List of usage examples for javax.media.j3d Transform3D Transform3D
public Transform3D()
From source file:LoaderTest.java
protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); // create a TransformGroup to flip the hand onto its end and enlarge it. TransformGroup objTrans1 = new TransformGroup(); Transform3D tr = new Transform3D(); objTrans1.getTransform(tr);/*from ww w . j ava 2 s. c om*/ tr.rotX(90.0 * Math.PI / 180.0); tr.setScale(10.0); objTrans1.setTransform(tr); // create a TransformGroup to rotate the hand TransformGroup objTrans2 = new TransformGroup(); objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // create a RotationInterpolator behavior to rotate the hand 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, objTrans2, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans2.addChild(rotator); // 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); objRoot.addChild(aLgt); objRoot.addChild(lgt1); // load the object file Scene scene = null; Shape3D shape = null; // read in the geometry information from the data file ObjectFile objFileloader = new ObjectFile(ObjectFile.RESIZE); try { scene = objFileloader.load("hand1.obj"); } catch (Exception e) { scene = null; System.err.println(e); } if (scene == null) System.exit(1); // retrieve the Shape3D object from the scene BranchGroup branchGroup = scene.getSceneGroup(); shape = (Shape3D) branchGroup.getChild(0); // 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)); // assign the appearance to the Shape shape.setAppearance(app); // connect the scenegraph objTrans2.addChild(scene.getSceneGroup()); objTrans1.addChild(objTrans2); objRoot.addChild(objTrans1); return objRoot; }
From source file:SimpleTransform.java
/** * This builds the content branch of our scene graph. The root of the shapes * supplied as a parameter is slightly tilted to reveal its 3D shape. It * also uses the addLights function to add some lights to the scene. The * group that the shape is added to has its capabilities set so that we can * read and write it.//from w ww . j ava 2 s. c o m * * @param shape * Node that represents the geometry for the content * @return BranchGroup that is the root of the content branch */ protected BranchGroup buildContentBranch(Node shape) { BranchGroup contentBranch = new BranchGroup(); Transform3D rotateCube = new Transform3D(); rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0)); rotationGroup = new TransformGroup(rotateCube); //Set the capabilities so that the transform can be accessed rotationGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); rotationGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); contentBranch.addChild(rotationGroup); rotationGroup.addChild(shape); addLights(contentBranch); return contentBranch; }
From source file:SimpleIndexedQuadSmooth.java
/** * This builds the content branch of our scene graph. It uses the buildShape * function to create the actual shape, adding to to the transform group so * that the shape is slightly tilted to reveal its 3D shape. It also uses * the addLights function to add some lights to the scene. * //from w w w . j a va 2 s. c o m * @param shape * Node that represents the geometry for the content * @return BranchGroup that is the root of the content branch */ protected BranchGroup buildContentBranch(Node shape) { BranchGroup contentBranch = new BranchGroup(); Transform3D rotateCube = new Transform3D(); rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0)); TransformGroup rotationGroup = new TransformGroup(rotateCube); contentBranch.addChild(rotationGroup); rotationGroup.addChild(shape); addLights(contentBranch); return contentBranch; }
From source file:SimpleSpotLights.java
/** * This build the content branch of our scene graph. It creates a transform * group so that the shape is slightly tilted to reveal its 3D shape. * /*www.j a v a2s . co m*/ * @param shape * Node that represents the geometry for the content * @return BranchGroup that is the root of the content branch */ protected BranchGroup buildContentBranch() { BranchGroup contentBranch = new BranchGroup(); Transform3D rotateCube = new Transform3D(); rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0)); TransformGroup rotationGroup = new TransformGroup(rotateCube); contentBranch.addChild(rotationGroup); //Create a new appearance Appearance app = new Appearance(); //Create the colours for the material Color3f ambientColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); //Define the shininess float shininess = 20.0f; //Set the material of the appearance app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess)); //Create and add a new sphere using the appearance rotationGroup.addChild(new Sphere(2.0f, Sphere.GENERATE_NORMALS, 120, app)); //Use the addLights function to add the lights to the branch addLights(contentBranch); //Return the root of the content branch return contentBranch; }
From source file:KeyNavigatorApp.java
