SphereMotion.java Source code

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Here is the source code for SphereMotion.java

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/*
 * @(#)SphereMotion.java 1.38 02/10/21 13:55:06
 * 
 * Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *  - Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 *  - Redistribution in binary form must reproduce the above copyright notice,
 * this list of conditions and the following disclaimer in the documentation
 * and/or other materials provided with the distribution.
 * 
 * Neither the name of Sun Microsystems, Inc. or the names of contributors may
 * be used to endorse or promote products derived from this software without
 * specific prior written permission.
 * 
 * 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.
 * 
 * You acknowledge that Software is not designed,licensed or intended for use in
 * the design, construction, operation or maintenance of any nuclear facility.
 */

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

import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Light;
import javax.media.j3d.Material;
import javax.media.j3d.PointLight;
import javax.media.j3d.PositionInterpolator;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.SpotLight;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;

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

public class SphereMotion extends Applet {

    // Constants for type of light to use
    private static final int DIRECTIONAL_LIGHT = 0;

    private static final int POINT_LIGHT = 1;

    private static final int SPOT_LIGHT = 2;

    // Flag indicates type of lights: directional, point, or spot
    // lights. This flag is set based on command line argument
    private static int lightType = POINT_LIGHT;

    private SimpleUniverse u = null;

    public BranchGroup createSceneGraph(SimpleUniverse u) {
        Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f);
        Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f);
        Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f);
        Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f);
        Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f);
        Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
        Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);

        Transform3D t;

        // 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);
        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
        Background bg = new Background(bgColor);
        bg.setApplicationBounds(bounds);
        objScale.addChild(bg);

        // Create a Sphere object, generate one copy of the sphere,
        // and add it into the scene graph.
        Material m = new Material(objColor, eColor, objColor, sColor, 100.0f);
        Appearance a = new Appearance();
        m.setLightingEnable(true);
        a.setMaterial(m);
        Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 80, a);
        objScale.addChild(sph);

        // Create the transform group node for the each light and initialize
        // it to the identity. Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at runtime. Add them to the root
        // of the subgraph.
        TransformGroup l1RotTrans = new TransformGroup();
        l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objScale.addChild(l1RotTrans);

        TransformGroup l2RotTrans = new TransformGroup();
        l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objScale.addChild(l2RotTrans);

        // Create transformations for the positional lights
        t = new Transform3D();
        Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0);
        t.set(lPos1);
        TransformGroup l1Trans = new TransformGroup(t);
        l1RotTrans.addChild(l1Trans);

        t = new Transform3D();
        Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0);
        t.set(lPos2);
        TransformGroup l2Trans = new TransformGroup(t);
        l2RotTrans.addChild(l2Trans);

        // Create Geometry for point lights
        ColoringAttributes caL1 = new ColoringAttributes();
        ColoringAttributes caL2 = new ColoringAttributes();
        caL1.setColor(lColor1);
        caL2.setColor(lColor2);
        Appearance appL1 = new Appearance();
        Appearance appL2 = new Appearance();
        appL1.setColoringAttributes(caL1);
        appL2.setColoringAttributes(caL2);
        l1Trans.addChild(new Sphere(0.05f, appL1));
        l2Trans.addChild(new Sphere(0.05f, appL2));

        // Create lights
        AmbientLight aLgt = new AmbientLight(alColor);

        Light lgt1 = null;
        Light lgt2 = null;

        Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f);
        Point3f atten = new Point3f(1.0f, 0.0f, 0.0f);
        Vector3f lDirect1 = new Vector3f(lPos1);
        Vector3f lDirect2 = new Vector3f(lPos2);
        lDirect1.negate();
        lDirect2.negate();

        switch (lightType) {
        case DIRECTIONAL_LIGHT:
            lgt1 = new DirectionalLight(lColor1, lDirect1);
            lgt2 = new DirectionalLight(lColor2, lDirect2);
            break;
        case POINT_LIGHT:
            lgt1 = new PointLight(lColor1, lPoint, atten);
            lgt2 = new PointLight(lColor2, lPoint, atten);
            break;
        case SPOT_LIGHT:
            lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, 25.0f * (float) Math.PI / 180.0f, 10.0f);
            lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, 25.0f * (float) Math.PI / 180.0f, 10.0f);
            break;
        }

        // Set the influencing bounds
        aLgt.setInfluencingBounds(bounds);
        lgt1.setInfluencingBounds(bounds);
        lgt2.setInfluencingBounds(bounds);

        // Add the lights into the scene graph
        objScale.addChild(aLgt);
        l1Trans.addChild(lgt1);
        l2Trans.addChild(lgt2);

        // 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 rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);
        RotationInterpolator rotator1 = new RotationInterpolator(rotor1Alpha, l1RotTrans, yAxis, 0.0f,
                (float) Math.PI * 2.0f);
        rotator1.setSchedulingBounds(bounds);
        l1RotTrans.addChild(rotator1);

        // Create a new Behavior object that will perform the desired
        // operation on the specified transform object and add it into the
        // scene graph.
        Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 1000, 0, 0, 0, 0, 0);
        RotationInterpolator rotator2 = new RotationInterpolator(rotor2Alpha, l2RotTrans, yAxis, 0.0f, 0.0f);
        bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
        rotator2.setSchedulingBounds(bounds);
        l2RotTrans.addChild(rotator2);

        // Create a position interpolator and attach it to the view
        // platform
        TransformGroup vpTrans = u.getViewingPlatform().getViewPlatformTransform();
        Transform3D axisOfTranslation = new Transform3D();
        Alpha transAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 0, 0, 5000,
                0, 0);
        axisOfTranslation.rotY(-Math.PI / 2.0);
        PositionInterpolator translator = new PositionInterpolator(transAlpha, vpTrans, axisOfTranslation, 2.0f,
                3.5f);
        translator.setSchedulingBounds(bounds);
        objScale.addChild(translator);

        // Let Java 3D perform optimizations on this scene graph.
        objRoot.compile();

        return objRoot;
    }

    public SphereMotion() {
    }

    public void init() {
        setLayout(new BorderLayout());
        GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();

        Canvas3D c = new Canvas3D(config);
        add("Center", c);

        u = new SimpleUniverse(c);
        BranchGroup scene = createSceneGraph(u);

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

        u.addBranchGraph(scene);
    }

    public void destroy() {
        u.cleanup();
    }

    //
    // The following allows SphereMotion to be run as an application
    // as well as an applet
    //
    public static void main(String[] args) {
        // Parse the Input Arguments
        String usage = "Usage: java SphereMotion [-point | -spot | -dir]";
        for (int i = 0; i < args.length; i++) {
            if (args[i].startsWith("-")) {
                if (args[i].equals("-point")) {
                    System.out.println("Using point lights");
                    lightType = POINT_LIGHT;
                } else if (args[i].equals("-spot")) {
                    System.out.println("Using spot lights");
                    lightType = SPOT_LIGHT;
                } else if (args[i].equals("-dir")) {
                    System.out.println("Using directional lights");
                    lightType = DIRECTIONAL_LIGHT;
                } else {
                    System.out.println(usage);
                    System.exit(0);
                }
            } else {
                System.out.println(usage);
                System.exit(0);
            }
        }

        new MainFrame(new SphereMotion(), 700, 700);
    }
}