Java/3D/Raster

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ExRaster - illustrate use of rasters

   <source lang="java">

// //CLASS //ExRaster - illustrate use of rasters // //LESSON //Add Raster nodes to place image on the screen based upon //a transformed 3D coordinate // //AUTHOR //David R. Nadeau / San Diego Supercomputer Center // import java.applet.Applet; import java.awt.AWTEvent; import java.awt.BorderLayout; import java.awt.CheckboxMenuItem; import java.awt.ruponent; import java.awt.Cursor; import java.awt.Frame; import java.awt.Menu; import java.awt.MenuBar; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.InputEvent; import java.awt.event.ItemEvent; import java.awt.event.ItemListener; import java.awt.event.MouseEvent; import java.awt.event.WindowEvent; import java.awt.event.WindowListener; import java.io.File; import java.util.Enumeration; import java.util.EventListener; 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.Group; import javax.media.j3d.ImageComponent2D; import javax.media.j3d.Light; import javax.media.j3d.Material; import javax.media.j3d.Raster; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.WakeupCriterion; import javax.media.j3d.WakeupOnAWTEvent; import javax.media.j3d.WakeupOnElapsedFrames; import javax.media.j3d.WakeupOr; import javax.vecmath.Color3f; import javax.vecmath.Matrix4d; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import javax.vecmath.Vector3f; import com.sun.j3d.utils.geometry.Cone; import com.sun.j3d.utils.geometry.Primitive; import com.sun.j3d.utils.image.TextureLoader; import com.sun.j3d.utils.universe.PlatformGeometry; import com.sun.j3d.utils.universe.SimpleUniverse; import com.sun.j3d.utils.universe.Viewer; import com.sun.j3d.utils.universe.ViewingPlatform; public class ExRaster extends Java3DFrame {

 //--------------------------------------------------------------
 //  SCENE CONTENT
 //--------------------------------------------------------------
 //
 //  Build scene
 //
 public Group buildScene() {
   // Turn on the headlight
   setHeadlightEnable(true);
   // Default to examine navigation
   setNavigationType(Examine);
   // Build the scene root
   Group scene = new Group();
   if (debug)
     System.err.println("  rasters...");
   // BEGIN EXAMPLE TOPIC
   // Create three raster geometry shapes, each with a
   // different annotation text image
   // Load the texture images
   TextureLoader texLoader = new TextureLoader("one.jpg", this);
   ImageComponent2D oneImage = texLoader.getImage();
   if (oneImage == null) {
     System.err.println("Cannot load "one.jpg"");
   }
   texLoader = new TextureLoader("two.jpg", this);
   ImageComponent2D twoImage = texLoader.getImage();
   if (twoImage == null) {
     System.err.println("Cannot load "two.jpg"");
   }
   texLoader = new TextureLoader("three.jpg", this);
   ImageComponent2D threeImage = texLoader.getImage();
   if (threeImage == null) {
     System.err.println("Cannot load "three.jpg"");
   }
   // Create raster geometries and shapes
   Vector3f trans = new Vector3f();
   Transform3D tr = new Transform3D();
   TransformGroup tg;
   // Left
   Raster raster = new Raster();
   raster.setPosition(new Point3f(-2.0f, 0.75f, 0.0f));
   raster.setType(Raster.RASTER_COLOR);
   raster.setOffset(0, 0);
   raster.setSize(64, 32);
   raster.setImage(oneImage);
   Shape3D sh = new Shape3D(raster, new Appearance());
   scene.addChild(sh);
   // Middle-back
   raster = new Raster();
   raster.setPosition(new Point3f(0.0f, 0.75f, -2.0f));
   raster.setType(Raster.RASTER_COLOR);
   raster.setOffset(0, 0);
   raster.setSize(64, 32);
   raster.setImage(twoImage);
   sh = new Shape3D(raster, new Appearance());
   scene.addChild(sh);
   // Right
   raster = new Raster();
   raster.setPosition(new Point3f(2.0f, 0.75f, 0.0f));
   raster.setType(Raster.RASTER_COLOR);
   raster.setOffset(0, 0);
   raster.setSize(64, 32);
   raster.setImage(threeImage);
   sh = new Shape3D(raster, new Appearance());
   scene.addChild(sh);
   // END EXAMPLE TOPIC
   // Build foreground geometry including a floor and
   // cones on which the raster images sit
   if (debug)
     System.err.println("  cones...");
   Appearance app0 = new Appearance();
   Material mat0 = new Material();
   mat0.setAmbientColor(0.2f, 0.2f, 0.2f);
   mat0.setDiffuseColor(1.0f, 0.0f, 0.0f);
   mat0.setSpecularColor(0.7f, 0.7f, 0.7f);
   app0.setMaterial(mat0);
   Transform3D t3d = new Transform3D();
   t3d.setTranslation(new Vector3f(-2.0f, 0.0f, 0.0f));
   TransformGroup tg0 = new TransformGroup(t3d);
   Cone cone0 = new Cone(0.5f, // radius
       1.5f, // height
       Primitive.GENERATE_NORMALS, // flags
       16, // x division
       16, // y division
       app0); // appearance
   tg0.addChild(cone0);
   scene.addChild(tg0);
   Appearance app1 = new Appearance();
   Material mat1 = new Material();
   mat1.setAmbientColor(0.2f, 0.2f, 0.2f);
   mat1.setDiffuseColor(0.0f, 1.0f, 0.0f);
   mat1.setSpecularColor(0.7f, 0.7f, 0.7f);
   app1.setMaterial(mat1);
