SimpleMorph2.java Source code

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Here is the source code for SimpleMorph2.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.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.Enumeration;

import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Behavior;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GeometryArray;
import javax.media.j3d.IndexedQuadArray;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.Morph;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
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.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnAWTEvent;
import javax.media.j3d.WakeupOnElapsedFrames;
import javax.media.j3d.WakeupOr;
import javax.vecmath.AxisAngle4d;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;

/**
 * This uses the class SimpleMorphBehaviour to animate a shape between two key
 * shapes: a cube and a pyramid. The Morph object is the same as that used in
 * the program SimpleMorph, but this time we use an alpha generator to drive the
 * animation.
 * 
 * @author I.J.Palmer
 * @version 1.0
 * @see SimpleMorphBehaviour
 * @see SimpleMorph
 */
public class SimpleMorph2 extends Frame implements ActionListener {
    protected Canvas3D myCanvas3D = new Canvas3D(null);

    protected Button exitButton = new Button("Exit");

    /** This performs the animation */
    protected Morph myMorph;

    /** This drives the Morph object */
    protected SimpleMorphBehaviour myBehave;

    /** The active bounds for the behaviour */
    protected BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    /**
     * Build the view branch of the scene graph
     * 
     * @return BranchGroup that is the root of the view branch
     */
    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 to the scene graph
     * 
     * @param b
     *            BranchGroup that the lights are added to
     */
    protected void addLights(BranchGroup b) {
        Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f);
        AmbientLight ambLight = new AmbientLight(ambLightColour);
        ambLight.setInfluencingBounds(bounds);
        Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f);
        Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f);
        DirectionalLight dirLight = new DirectionalLight(dirLightColour, dirLightDir);
        dirLight.setInfluencingBounds(bounds);
        b.addChild(ambLight);
        b.addChild(dirLight);
    }

    /**
     * Create the Morph from the given shapes
     * 
     * @param theShapes
     *            GeometryArray that stores the shapes for the Morph
     * @param app
     *            Appearnce used for the shapes
     * @return Morph that uses the given shapes
     */
    protected Morph createMorph(GeometryArray[] theShapes, Appearance app) {
        double[] weights = { 1.0, 0.0 };
        Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 4000, 2000, 0,
                4000, 2000, 0);
        myMorph = new Morph(theShapes, app);
        myMorph.setWeights(weights);
        myMorph.setCapability(Morph.ALLOW_WEIGHTS_WRITE);
        myBehave = new SimpleMorphBehaviour(morphAlpha, myMorph);
        myBehave.setSchedulingBounds(bounds);
        return myMorph;
    }

    /**
     * Build the content branch for the scene graph
     * 
     * @return BranchGroup that is the root of the content
     */
    protected BranchGroup buildContentBranch() {
        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));
        //Make the cube key shape
        IndexedQuadArray indexedCube = new IndexedQuadArray(8,
                IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 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[] cubeNormals = { 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) };
        int cubeCoordIndices[] = { 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 cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
        indexedCube.setCoordinates(0, cubeCoordinates);
        indexedCube.setNormals(0, cubeNormals);
        indexedCube.setCoordinateIndices(0, cubeCoordIndices);
        indexedCube.setNormalIndices(0, cubeNormalIndices);

