light dirLight1;
    Light dirLight2;

    Vector3f lightDir1 = new Vector3f(lightPos1);
    Vector3f lightDir2 = new Vector3f(lightPos2);
    lightDir1.negate();
    lightDir2.negate();
    dirLight1 = new DirectionalLight(lightColor, lightDir1);
    dirLight2 = new DirectionalLight(lightColor, lightDir2);

    // Set the influencing bounds
    ambLight.setInfluencingBounds(bounds);
    dirLight1.setInfluencingBounds(bounds);
    dirLight2.setInfluencingBounds(bounds);

    // Add the lights into the scene graph
    sceneTransformGroup.addChild(ambLight);
    sceneTransformGroup.addChild(dirLight1);
    sceneTransformGroup.addChild(dirLight2);

    // Create a cone and add it to the scene graph.
    objTransform = new Transform3D();
    objTransformGroup = new TransformGroup(objTransform);
    objTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sceneTransformGroup.addChild(objTransformGroup);

    Material m = new Material(coneColor, eColor, coneColor, sColor, 100.0f);
    Appearance a = new Appearance();
    m.setLightingEnable(true);
    a.setMaterial(m);
    Cone cone = new Cone(0.4f, 1.0f);
    cone.setAppearance(a);
    objTransformGroup.addChild(cone);

    // Create transform groups for each knot point
    // knot point 0
    Transform3D t3dKnot = new Transform3D();
    t3dKnot.set(pos0);
    TransformGroup k0TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k0TransformGroup);

    // knot point 1
    t3dKnot = new Transform3D();
    t3dKnot.set(pos1);
    TransformGroup k1TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k1TransformGroup);

    // knot point 2
    t3dKnot = new Transform3D();
    t3dKnot.set(pos2);
    TransformGroup k2TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k2TransformGroup);

    // knot point 3
    t3dKnot = new Transform3D();
    t3dKnot.set(pos3);
    TransformGroup k3TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k3TransformGroup);

    // knot point 4
    t3dKnot = new Transform3D();
    t3dKnot.set(pos4);
    TransformGroup k4TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k4TransformGroup);

    // knot point 5
    t3dKnot = new Transform3D();
    t3dKnot.set(pos5);
    TransformGroup k5TransformGroup = new TransformGroup(t3dKnot);
    sceneTransformGroup.addChild(k5TransformGroup);

    // Create spheres for each knot point's transform group
    ColoringAttributes sphereColorAttr = new ColoringAttributes();
    sphereColorAttr.setColor(sphereColor);
    Appearance sphereAppearance = new Appearance();
    sphereAppearance.setColoringAttributes(sphereColorAttr);
    k0TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k1TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k2TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k3TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k4TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));
    k5TransformGroup.addChild(new Sphere(0.10f, sphereAppearance));

    return root;
}

From source file:ExLightBounds.java

public void checkboxChanged(CheckboxMenu menu, int check) {
    if (menu == boundsMenu) {
        // Change the light bounds
        currentBounds = check;//from ww  w .  j  a v a2  s .c  om
        Bounds bou = (Bounds) bounds[check].value;
        if (boundingLeafOnOff) {
            // Change the bounding leaf's bounds
            leafBounds.setRegion(bou);

            // Kick the light to get it to update
            // its bounds now that the leaf has
            // changed... (only necessary in the
            // Alpha release of Java3D)
            light.setInfluencingBoundingLeaf(leafBounds);
        } else {
            // Change the light's own bounds
            light.setInfluencingBounds(bou);
        }
        return;
    }
    if (menu == positionMenu) {
        // Change the bounding leaf position
        currentPosition = check;
        Point3f pos = (Point3f) positions[check].value;
        Transform3D tr = new Transform3D();
        tr.setTranslation(new Vector3f(pos));
        leafTransformGroup.setTransform(tr);

        // Kick the light to get it to update
        // its bounds now that the leaf has
        // changed... (only necessary in the
        // Alpha release of Java3D)
        light.setInfluencingBoundingLeaf(leafBounds);

        return;
    }

    // Handle all other checkboxes
    super.checkboxChanged(menu, check);
}