   t3d = new Transform3D();
   t3d.setTranslation(new Vector3f(0.0f, 0.0f, -2.0f));
   TransformGroup tg1 = new TransformGroup(t3d);
   Cone cone1 = new Cone(0.5f, // radius
       1.5f, // height
       Primitive.GENERATE_NORMALS, // flags
       16, // x division
       16, // y division
       app1); // appearance
   tg1.addChild(cone1);
   scene.addChild(tg1);
   Appearance app2 = new Appearance();
   Material mat2 = new Material();
   mat2.setAmbientColor(0.2f, 0.2f, 0.2f);
   mat2.setDiffuseColor(0.0f, 0.6f, 1.0f);
   mat2.setSpecularColor(0.7f, 0.7f, 0.7f);
   app2.setMaterial(mat2);
   t3d = new Transform3D();
   t3d.setTranslation(new Vector3f(2.0f, 0.0f, 0.0f));
   TransformGroup tg2 = new TransformGroup(t3d);
   Cone cone2 = new Cone(0.5f, // radius
       1.5f, // height
       Primitive.GENERATE_NORMALS, // flags
       16, // x division
       16, // y division
       app2); // appearance
   tg2.addChild(cone2);
   scene.addChild(tg2);
   return scene;
 }
 //--------------------------------------------------------------
 //  USER INTERFACE
 //--------------------------------------------------------------
 //
 //  Main
 //
 public static void main(String[] args) {
   ExRaster ex = new ExRaster();
   ex.initialize(args);
   ex.buildUniverse();
   ex.showFrame();
 }
 //
 //  Initialize the GUI (application and applet)
 //
 public void initialize(String[] args) {
   // Initialize the window, menubar, etc.
   super.initialize(args);
   exampleFrame.setTitle("Java 3D Raster Example");
 }

} /**

* The Example class is a base class extended by example applications. The class
* provides basic features to create a top-level frame, add a menubar and
* Canvas3D, build the universe, set up "examine" and "walk" style navigation
* behaviors, and provide hooks so that subclasses can add 3D content to the
* example"s universe.
*

* Using this Example class simplifies the construction of example applications, * enabling the author to focus upon 3D content and not the busywork of creating * windows, menus, and universes. * * @version 1.0, 98/04/16 * @author David R. Nadeau, San Diego Supercomputer Center */ class Java3DFrame extends Applet implements WindowListener, ActionListener, ItemListener, CheckboxMenuListener { // Navigation types public final static int Walk = 0; public final static int Examine = 1; // Should the scene be compiled? private boolean shouldCompile = true; // GUI objects for our subclasses protected Java3DFrame example = null; protected Frame exampleFrame = null; protected MenuBar exampleMenuBar = null; protected Canvas3D exampleCanvas = null; protected TransformGroup exampleViewTransform = null; protected TransformGroup exampleSceneTransform = null; protected boolean debug = false; // Private GUI objects and state private boolean headlightOnOff = true; private int navigationType = Examine; private CheckboxMenuItem headlightMenuItem = null; private CheckboxMenuItem walkMenuItem = null; private CheckboxMenuItem examineMenuItem = null; private DirectionalLight headlight = null; private ExamineViewerBehavior examineBehavior = null; private WalkViewerBehavior walkBehavior = null; //-------------------------------------------------------------- // ADMINISTRATION //-------------------------------------------------------------- /** * The main program entry point when invoked as an application. Each example * application that extends this class must define their own main. * * @param args * a String array of command-line arguments */ public static void main(String[] args) { Java3DFrame ex = new Java3DFrame(); ex.initialize(args); ex.buildUniverse(); ex.showFrame(); } /** * Constructs a new Example object. * * @return a new Example that draws no 3D content */ public Java3DFrame() { // Do nothing } /** * Initializes the application when invoked as an applet. */ public void init() { // Collect properties into String array String[] args = new String[2]; // NOTE: to be done still... this.initialize(args); this.buildUniverse(); this.showFrame(); // NOTE: add something to the browser page? } /** * Initializes the Example by parsing command-line arguments, building an * AWT Frame, constructing a menubar, and creating the 3D canvas. * * @param args * a String array of command-line arguments */ protected void initialize(String[] args) { example = this; // Parse incoming arguments parseArgs(args); // Build the frame if (debug) System.err.println("Building GUI..."); exampleFrame = new Frame(); exampleFrame.setSize(640, 480); exampleFrame.setTitle("Java 3D Example"); exampleFrame.setLayout(new BorderLayout()); // Set up a close behavior exampleFrame.addWindowListener(this); // Create a canvas exampleCanvas = new Canvas3D(null); exampleCanvas.setSize(630, 460); exampleFrame.add("Center", exampleCanvas); // Build the menubar exampleMenuBar = this.buildMenuBar(); exampleFrame.setMenuBar(exampleMenuBar); // Pack exampleFrame.pack(); exampleFrame.validate(); // exampleFrame.setVisible( true ); } /** * Parses