ShadowApp.java Source code

Java tutorial

Introduction

Here is the source code for ShadowApp.java

Source

/*
 *      ShadowApp.java 1.0 99/04/12
 *
 * Copyright (c) 1999 Sun Microsystems, Inc. All Rights Reserved.
 *
 * Sun grants you ("Licensee") a non-exclusive, royalty free, license to use,
 * modify and redistribute this software in source and binary code form,
 * provided that i) this copyright notice and license appear on all copies of
 * the software; and ii) Licensee does not utilize the software in a manner
 * which is disparaging to Sun.
 *
 * This software is provided "AS IS," without a warranty of any kind. ALL
 * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
 * IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
 * NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
 * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
 * OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS
 * LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
 * INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
 * CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
 * OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGES.
 *
 * This software is not designed or intended for use in on-line control of
 * aircraft, air traffic, aircraft navigation or aircraft communications; or in
 * the design, construction, operation or maintenance of any nuclear
 * facility. Licensee represents and warrants that it will not use or
 * redistribute the Software for such purposes.
 */

/*
 * This application demonstrates how a programmer can create shadows
 * in Java 3D automatically.
 *
 * The class SimpleShadow produces shadow polygons for simple visual
 * objects in certain situations.
 *
 * Note that no real time 3D graphics API provides automatic
 * shadowing.
 *
 * This application (or a version of it) generated one or more
 * of the images in Chapter 6 of Getting Started with the Java 3D API.
 * The Java 3D Turtorial.
 *
 * See http://www.sun.com/desktop/java3d/collateral for more information.
 *
 */

import java.applet.Applet;
import java.awt.BorderLayout;

import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Geometry;
import javax.media.j3d.GeometryArray;
import javax.media.j3d.Material;
import javax.media.j3d.QuadArray;
import javax.media.j3d.Shape3D;
import javax.vecmath.Color3f;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;

import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.SimpleUniverse;

/**
 * ShadowApp creates a single plane
 */
public class ShadowApp extends Applet {

    public class LitQuad extends Shape3D {
        LitQuad(Point3f A, Point3f B, Point3f C, Point3f D) {
            this.setGeometry(createGeometry(A, B, C, D));
            this.setAppearance(createAppearance());
        }

        Geometry createGeometry(Point3f A, Point3f B, Point3f C, Point3f D) {

            QuadArray plane = new QuadArray(4, GeometryArray.COORDINATES | GeometryArray.NORMALS);

            plane.setCoordinate(0, A);
            plane.setCoordinate(1, B);
            plane.setCoordinate(2, C);
            plane.setCoordinate(3, D);

            Vector3f a = new Vector3f(A.x - B.x, A.y - B.y, A.z - B.z);
            Vector3f b = new Vector3f(C.x - B.x, C.y - B.y, C.z - B.z);
            Vector3f n = new Vector3f();
            n.cross(b, a);

            n.normalize();

            plane.setNormal(0, n);
            plane.setNormal(1, n);
            plane.setNormal(2, n);
            plane.setNormal(3, n);

            return plane;
        }

        Appearance createAppearance() {
            Appearance appear = new Appearance();
            Material material = new Material();
            appear.setMaterial(material);

            return appear;
        }

    }

    public class SimpleShadow extends Shape3D {

        SimpleShadow(GeometryArray geom, Vector3f direction, Color3f col, float height) {

            int vCount = geom.getVertexCount();
            QuadArray poly = new QuadArray(vCount, GeometryArray.COORDINATES | GeometryArray.COLOR_3);

            int v;
            Point3f vertex = new Point3f();
            Point3f shadow = new Point3f();
            for (v = 0; v < vCount; v++) {
                geom.getCoordinate(v, vertex);
                shadow.set(vertex.x + (vertex.y - height) * direction.x, height + 0.0001f,
                        vertex.z + (vertex.y - height) * direction.y);
                poly.setCoordinate(v, shadow);
                poly.setColor(v, col);
            }

            this.setGeometry(poly);
        }

    } // end of PolyFour class

    public ShadowApp() {
        setLayout(new BorderLayout());
        Canvas3D c = new Canvas3D(null);
        add("Center", c);

        BranchGroup scene = new BranchGroup();

        Shape3D plane = new LitQuad(new Point3f(-0.3f, 0.6f, 0.2f), new Point3f(-0.3f, -0.3f, 0.2f),
                new Point3f(0.6f, -0.3f, -0.3f), new Point3f(0.6f, 0.6f, -0.3f));
        scene.addChild(plane);

        Shape3D floor = new LitQuad(new Point3f(-1.0f, -0.5f, -1.0f), new Point3f(-1.0f, -0.5f, 1.0f),
                new Point3f(1.0f, -0.5f, 1.0f), new Point3f(1.0f, -0.5f, -1.0f));
        scene.addChild(floor);

        AmbientLight lightA = new AmbientLight();
        lightA.setInfluencingBounds(new BoundingSphere());
        scene.addChild(lightA);

        DirectionalLight lightD1 = new DirectionalLight();
        lightD1.setInfluencingBounds(new BoundingSphere());
        Vector3f direction = new Vector3f(-1.0f, -1.0f, -1.0f);
        direction.normalize();
        lightD1.setDirection(direction);
        scene.addChild(lightD1);

        Shape3D shadow = new SimpleShadow((GeometryArray) plane.getGeometry(), direction,
                new Color3f(0.2f, 0.2f, 0.2f), -0.5f);
        scene.addChild(shadow);

        SimpleUniverse u = new SimpleUniverse(c);

        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        u.getViewingPlatform().setNominalViewingTransform();

        u.addBranchGraph(scene);
    }

    public static void main(String argv[]) {
        new MainFrame(new ShadowApp(), 256, 256);
    }
}