        //Make the pyramid key shape. Although this needs
        //only five vertices to create the desired shape, we
        //need to use six vertices so that it has the same
        //number as the cube.
        IndexedQuadArray indexedPyramid = new IndexedQuadArray(8,
                IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
        Point3f[] pyramidCoordinates = { new Point3f(0.0f, 1.0f, 0.0f), new Point3f(0.0f, 1.0f, 0.0f),
                new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(0.0f, 1.0f, 0.0f),
                new Point3f(0.0f, 1.0f, 0.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) };
        Vector3f[] pyramidNormals = { 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) };
        int pyramidCoordIndices[] = { 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 pyramidNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
        indexedPyramid.setCoordinates(0, pyramidCoordinates);
        indexedPyramid.setNormals(0, pyramidNormals);
        indexedPyramid.setCoordinateIndices(0, pyramidCoordIndices);
        indexedPyramid.setNormalIndices(0, pyramidNormalIndices);
        //Set the contents of the array to the two shapes
        GeometryArray[] theShapes = new GeometryArray[2];
        theShapes[0] = indexedCube;
        theShapes[1] = indexedPyramid;
        BranchGroup contentBranch = new BranchGroup();
        //Create a transform to rotate the shape slightly
        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);
        addLights(contentBranch);
        //Call the function to build the morph
        rotationGroup.addChild(createMorph(theShapes, app));
        //Add the behaviour to the scene graph to activate it
        rotationGroup.addChild(myBehave);
        return contentBranch;

    }

    public void actionPerformed(ActionEvent e) {
        dispose();
        System.exit(0);
    }

    public SimpleMorph2() {
        VirtualUniverse myUniverse = new VirtualUniverse();
        Locale myLocale = new Locale(myUniverse);
        myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
        myLocale.addBranchGraph(buildContentBranch());
        setTitle("SimpleMorph");
        setSize(400, 400);
        setLayout(new BorderLayout());
        Panel bottom = new Panel();
        bottom.add(exitButton);
        add(BorderLayout.CENTER, myCanvas3D);
        add(BorderLayout.SOUTH, bottom);
        exitButton.addActionListener(this);
        setVisible(true);
    }

    public static void main(String[] args) {
        SimpleMorph2 sw = new SimpleMorph2();
    }
}

/**
 * This class uses an alpha generator to change the weights of a Morph node. It
 * morphs a shape between two key shapes repeatedly once a key has been pressed.
 * Subsequent key presses toggle the running state of the animation.
 * 
 * @author I.J.Palmer
 * @version 1.0
 * @see SimpleMorph2
 */

class SimpleMorphBehaviour extends Behavior {
    /** Used to drive the animation */
    protected Alpha theAlpha;

    /** The weights of this are changed by the alpha values */
    protected Morph theMorph;

    /** Used to define the Morph weights */
    protected double theWeights[] = new double[2];

    /** Defines whether the animation is running or not */
    protected boolean running = false;

    /** The triggers for the animation to start */
    protected WakeupCriterion[] wakeConditions;

    /** The combined triggers */
    protected WakeupOr oredConditions;

    /** Set up the criteria to trigger after zero time or when a key is pressed */
    public void initialize() {
        wakeConditions = new WakeupCriterion[2];
        wakeConditions[0] = new WakeupOnAWTEvent(KeyEvent.KEY_PRESSED);
        wakeConditions[1] = new WakeupOnElapsedFrames(0);
        oredConditions = new WakeupOr(wakeConditions);
        wakeupOn(wakeConditions[0]);
    }

    /**
     * If the behaviour is not running and and a key has been pressed, start the
     * animation and vice-versa. Otherwise calculate a new set of weights.
     */
    public void processStimulus(Enumeration criteria) {
        WakeupCriterion theCriteria;
        theCriteria = (WakeupCriterion) criteria.nextElement();
        //If a key has been pressed, toggle the running state
        if (theCriteria instanceof WakeupOnAWTEvent) {
            running = !running;
        }
        if (running) {
            //Get the alpha value
            double alphaValue = theAlpha.value();
            //Set the two weights according to this value
            theWeights[0] = 1.0 - alphaValue;
            theWeights[1] = alphaValue;
            //Use the weights in the Morph
            theMorph.setWeights(theWeights);
        }
        //Set the trigger conditions again
        wakeupOn(oredConditions);
    }

    /**
     * Set up the data for the behaviour.
     * 
     * @param a
     *            Alpha that is used to drive the animation
     * @param m
     *            Morph that is affected by this behaviour
     */
    public SimpleMorphBehaviour(Alpha a, Morph m) {
        theAlpha = a;
        theMorph = m;
    }
}