incoming command-line arguments. Applications that subclass this * class may override this method to support their own command-line * arguments. * * @param args * a String array of command-line arguments */ protected void parseArgs(String[] args) { for (int i = 0; i < args.length; i++) { if (args[i].equals("-d")) debug = true; } } //-------------------------------------------------------------- // SCENE CONTENT //-------------------------------------------------------------- /** * Builds the 3D universe by constructing a virtual universe (via * SimpleUniverse), a view platform (via SimpleUniverse), and a view (via * SimpleUniverse). A headlight is added and a set of behaviors initialized * to handle navigation types. */ protected void buildUniverse() { // // Create a SimpleUniverse object, which builds: // // - a Locale using the given hi-res coordinate origin // // - a ViewingPlatform which in turn builds: // - a MultiTransformGroup with which to move the // the ViewPlatform about // // - a ViewPlatform to hold the view // // - a BranchGroup to hold avatar geometry (if any) // // - a BranchGroup to hold view platform // geometry (if any) // // - a Viewer which in turn builds: // - a PhysicalBody which characterizes the user"s // viewing preferences and abilities // // - a PhysicalEnvironment which characterizes the // user"s rendering hardware and software // // - a JavaSoundMixer which initializes sound // support within the 3D environment // // - a View which renders the scene into a Canvas3D // // All of these actions could be done explicitly, but // using the SimpleUniverse utilities simplifies the code. // if (debug) System.err.println("Building scene graph..."); SimpleUniverse universe = new SimpleUniverse(null, // Hi-res coordinate // for the origin - // use default 1, // Number of transforms in MultiTransformGroup exampleCanvas, // Canvas3D into which to draw null); // URL for user configuration file - use defaults // // Get the viewer and create an audio device so that // sound will be enabled in this content. // Viewer viewer = universe.getViewer(); viewer.createAudioDevice(); // // Get the viewing platform created by SimpleUniverse. // From that platform, get the inner-most TransformGroup // in the MultiTransformGroup. That inner-most group // contains the ViewPlatform. It is this inner-most // TransformGroup we need in order to: // // - add a "headlight" that always aims forward from // the viewer // // - change the viewing direction in a "walk" style // // The inner-most TransformGroup"s transform will be // changed by the walk behavior (when enabled). // ViewingPlatform viewingPlatform = universe.getViewingPlatform(); exampleViewTransform = viewingPlatform.getViewPlatformTransform(); // // Create a "headlight" as a forward-facing directional light. // Set the light"s bounds to huge. Since we want the light // on the viewer"s "head", we need the light within the // TransformGroup containing the ViewPlatform. The // ViewingPlatform class creates a handy hook to do this // called "platform geometry". The PlatformGeometry class is // subclassed off of BranchGroup, and is intended to contain // a description of the 3D platform itself... PLUS a headlight! // So, to add the headlight, create a new PlatformGeometry group, // add the light to it, then add that platform geometry to the // ViewingPlatform. // BoundingSphere allBounds = new BoundingSphere( new Point3d(0.0, 0.0, 0.0), 100000.0); PlatformGeometry pg = new PlatformGeometry(); headlight = new DirectionalLight(); headlight.setColor(White); headlight.setDirection(new Vector3f(0.0f, 0.0f, -1.0f)); headlight.setInfluencingBounds(allBounds); headlight.setCapability(Light.ALLOW_STATE_WRITE); pg.addChild(headlight); viewingPlatform.setPlatformGeometry(pg); // // Create the 3D content BranchGroup, containing: // // - a TransformGroup who"s transform the examine behavior // will change (when enabled). // // - 3D geometry to view // // Build the scene root BranchGroup sceneRoot = new BranchGroup(); // Build a transform that we can modify exampleSceneTransform = new TransformGroup(); exampleSceneTransform .setCapability(TransformGroup.ALLOW_TRANSFORM_READ); exampleSceneTransform .setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); exampleSceneTransform.setCapability(Group.ALLOW_CHILDREN_EXTEND); // // Build the scene, add it to the transform, and add // the transform to the scene root // if (debug) System.err.println(" scene..."); Group scene = this.buildScene(); exampleSceneTransform.addChild(scene); sceneRoot.addChild(exampleSceneTransform); // // Create a pair of behaviors to implement two navigation // types: // // - "examine": a style where mouse drags rotate about // the scene"s origin as if it is an object under // examination. This is similar to the "Examine" // navigation type used by VRML browsers. // // - "walk": a style where mouse drags rotate about // the viewer"s center as if the viewer is turning // about to look at a scene they are in. This