SimpleTexture.java Source code

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Here is the source code for SimpleTexture.java

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/*
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.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.TexCoord2f;
import javax.vecmath.Vector3f;

import com.sun.j3d.utils.image.TextureLoader;

/**
 * This demonstrates the simple application of textures. Each face of a cube has
 * an image mapped onto it exactly once. The image is loaded from an external
 * file.
 * 
 * @author I.J.Palmer
 * @version 1.0
 */
public class SimpleTexture 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) {
        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 with a texture. The texture is loaded from an
     * external file.
     * 
     * @return Appearance that uses the texture.
     */
    protected Appearance DefineAppearance() {
        //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);
        //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 is created with texture coordinates so that when the
     * appearance is set it will use the appearance texture on the surface.
     * 
     * @return Node that is the shape.
     */
    protected Node buildShape() {
        IndexedQuadArray indexedCube = new IndexedQuadArray(8,
                IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS | IndexedQuadArray.TEXTURE_COORDINATE_2,
                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) };
        Vector3f[] normals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f),
                new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f),
                new Vector3f(0.0f, -1.0f, 0.0f) };
        //Define the texture coordinates. These are defined
        //as floating point pairs of values that are used to
        //map the corners of the texture image onto the vertices
        //of the face. We then define the indices into this
        //array of values in a similar way to that used for
        //the vertices and normals.
        TexCoord2f[] textCoord = { new TexCoord2f(1.0f, 1.0f), new TexCoord2f(0.0f, 1.0f),
                new TexCoord2f(0.0f, 0.0f), new TexCoord2f(1.0f, 0.0f) };
        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);
        indexedCube.setNormals(0, normals);
        indexedCube.setNormalIndices(0, normalIndices);
        indexedCube.setTextureCoordinates(0, 0, textCoord);
        indexedCube.setTextureCoordinateIndices(0, 0, textIndices);
        return new Shape3D(indexedCube, DefineAppearance());
    }

    /**
     * Handles the exit button action to quit the program.
     */
    public void actionPerformed(ActionEvent e) {
        dispose();
        System.exit(0);
    }

    public SimpleTexture() {
        VirtualUniverse myUniverse = new VirtualUniverse();
        Locale myLocale = new Locale(myUniverse);
        myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
        myLocale.addBranchGraph(buildContentBranch(buildShape()));
        setTitle("SimpleTexture");
        setSize(400, 400);
        setLayout(new BorderLayout());
        add("Center", myCanvas3D);
        add("South", myButton);
        myButton.addActionListener(this);
        setVisible(true);
    }

    public static void main(String[] args) {
        SimpleTexture st = new SimpleTexture();
    }
}