public BranchGroup createSceneGraph(SimpleUniverse su) { // Create the root of the branch graph TransformGroup vpTrans = null;/*from www .java2 s . c o m*/ BranchGroup objRoot = new BranchGroup(); Vector3f translate = new Vector3f(); Transform3D T3D = new Transform3D(); TransformGroup TG = null; objRoot.addChild(createLand()); SharedGroup share = new SharedGroup(); share.addChild(createPyramid()); float[][] position = { { 0.0f, 0.0f, -3.0f }, { 6.0f, 0.0f, 0.0f }, { 6.0f, 0.0f, 6.0f }, { 3.0f, 0.0f, -10.0f }, { 13.0f, 0.0f, -30.0f }, { -13.0f, 0.0f, 30.0f }, { -13.0f, 0.0f, 23.0f }, { 13.0f, 0.0f, 3.0f } }; for (int i = 0; i < position.length; i++) { translate.set(position[i]); T3D.setTranslation(translate); TG = new TransformGroup(T3D); TG.addChild(new Link(share)); objRoot.addChild(TG); } vpTrans = su.getViewingPlatform().getViewPlatformTransform(); translate.set(0.0f, 0.3f, 0.0f); T3D.setTranslation(translate); vpTrans.setTransform(T3D); KeyNavigatorBehavior keyNavBeh = new KeyNavigatorBehavior(vpTrans); keyNavBeh.setSchedulingBounds(new BoundingSphere(new Point3d(), 1000.0)); objRoot.addChild(keyNavBeh); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }
From source file:CuboidTest.java
protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); 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, objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans.addChild(rotator);// w ww . j a va2s .c o m // create an appearance Appearance ap = new Appearance(); // render as a wireframe PolygonAttributes polyAttrbutes = new PolygonAttributes(); polyAttrbutes.setPolygonMode(PolygonAttributes.POLYGON_LINE); polyAttrbutes.setCullFace(PolygonAttributes.CULL_NONE); ap.setPolygonAttributes(polyAttrbutes); objTrans.addChild(new Cuboid(50, 30, 20, ap)); objTrans.addChild(new Box(25, 15, 10, ap)); objRoot.addChild(objTrans); return objRoot; }
From source file:VrmlPickingTest.java
public TransformGroup[] getViewTransformGroupArray() { TransformGroup[] tgArray = new TransformGroup[1]; tgArray[0] = new TransformGroup(); Transform3D viewTrans = new Transform3D(); Transform3D eyeTrans = new Transform3D(); BoundingSphere sceneBounds = (BoundingSphere) m_SceneBranchGroup.getBounds(); // point the view at the center of the object Point3d center = new Point3d(); sceneBounds.getCenter(center);//from w w w. ja va2s . c o m double radius = sceneBounds.getRadius(); Vector3d temp = new Vector3d(center); viewTrans.set(temp); // pull the eye back far enough to see the whole object double eyeDist = 1.4 * radius / Math.tan(Math.toRadians(40) / 2.0); temp.x = 0.0; temp.y = 0.0; temp.z = eyeDist; eyeTrans.set(temp); viewTrans.mul(eyeTrans); // set the view transform tgArray[0].setTransform(viewTrans); return tgArray; }
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);// w ww. j a va2s.co 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:MultiView.java
public BranchGroup createSceneBranchGroup() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); //Make the scene graph try {//from www . j a va 2 s . c o m TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objTrans); // Create appearance object for textured cube Appearance app = new Appearance(); Texture tex = new TextureLoader("Dog.jpg", this).getTexture(); app.setTexture(tex); // Create a simple shape leaf node, add it to the scene graph. Box textureCube = new Box(2, 3, 4, Box.GENERATE_TEXTURE_COORDS, app); objTrans.addChild(textureCube); // 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, 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); } catch (RuntimeException e) { System.out.println("MultiView.createSceneBranchGroup:" + e.getMessage()); System.exit(-1); } return objRoot; }
From source file:GearTest.java
public BranchGroup createSceneGraph(int toothCount) { // 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 www.ja v a2s.co m objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and lights BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Background bgNode = new Background(bgColor); bgNode.setApplicationBounds(bounds); objScale.addChild(bgNode); // Set up the global lights Color3f light1Color = new Color3f(1.0f, 1.0f, 0.9f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); Color3f light2Color = new Color3f(0.3f, 0.3f, 0.4f); Vector3f light2Direction = new Vector3f(-6.0f, -2.0f, -1.0f); Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objScale.addChild(ambientLightNode); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objScale.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); objScale.addChild(light2); // 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); objScale.addChild(objTrans); // Create an Appearance. Appearance look = new Appearance(); Color3f objColor = new Color3f(0.5f, 0.5f, 0.6f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); look.setMaterial(new Material(objColor, black, objColor, white, 100.0f)); // Create a gear, add it to the scene graph. // SpurGear gear = new SpurGear(toothCount, 1.0f, 0.2f, SpurGear gear = new SpurGearThinBody(toothCount, 1.0f, 0.2f, 0.05f, 0.05f, 0.3f, 0.28f, look); objTrans.addChild(gear); // Create a new Behavior object that will rotate the object and // add it into the scene graph. Transform3D yAxis = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 8000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans.addChild(rotator); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; }