Java tutorial
/* * @(#)SimpleGeometry.java 1.16 02/10/21 13:50:17 * * 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.Appearance; import javax.media.j3d.BoundingSphere; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.RotationInterpolator; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.TransparencyAttributes; import javax.vecmath.Point3d; import javax.vecmath.Vector3d; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.behaviors.mouse.MouseTranslate; import com.sun.j3d.utils.geometry.ColorCube; import com.sun.j3d.utils.geometry.Cylinder; import com.sun.j3d.utils.universe.PlatformGeometry; import com.sun.j3d.utils.universe.SimpleUniverse; import com.sun.j3d.utils.universe.ViewingPlatform; /** * This class demonstrates the use of the Universe builder for stand-alone * applications along with the use of the PlatformGeometry node that is present * in the Java 3D Universe Builder utility. The standard HelloWorld application * is brought up. A transparent cylinder has been added to the PlatfromGeometry * node of the ViewingPlatform and the MouseTranslate utility has been used to * allow this sphere to be dragged around the canvas. */ public class SimpleGeometry extends Applet { SimpleUniverse u = null; public 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); objScale.setTransform(t3d); objRoot.addChild(objScale); // 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 objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(objTrans); // Create a simple shape leaf node, add it to the scene graph. objTrans.addChild(new ColorCube()); // 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, 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); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; } /* * Create the geometry to add to the platform geometry. */ PlatformGeometry createAimer() { PlatformGeometry pg = new PlatformGeometry(); // This TransformGroup will be used by the MouseTranslate // utiltiy to move the cylinder around the canvas. when the // the user holds down mouse button 3. TransformGroup moveTG = new TransformGroup(); moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); MouseTranslate mouseT = new MouseTranslate(moveTG); moveTG.addChild(mouseT); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); mouseT.setSchedulingBounds(bounds); pg.addChild(moveTG); // This TransformGroup is used to place the cylinder in the scene. // The cylinder will be rotated 90 degrees so it will appear as // a circle on the screen (could be made into a nice gun site...). // The cylinder is also displaced a little in Z so it is in front // of the viewer. Transform3D xForm = new Transform3D(); xForm.rotX(Math.PI / 2.0); xForm.setTranslation(new Vector3d(0.0, 0.0, -0.7)); TransformGroup placementTG = new TransformGroup(xForm); moveTG.addChild(placementTG); // Create the cylinder - make it thin and transparent. Appearance cylinderAppearance = new Appearance(); TransparencyAttributes transAttrs = new TransparencyAttributes(TransparencyAttributes.FASTEST, 0.5f); // cylinderAppearance.setTransparencyAttributes(transAttrs); Cylinder aimer = new Cylinder(0.06f, 0.005f, 0, cylinderAppearance); placementTG.addChild(aimer); return pg; } public void init() { setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); u = new SimpleUniverse(c); PlatformGeometry pg = createAimer(); // Now set the just created PlatformGeometry. ViewingPlatform vp = u.getViewingPlatform(); vp.setPlatformGeometry(pg); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. u.getViewingPlatform().setNominalViewingTransform(); // Add everthing to the scene graph - it will now be displayed. u.addBranchGraph(scene); } public SimpleGeometry(String[] args) { } public SimpleGeometry() { } public void destroy() { u.cleanup(); } public static void main(String[] args) { new MainFrame(new SimpleGeometry(args), 256, 256); } }