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.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.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; /** * This builds a simple class using the an indexed quadrilateral array. This * demonstrates the use of the IndexedQuadArray class. It defines both the * vertices and the normals of the shape such that each vertex has only one * normal and it appears to have smooth edges. * * @author I.J.Palmer * @version 1.0 */ public class SimpleIndexedQuadSmooth 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, 5.0f)); 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) { //Create a bounding sphere to act as the active bounds //of the lights BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); //Create the colours and directions Color3f lightColour = new Color3f(1.0f, 1.0f, 1.0f); Vector3f lightDir = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f ambientColour = new Color3f(0.2f, 0.2f, 0.2f); //Create the lights AmbientLight ambientLight = new AmbientLight(ambientColour); ambientLight.setInfluencingBounds(bounds); DirectionalLight directionalLight = new DirectionalLight(lightColour, lightDir); directionalLight.setInfluencingBounds(bounds); //Add the lights to the branch b.addChild(ambientLight); b.addChild(directionalLight); } /** * This builds the content branch of our scene graph. It uses the buildShape * function to create the actual shape, adding to to the transform group so * that the shape 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; } /** * 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. * * @return Node that is the shape. */ protected Node buildShape() { //The shape. The constructor specifies 8 vertices, that both //vertices and normals are to be defined and that there are //24 normals to be specified (4 for each of the 6 faces). IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); //The vertex coordinates defined as an array of points. 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) }; //The vertex normals defined as an array of vectors Vector3f[] normals = { new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(-1.0f, 1.0f, 1.0f), new Vector3f(-1.0f, -1.0f, 1.0f), new Vector3f(1.0f, -1.0f, 1.0f), new Vector3f(1.0f, 1.0f, -1.0f), new Vector3f(-1.0f, 1.0f, -1.0f), new Vector3f(-1.0f, -1.0f, -1.0f), new Vector3f(1.0f, -1.0f, -1.0f) }; //Define the indices used to reference vertex array 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 }; //Define the indices used to reference normal array int normalIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; //Set the data indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, normals); indexedCube.setCoordinateIndices(0, coordIndices); indexedCube.setNormalIndices(0, normalIndices); //Define an appearance for the shape Appearance app = new Appearance(); Color3f ambientColour = new Color3f(1.0f, 0.0f, 0.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour = new Color3f(1.0f, 0.0f, 0.0f); float shininess = 20.0f; app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess)); //Create and return the shape return new Shape3D(indexedCube, app); } /** * Handles the exit button action to quit the program. */ public void actionPerformed(ActionEvent e) { dispose(); System.exit(0); } public SimpleIndexedQuadSmooth() { VirtualUniverse myUniverse = new VirtualUniverse(); Locale myLocale = new Locale(myUniverse); myLocale.addBranchGraph(buildViewBranch(myCanvas3D)); myLocale.addBranchGraph(buildContentBranch(buildShape())); setTitle("SimpleIndexedQuadSmooth"); setSize(400, 400); setLayout(new BorderLayout()); add("Center", myCanvas3D); add("South", myButton); myButton.addActionListener(this); setVisible(true); } public static void main(String[] args) { SimpleIndexedQuadSmooth siqs = new SimpleIndexedQuadSmooth(); } }