is // similar to the "Walk" navigation type used by // VRML browsers. // // Aim the examine behavior at the scene"s TransformGroup // and add the behavior to the scene root. // // Aim the walk behavior at the viewing platform"s // TransformGroup and add the behavior to the scene root. // // Enable one (and only one!) of the two behaviors // depending upon the current navigation type. // examineBehavior = new ExamineViewerBehavior(exampleSceneTransform, // Transform // gorup // to // modify exampleFrame); // Parent frame for cusor changes examineBehavior.setSchedulingBounds(allBounds); sceneRoot.addChild(examineBehavior); walkBehavior = new WalkViewerBehavior(exampleViewTransform, // Transform // group to // modify exampleFrame); // Parent frame for cusor changes walkBehavior.setSchedulingBounds(allBounds); sceneRoot.addChild(walkBehavior); if (navigationType == Walk) { examineBehavior.setEnable(false); walkBehavior.setEnable(true); } else { examineBehavior.setEnable(true); walkBehavior.setEnable(false); } // // Compile the scene branch group and add it to the // SimpleUniverse. // if (shouldCompile) sceneRoot.rupile(); universe.addBranchGraph(sceneRoot); reset(); } /** * Builds the scene. Example application subclasses should replace this * method with their own method to build 3D content. * * @return a Group containing 3D content to display */ public Group buildScene() { // Build the scene group containing nothing Group scene = new Group(); return scene; } //-------------------------------------------------------------- // SET/GET METHODS //-------------------------------------------------------------- /** * Sets the headlight on/off state. The headlight faces forward in the * direction the viewer is facing. Example applications that add their own * lights will typically turn the headlight off. A standard menu item * enables the headlight to be turned on and off via user control. * * @param onOff * a boolean turning the light on (true) or off (false) */ public void setHeadlightEnable(boolean onOff) { headlightOnOff = onOff; if (headlight != null) headlight.setEnable(headlightOnOff); if (headlightMenuItem != null) headlightMenuItem.setState(headlightOnOff); } /** * Gets the headlight on/off state. * * @return a boolean indicating if the headlight is on or off */ public boolean getHeadlightEnable() { return headlightOnOff; } /** * Sets the navigation type to be either Examine or Walk. The Examine * navigation type sets up behaviors that use mouse drags to rotate and * translate scene content as if it is an object held at arm"s length and * under examination. The Walk navigation type uses mouse drags to rotate * and translate the viewer as if they are walking through the content. The * Examine type is the default. * * @param nav * either Walk or Examine */ public void setNavigationType(int nav) { if (nav == Walk) { navigationType = Walk; if (walkMenuItem != null) walkMenuItem.setState(true); if (examineMenuItem != null) examineMenuItem.setState(false); if (walkBehavior != null) walkBehavior.setEnable(true); if (examineBehavior != null) examineBehavior.setEnable(false); } else { navigationType = Examine; if (walkMenuItem != null) walkMenuItem.setState(false); if (examineMenuItem != null) examineMenuItem.setState(true); if (walkBehavior != null) walkBehavior.setEnable(false); if (examineBehavior != null) examineBehavior.setEnable(true); } } /** * Gets the current navigation type, returning either Walk or Examine. * * @return either Walk or Examine */ public int getNavigationType() { return navigationType; } /** * Sets whether the scene graph should be compiled or not. Normally this is * always a good idea. For some example applications that use this Example * framework, it is useful to disable compilation - particularly when nodes * and node components will need to be made un-live in order to make * changes. Once compiled, such components can be made un-live, but they are * still unchangable unless appropriate capabilities have been set. * * @param onOff * a boolean turning compilation on (true) or off (false) */ public void setCompilable(boolean onOff) { shouldCompile = onOff; } /** * Gets whether the scene graph will be compiled or not. * * @return a boolean indicating if scene graph compilation is on or off */ public boolean getCompilable() { return shouldCompile; } //These methods will be replaced // Set the view position and direction public void setViewpoint(Point3f position, Vector3f direction) { Transform3D t = new Transform3D(); t.set(new Vector3f(position)); exampleViewTransform.setTransform(t); // how to set direction? } // Reset transforms public void reset() { Transform3D trans = new Transform3D(); exampleSceneTransform.setTransform(trans); trans.set(new Vector3f(0.0f, 0.0f, 10.0f)); exampleViewTransform.setTransform(trans); setNavigationType(navigationType); } // // Gets the URL (with file: prepended) for the current directory. // This is a terrible hack needed in the Alpha release of Java3D // in