List of usage examples for javax.media.j3d TransformGroup TransformGroup
public TransformGroup()
From source file:SimpleGame.java
/** * This builds the gun geometry. It uses box and cylinder primitives and * sets up a transform group so that we can rotate the gun. *///from ww w . j a va2s .c o m protected BranchGroup buildGun() { BranchGroup theGun = new BranchGroup(); Appearance gunApp = new Appearance(); Color3f ambientColour = new Color3f(0.5f, 0.5f, 0.5f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour = new Color3f(0.5f, 0.5f, 0.5f); float shininess = 20.0f; gunApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess)); TransformGroup init = new TransformGroup(); TransformGroup barrel = new TransformGroup(); Transform3D gunXfm = new Transform3D(); Transform3D barrelXfm = new Transform3D(); barrelXfm.set(new Vector3d(0.0, -2.0, 0.0)); barrel.setTransform(barrelXfm); Matrix3d gunXfmMat = new Matrix3d(); gunXfmMat.rotX(Math.PI / 2); gunXfm.set(gunXfmMat, new Vector3d(0.0, 0.0, 0.0), 1.0); init.setTransform(gunXfm); gunXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); gunXfmGrp.addChild(new Box(1.0f, 1.0f, 0.5f, gunApp)); barrel.addChild(new Cylinder(0.3f, 4.0f, gunApp)); gunXfmGrp.addChild(barrel); theGun.addChild(init); init.addChild(gunXfmGrp); return theGun; }
From source file:LightBug.java
void setupSpheres() { // create a Switch for the spheres, allow switch changes spheresSwitch = new Switch(Switch.CHILD_ALL); spheresSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE); // Set up an appearance to make the Sphere with red ambient, // black emmissive, red diffuse and white specular coloring Material material = new Material(red, black, red, white, 64); Appearance appearance = new Appearance(); appearance.setMaterial(material);/*from w w w . java2 s. c o m*/ // create a sphere and put it into a shared group Sphere sphere = new Sphere(0.5f, appearance); SharedGroup sphereSG = new SharedGroup(); sphereSG.addChild(sphere); // create a grid of spheres in the z=0 plane // each has a TransformGroup to position the sphere which contains // a link to the shared group for the sphere for (int y = -2; y <= 2; y++) { for (int x = -2; x <= 2; x++) { TransformGroup tg = new TransformGroup(); tmpVector.set(x * 1.2f, y * 1.2f, 0.0f); tmpTrans.set(tmpVector); tg.setTransform(tmpTrans); tg.addChild(new Link(sphereSG)); spheresSwitch.addChild(tg); } } }
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);//w ww . j a v a 2s . com 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:ExLightBounds.java
public Group buildScene() { // Get the current bounding leaf position Point3f pos = (Point3f) positions[currentPosition].value; // Turn off the example headlight setHeadlightEnable(false);/*w ww . jav a 2 s . c o m*/ // 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: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);// w ww . ja v a 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: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 . j a v a 2 s .c o 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: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);/*from ww w .ja va 2 s. 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:LitTwistApp.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 w w w . ja va 2 s . c o m*/ Shape3D twist = new Twist(); objSpin.addChild(twist); 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 1.5 BoundingSphere bounds = new BoundingSphere(); bounds.setRadius(1.5); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); DirectionalLight lightD = new DirectionalLight(); lightD.setInfluencingBounds(bounds); contentRoot.addChild(lightD); Background background = new Background(); background.setColor(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: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 a2 s . 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; }
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 ww . ja va 2 s. c o 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 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; }