Java tutorial
/* Essential Java 3D Fast Ian Palmer Publisher: Springer-Verlag ISBN: 1-85233-394-4 */ //Import the Java3D classes import java.awt.BorderLayout; import java.awt.Button; import java.awt.Frame; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.media.j3d.Appearance; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.Node; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.QuadArray; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.AxisAngle4d; import javax.vecmath.Vector3f; /** * This is our first simple program that creates a cube. We have no lighting * defined so the object appears a bright white colour. The cube is tilted * slightly so that we can see its shape by creating a transform group. * * @author I.J.Palmer * @version 1.0 */ public class SimpleWorld extends Frame implements ActionListener { /** The canvas 3D used to display the scene. */ protected Canvas3D myCanvas3D = new Canvas3D(null); /** The AWT button used to exit the application. */ protected Button myButton = new Button("Exit"); /** * This function builds the view branch of the scene graph. It creates a * branch group and then creates the necessary view elements to give a * useful view of our content. * * @param c * Canvas3D that will display the view * @return BranchGroup that is the root of the view elements */ protected BranchGroup buildViewBranch(Canvas3D c) { //This is the root of our view branch BranchGroup viewBranch = new BranchGroup(); //The transform that will move our view //back 5 units along the z-axis Transform3D viewXfm = new Transform3D(); viewXfm.set(new Vector3f(0.0f, 0.0f, 5.0f)); //The transform group that will be the parent //of our view platform elements TransformGroup viewXfmGroup = new TransformGroup(viewXfm); ViewPlatform myViewPlatform = new ViewPlatform(); //Next the physical elements are created PhysicalBody myBody = new PhysicalBody(); PhysicalEnvironment myEnvironment = new PhysicalEnvironment(); //Then we put it all together viewXfmGroup.addChild(myViewPlatform); viewBranch.addChild(viewXfmGroup); View myView = new View(); myView.addCanvas3D(c); myView.attachViewPlatform(myViewPlatform); myView.setPhysicalBody(myBody); myView.setPhysicalEnvironment(myEnvironment); return viewBranch; } /** * This builds the content branch of our scene graph. It uses the buildCube * function to create the actual shape, adding to to the transform group so * that the shape is slightly tilted to reveal its 3D shape. * * @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) { //Create the branch group that will be the root of the content branch BranchGroup contentBranch = new BranchGroup(); //Create the transform that will cause the shape to appear tilted Transform3D rotateCube = new Transform3D(); rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0)); TransformGroup rotationGroup = new TransformGroup(rotateCube); //Put the branch together contentBranch.addChild(rotationGroup); rotationGroup.addChild(shape); return contentBranch; } /** * This constructs a cube as an array of quadrilateral polygons. There are * six faces, each with four vertices (obviously!). The cube extends 1 unit * along each axis in the positive and negavtive directions and is centred * on the origin. * * @return Shape3D that is the cube */ protected Shape3D buildCube() { //Create the array of numbers that will form the //vertex information. float[] cubeFaces = { 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f }; //Create the array of quadrilaterals from the vertices QuadArray cubeData = new QuadArray(24, QuadArray.COORDINATES); cubeData.setCoordinates(0, cubeFaces); //Create a default appearance Appearance app = new Appearance(); //Create and return the cube return new Shape3D(cubeData, app); } /** * Handles the exit button action to quit the program. */ public void actionPerformed(ActionEvent e) { dispose(); System.exit(0); } /** * This creates a default universe and locale, creates a window and uses the * functions defined in this class to build the view and content branches of * the scene graph. */ public SimpleWorld() { //Create a default universe and locale VirtualUniverse myUniverse = new VirtualUniverse(); Locale myLocale = new Locale(myUniverse); //Use the functions to build the scene graph myLocale.addBranchGraph(buildViewBranch(myCanvas3D)); myLocale.addBranchGraph(buildContentBranch(buildCube())); //Do some AWT stuff to set up the window setTitle("SimpleWorld"); setSize(400, 400); setLayout(new BorderLayout()); add("Center", myCanvas3D); myButton.addActionListener(this); add("South", myButton); setVisible(true); } /** * Just create the class and run! */ public static void main(String[] args) { SimpleWorld sw = new SimpleWorld(); } }