order to build a full path URL for loading sounds with // MediaContainer. When MediaContainer is fully implemented, // it should handle relative path names, but not yet. // public String getCurrentDirectory() { // Create a bogus file so that we can query it"s path File dummy = new File("dummy.tmp"); String dummyPath = dummy.getAbsolutePath(); // strip "/dummy.tmp" from end of dummyPath and put into "path" if (dummyPath.endsWith(File.separator + "dummy.tmp")) { int index = dummyPath.lastIndexOf(File.separator + "dummy.tmp"); if (index >= 0) { int pathLength = index + 5; // pre-pend "file:" char[] charPath = new char[pathLength]; dummyPath.getChars(0, index, charPath, 5); String path = new String(charPath, 0, pathLength); path = "file:" + path.substring(5, pathLength); return path + File.separator; } } return dummyPath + File.separator; } //-------------------------------------------------------------- // USER INTERFACE //-------------------------------------------------------------- /** * Builds the example AWT Frame menubar. Standard menus and their options * are added. Applications that subclass this class should build their * menubar additions within their initialize method. * * @return a MenuBar for the AWT Frame */ private MenuBar buildMenuBar() { // Build the menubar MenuBar menuBar = new MenuBar(); // File menu Menu m = new Menu("File"); m.addActionListener(this); m.add("Exit"); menuBar.add(m); // View menu m = new Menu("View"); m.addActionListener(this); m.add("Reset view"); m.addSeparator(); walkMenuItem = new CheckboxMenuItem("Walk"); walkMenuItem.addItemListener(this); m.add(walkMenuItem); examineMenuItem = new CheckboxMenuItem("Examine"); examineMenuItem.addItemListener(this); m.add(examineMenuItem); if (navigationType == Walk) { walkMenuItem.setState(true); examineMenuItem.setState(false); } else { walkMenuItem.setState(false); examineMenuItem.setState(true); } m.addSeparator(); headlightMenuItem = new CheckboxMenuItem("Headlight on/off"); headlightMenuItem.addItemListener(this); headlightMenuItem.setState(headlightOnOff); m.add(headlightMenuItem); menuBar.add(m); return menuBar; } /** * Shows the application"s frame, making it and its menubar, 3D canvas, and * 3D content visible. */ public void showFrame() { exampleFrame.show(); } /** * Quits the application. */ public void quit() { System.exit(0); } /** * Handles menu selections. * * @param event * an ActionEvent indicating what menu action requires handling */ public void actionPerformed(ActionEvent event) { String arg = event.getActionCommand(); if (arg.equals("Reset view")) reset(); else if (arg.equals("Exit")) quit(); } /** * Handles checkbox items on a CheckboxMenu. The Example class has none of * its own, but subclasses may have some. * * @param menu * which CheckboxMenu needs action * @param check * which CheckboxMenu item has changed */ public void checkboxChanged(CheckboxMenu menu, int check) { // None for us } /** * Handles on/off checkbox items on a standard menu. * * @param event * an ItemEvent indicating what requires handling */ public void itemStateChanged(ItemEvent event) { Object src = event.getSource(); boolean state; if (src == headlightMenuItem) { state = headlightMenuItem.getState(); headlight.setEnable(state); } else if (src == walkMenuItem) setNavigationType(Walk); else if (src == examineMenuItem) setNavigationType(Examine); } /** * Handles a window closing event notifying the application that the user * has chosen to close the application without selecting the "Exit" menu * item. * * @param event * a WindowEvent indicating the window is closing */ public void windowClosing(WindowEvent event) { quit(); } public void windowClosed(WindowEvent event) { } public void windowOpened(WindowEvent event) { } public void windowIconified(WindowEvent event) { } public void windowDeiconified(WindowEvent event) { } public void windowActivated(WindowEvent event) { } public void windowDeactivated(WindowEvent event) { } // Well known colors, positions, and directions public final static Color3f White = new Color3f(1.0f, 1.0f, 1.0f); public final static Color3f Gray = new Color3f(0.7f, 0.7f, 0.7f); public final static Color3f DarkGray = new Color3f(0.2f, 0.2f, 0.2f); public final static Color3f Black = new Color3f(0.0f, 0.0f, 0.0f); public final static Color3f Red = new Color3f(1.0f, 0.0f, 0.0f); public final static Color3f DarkRed = new Color3f(0.3f, 0.0f, 0.0f); public final static Color3f Yellow = new Color3f(1.0f, 1.0f, 0.0f); public final static Color3f DarkYellow = new Color3f(0.3f, 0.3f, 0.0f); public final static Color3f Green = new Color3f(0.0f, 1.0f, 0.0f); public final static Color3f DarkGreen = new Color3f(0.0f, 0.3f, 0.0f); public final static Color3f Cyan = new Color3f(0.0f, 1.0f, 1.0f); public final static Color3f Blue = new Color3f(0.0f, 0.0f, 1.0f); public final static Color3f DarkBlue = new Color3f(0.0f, 0.0f, 0.3f); public final static Color3f Magenta = new Color3f(1.0f, 0.0f, 1.0f); public final static Vector3f PosX = new