SimpleGeometry.java Source code

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Here is the source code for SimpleGeometry.java

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/*
 *   @(#)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);
    }
}