Java tutorial
/* Essential Java 3D Fast Ian Palmer Publisher: Springer-Verlag ISBN: 1-85233-394-4 */ 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.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.ImageComponent2D; import javax.media.j3d.IndexedQuadArray; import javax.media.j3d.Locale; import javax.media.j3d.Material; import javax.media.j3d.Node; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Shape3D; import javax.media.j3d.TexCoordGeneration; import javax.media.j3d.Texture; import javax.media.j3d.Texture2D; import javax.media.j3d.TextureAttributes; 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.Color3f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3f; import com.sun.j3d.utils.image.TextureLoader; /** * This uses a TexCoordGeneration class to automatically define the texture * coordinates. * * @author I.J.Palmer * @version 1.0 */ public class SimpleTextureGen extends Frame implements ActionListener { protected Canvas3D myCanvas3D = new Canvas3D(null); 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) { BranchGroup viewBranch = new BranchGroup(); Transform3D viewXfm = new Transform3D(); viewXfm.set(new Vector3f(0.0f, 0.0f, 10.0f)); TransformGroup viewXfmGroup = new TransformGroup(viewXfm); ViewPlatform myViewPlatform = new ViewPlatform(); PhysicalBody myBody = new PhysicalBody(); PhysicalEnvironment myEnvironment = new PhysicalEnvironment(); viewXfmGroup.addChild(myViewPlatform); viewBranch.addChild(viewXfmGroup); View myView = new View(); myView.addCanvas3D(c); myView.attachViewPlatform(myViewPlatform); myView.setPhysicalBody(myBody); myView.setPhysicalEnvironment(myEnvironment); return viewBranch; } /** * Add some lights so that we can illuminate the scene. This adds one * ambient light to bring up the overall lighting level and one directional * shape to show the shape of the objects in the scene. * * @param b * BranchGroup that the lights are to be added to. */ protected void addLights(BranchGroup b) { BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f lightColour1 = new Color3f(1.0f, 1.0f, 1.0f); Vector3f lightDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f lightColour2 = new Color3f(1.0f, 1.0f, 1.0f); Vector3f lightDir2 = new Vector3f(0.0f, 0.0f, -1.0f); Color3f ambientColour = new Color3f(0.2f, 0.2f, 0.2f); AmbientLight ambientLight1 = new AmbientLight(ambientColour); ambientLight1.setInfluencingBounds(bounds); DirectionalLight directionalLight1 = new DirectionalLight(lightColour1, lightDir1); directionalLight1.setInfluencingBounds(bounds); b.addChild(ambientLight1); b.addChild(directionalLight1); } /** * This builds the content branch of our scene graph. The shape 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. * * @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; } /** * This defines the appearance for the shape using a texture. It uses a * TextureLoader to load the texture image from an external file and a * TexCoordGeneration to define the texture coordinates. * * @return Appearance that uses a texture. */ protected Appearance DefineAppearance() { //This is used to automatically define the texture coordinates. //The coordinates are generated in object coordinates, but by //commented out the line with 'OBJECT_LINEAR' and uncommenting //the line 'EYE_LINEAR' the program will use eye coordinates. TexCoordGeneration textCoorder = new TexCoordGeneration(TexCoordGeneration.OBJECT_LINEAR, //TexCoordGeneration.EYE_LINEAR, TexCoordGeneration.TEXTURE_COORDINATE_2); //Load the texture from the external image file TextureLoader textLoad = new TextureLoader("housebrick.jpg", this); //Access the image from the loaded texture ImageComponent2D textImage = textLoad.getImage(); //Create a two dimensional texture Texture2D texture = new Texture2D(Texture2D.BASE_LEVEL, Texture.RGB, textImage.getWidth(), textImage.getHeight()); //Set the texture from the image loaded texture.setImage(0, textImage); //Create the appearance that will use the texture Appearance app = new Appearance(); app.setTexture(texture); //Pass the coordinate generator to the appearance app.setTexCoordGeneration(textCoorder); //Define how the texture will be mapped onto the surface //by creating the appropriate texture attributes TextureAttributes textAttr = new TextureAttributes(); textAttr.setTextureMode(TextureAttributes.REPLACE); app.setTextureAttributes(textAttr); app.setMaterial(new Material()); return app; } /** * Build a cube from an IndexedQuadArray. This method creates the vertices * as a set of eight points and the normals as a set of six vectors (one for * each face). The data is then defined such that each vertex has a * different normal associated with it when it is being used for a different * face. The shape doesn't have texture coordinates or nornmals defined * since the texture coordinate generator will define the necessary data. * * @return Node that is the shape. */ protected Node buildShape() { IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES, 24); Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; int coordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; int normalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; int textIndices[] = { 0, 1, 2, 3, 3, 0, 1, 2, 1, 2, 3, 0, 1, 2, 3, 0, 3, 0, 1, 2, 1, 2, 3, 0 }; indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setCoordinateIndices(0, coordIndices); return new Shape3D(indexedCube, DefineAppearance()); } /** * Handles the exit button action to quit the program. */ public void actionPerformed(ActionEvent e) { dispose(); System.exit(0); } public SimpleTextureGen() { VirtualUniverse myUniverse = new VirtualUniverse(); Locale myLocale = new Locale(myUniverse); myLocale.addBranchGraph(buildViewBranch(myCanvas3D)); myLocale.addBranchGraph(buildContentBranch(buildShape())); setTitle("SimpleWorld"); setSize(400, 400); setLayout(new BorderLayout()); add("Center", myCanvas3D); add("South", myButton); myButton.addActionListener(this); setVisible(true); } public static void main(String[] args) { SimpleTextureGen sw = new SimpleTextureGen(); } }