Vector3f(1.0f, 0.0f, 0.0f); public final static Vector3f NegX = new Vector3f(-1.0f, 0.0f, 0.0f); public final static Vector3f PosY = new Vector3f(0.0f, 1.0f, 0.0f); public final static Vector3f NegY = new Vector3f(0.0f, -1.0f, 0.0f); public final static Vector3f PosZ = new Vector3f(0.0f, 0.0f, 1.0f); public final static Vector3f NegZ = new Vector3f(0.0f, 0.0f, -1.0f); public final static Point3f Origin = new Point3f(0.0f, 0.0f, 0.0f); public final static Point3f PlusX = new Point3f(0.75f, 0.0f, 0.0f); public final static Point3f MinusX = new Point3f(-0.75f, 0.0f, 0.0f); public final static Point3f PlusY = new Point3f(0.0f, 0.75f, 0.0f); public final static Point3f MinusY = new Point3f(0.0f, -0.75f, 0.0f); public final static Point3f PlusZ = new Point3f(0.0f, 0.0f, 0.75f); public final static Point3f MinusZ = new Point3f(0.0f, 0.0f, -0.75f); } // //INTERFACE //CheckboxMenuListener - listen for checkbox change events // //DESCRIPTION //The checkboxChanged method is called by users of this class //to notify the listener when a checkbox choice has changed on //a CheckboxMenu class menu. // interface CheckboxMenuListener extends EventListener { public void checkboxChanged(CheckboxMenu menu, int check); } /** * ExamineViewerBehavior * * @version 1.0, 98/04/16 */ /** * Wakeup on mouse button presses, releases, and mouse movements and generate * transforms in an "examination style" that enables the user to rotate, * translation, and zoom an object as if it is held at arm"s length. Such an * examination style is similar to the "Examine" navigation type used by VRML * browsers. * * The behavior maps mouse drags to different transforms depending upon the * mosue button held down: * * Button 1 (left) Horizontal movement --> Y-axis rotation Vertical movement --> * X-axis rotation * * Button 2 (middle) Horizontal movement --> nothing Vertical movement --> * Z-axis translation * * Button 3 (right) Horizontal movement --> X-axis translation Vertical movement * --> Y-axis translation * * To support systems with 2 or 1 mouse buttons, the following alternate * mappings are supported while dragging with any mouse button held down and * zero or more keyboard modifiers held down: * * No modifiers = Button 1 ALT = Button 2 Meta = Button 3 Control = Button 3 * * The behavior automatically modifies a TransformGroup provided to the * constructor. The TransformGroup"s transform can be set at any time by the * application or other behaviors to cause the examine rotation and translation * to be reset. */ // This class is inspired by the MouseBehavior, MouseRotate, // MouseTranslate, and MouseZoom utility behaviors provided with // Java 3D. This class differs from those utilities in that it: // // (a) encapsulates all three behaviors into one in order to // enforce a specific "Examine" symantic // // (b) supports set/get of the rotation and translation factors // that control the speed of movement. // // (c) supports the "Control" modifier as an alternative to the // "Meta" modifier not present on PC, Mac, and most non-Sun // keyboards. This makes button3 behavior usable on PCs, // Macs, and other systems with fewer than 3 mouse buttons. class ExamineViewerBehavior extends ViewerBehavior { // Previous cursor location protected int previousX = 0; protected int previousY = 0; // Saved standard cursor protected Cursor savedCursor = null; /** * Construct an examine behavior that listens to mouse movement and button * presses to generate rotation and translation transforms written into a * transform group given later with the setTransformGroup( ) method. */ public ExamineViewerBehavior() { super(); } /** * Construct an examine behavior that listens to mouse movement and button * presses to generate rotation and translation transforms written into a * transform group given later with the setTransformGroup( ) method. * * @param parent * The AWT Component that contains the area generating mouse * events. */ public ExamineViewerBehavior(Component parent) { super(parent); } /** * Construct an examine behavior that listens to mouse movement and button * presses to generate rotation and translation transforms written into the * given transform group. * * @param transformGroup * The transform group to be modified by the behavior. */ public ExamineViewerBehavior(TransformGroup transformGroup) { super(); subjectTransformGroup = transformGroup; } /** * Construct an examine behavior that listens to mouse movement and button * presses to generate rotation and translation transforms written into the * given transform group. * * @param transformGroup * The transform group to be modified by the behavior. * @param parent * The AWT Component that contains the area generating mouse * events. */ public ExamineViewerBehavior(TransformGroup transformGroup, Component parent) { super(parent); subjectTransformGroup = transformGroup; } /** * Respond to a button1 event (press, release, or drag). * * @param mouseEvent * A MouseEvent to respond to. */ public void onButton1(MouseEvent mev) { if (subjectTransformGroup == null) return; int x = mev.getX(); int y = mev.getY(); if (mev.getID() == MouseEvent.MOUSE_PRESSED) { // Mouse button pressed: record position previousX = x; previousY = y; // Change to a "move" cursor if (parentComponent != null) { savedCursor = parentComponent.getCursor(); parentComponent.setCursor(Cursor .getPredefinedCursor(Cursor.HAND_CURSOR)); } return; } if (mev.getID() == MouseEvent.MOUSE_RELEASED) { // Mouse button released: do nothing // Switch the cursor back if (parentComponent != null) parentComponent.setCursor(savedCursor); return; } // // Mouse moved while button down: create a rotation // // Compute the delta in X and Y from the previous // position. Use the delta to compute rotation // angles with the mapping: // // positive X mouse delta --> positive Y-axis rotation // positive Y mouse delta --> positive X-axis rotation // // where positive X mouse movement is to the right, and // positive Y mouse movement is **down** the screen. // int deltaX = x - previousX; int deltaY = y - previousY; if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) { // Deltas are too huge to be believable. Probably a glitch. // Don"t record the new XY location, or do anything. return; } double xRotationAngle = deltaY * XRotationFactor; double yRotationAngle = deltaX * YRotationFactor; // // Build transforms // transform1.rotX(xRotationAngle); transform2.rotY(yRotationAngle); // Get and save the current transform matrix subjectTransformGroup.getTransform(currentTransform); currentTransform.get(matrix); translate.set(matrix.m03, matrix.m13, matrix.m23); // Translate to the origin, rotate, then translate back currentTransform.setTranslation(origin); currentTransform.mul(transform1, currentTransform); currentTransform.mul(transform2, currentTransform); currentTransform.setTranslation(translate); // Update the transform group subjectTransformGroup.setTransform(currentTransform); previousX = x; previousY = y; } /** * Respond to a button2 event (press, release, or drag). * * @param mouseEvent * A MouseEvent to respond to. */ public void onButton2(MouseEvent mev) { if (subjectTransformGroup == null) return; int x = mev.getX(); int y = mev.getY(); if (mev.getID() == MouseEvent.MOUSE_PRESSED) { // Mouse button pressed: record position previousX = x; previousY = y; // Change to a "move" cursor if (parentComponent != null) { savedCursor = parentComponent.getCursor(); parentComponent.setCursor(Cursor .getPredefinedCursor(Cursor.MOVE_CURSOR)); } return; } if (mev.getID() == MouseEvent.MOUSE_RELEASED) { // Mouse button released: do nothing // Switch the cursor back if (parentComponent != null) parentComponent.setCursor(savedCursor); return; } // // Mouse moved while button down: create a translation // // Compute the delta in Y from the previous // position. Use the delta to compute translation // distances with the mapping: // // positive Y mouse delta --> positive Y-axis translation // // where positive X mouse movement is to the right, and // positive Y mouse movement is **down** the screen. // int deltaY = y - previousY; if (deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) { // Deltas are too huge to be believable. Probably a glitch. // Don"t record the new XY location, or do anything. return; } double zTranslationDistance = deltaY * ZTranslationFactor; // // Build transforms // translate.set(0.0, 0.0, zTranslationDistance); transform1.set(translate); // Get and save the current transform subjectTransformGroup.getTransform(currentTransform); // Translate as needed currentTransform.mul(transform1, currentTransform); // Update the transform group subjectTransformGroup.setTransform(currentTransform); previousX = x; previousY = y; } /** * Respond to a button3 event (press, release, or drag). * * @param mouseEvent * A MouseEvent to respond to. */ public void onButton3(MouseEvent mev) { if (subjectTransformGroup == null) return; int x = mev.getX(); int y = mev.getY(); if (mev.getID() == MouseEvent.MOUSE_PRESSED) { // Mouse button pressed: record position previousX = x; previousY = y; // Change to a "move" cursor if (parentComponent != null) { savedCursor = parentComponent.getCursor(); parentComponent.setCursor(Cursor .getPredefinedCursor(Cursor.MOVE_CURSOR)); } return; } if (mev.getID() == MouseEvent.MOUSE_RELEASED) { // Mouse button released: do nothing // Switch the cursor back if (parentComponent != null) parentComponent.setCursor(savedCursor); return; } // // Mouse moved while button down: create a translation // // Compute the delta in X and Y from the previous // position. Use the delta to compute translation // distances with the mapping: // // positive X mouse delta --> positive X-axis translation // positive Y mouse delta --> negative Y-axis translation // // where positive X mouse movement is to the right, and // positive Y mouse movement is **down** the screen. // int deltaX = x - previousX; int deltaY = y - previousY; if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) { // Deltas are too huge to be believable. Probably a glitch. // Don"t record the new XY location, or do anything. return; } double xTranslationDistance = deltaX * XTranslationFactor; double yTranslationDistance = -deltaY * YTranslationFactor; // // Build transforms // translate.set(xTranslationDistance, yTranslationDistance, 0.0); transform1.set(translate); // Get and save the current transform subjectTransformGroup.getTransform(currentTransform); // Translate as needed currentTransform.mul(transform1, currentTransform); // Update the transform group subjectTransformGroup.setTransform(currentTransform); previousX = x; previousY = y; } /** * Respond to an elapsed frames event (assuming subclass has set up a wakeup * criterion for it). * * @param time * A WakeupOnElapsedFrames criterion to respond to. */ public void onElapsedFrames(WakeupOnElapsedFrames timeEvent) { // Can"t happen } } /* * * Copyright (c) 1998 David R. Nadeau * */ /** * WalkViewerBehavior is a utility class that creates a "walking style" * navigation symantic. * * The behavior wakes up on mouse button presses, releases, and mouse movements * and generates transforms in a "walk style" that enables the user to walk * through a scene, translating and turning about as if they are within the * scene. Such a walk style is similar to the "Walk" navigation type used by * VRML browsers. * <P> * The behavior maps mouse drags to different transforms depending upon the * mouse button held down: *

*
Button 1 (left) *
Horizontal movement --> Y-axis rotation *
Vertical movement --> Z-axis translation * *
Button 2 (middle) *
Horizontal movement --> Y-axis rotation *
Vertical movement --> X-axis rotation * *
Button 3 (right) *
Horizontal movement --> X-axis translation *
Vertical movement --> Y-axis translation *
* 
* To support systems with 2 or 1 mouse buttons, the following alternate
* mappings are supported while dragging with any mouse button held down and
* zero or more keyboard modifiers held down:
*
    *
  • No modifiers = Button 1 *
  • ALT = Button 2 *
  • Meta = Button 3 *
  • Control = Button 3 *
* The behavior automatically modifies a TransformGroup provided to the
* constructor. The TransformGroup"s transform can be set at any time by the
* application or other behaviors to cause the walk rotation and translation to
* be reset.
* <P>
* While a mouse button is down, the behavior automatically changes the cursor
* in a given parent AWT Component. If no parent Component is given, no cursor
* changes are attempted.
* 
* @version 1.0, 98/04/16
* @author David R. Nadeau, San Diego Supercomputer Center
*/

class WalkViewerBehavior extends ViewerBehavior {

 // This class is inspired by the MouseBehavior, MouseRotate,
 // MouseTranslate, and MouseZoom utility behaviors provided with
 // Java 3D. This class differs from those utilities in that it:
 //
 //    (a) encapsulates all three behaviors into one in order to
 //        enforce a specific "Walk" symantic
 //
 //    (b) supports set/get of the rotation and translation factors
 //        that control the speed of movement.
 //
 //    (c) supports the "Control" modifier as an alternative to the
 //        "Meta" modifier not present on PC, Mac, and most non-Sun
 //        keyboards. This makes button3 behavior usable on PCs,
 //        Macs, and other systems with fewer than 3 mouse buttons.
 // Previous and initial cursor locations
 protected int previousX = 0;
 protected int previousY = 0;
 protected int initialX = 0;
 protected int initialY = 0;
 // Deadzone size (delta from initial XY for which no
 // translate or rotate action is taken
 protected static final int DELTAX_DEADZONE = 10;
 protected static final int DELTAY_DEADZONE = 10;
 // Keep a set of wakeup criterion for animation-generated
 // event types.
 protected WakeupCriterion[] mouseAndAnimationEvents = null;
 protected WakeupOr mouseAndAnimationCriterion = null;
 protected WakeupOr savedMouseCriterion = null;
 // Saved standard cursor
 protected Cursor savedCursor = null;
 /**
  * Default Rotation and translation scaling factors for animated movements
  * (Button 1 press).
  */
 public static final double DEFAULT_YROTATION_ANIMATION_FACTOR = 0.0002;
 public static final double DEFAULT_ZTRANSLATION_ANIMATION_FACTOR = 0.01;
 protected double YRotationAnimationFactor = DEFAULT_YROTATION_ANIMATION_FACTOR;
 protected double ZTranslationAnimationFactor = DEFAULT_ZTRANSLATION_ANIMATION_FACTOR;
 /**
  * Constructs a new walk behavior that converts mouse actions into rotations
  * and translations. Rotations and translations are written into a
  * TransformGroup that must be set using the setTransformGroup method. The
  * cursor will be changed during mouse actions if the parent frame is set
  * using the setParentComponent method.
  * 
  * @return a new WalkViewerBehavior that needs its TransformGroup and parent
  *         Component set
  */
 public WalkViewerBehavior() {
   super();
 }
 /**
  * Constructs a new walk behavior that converts mouse actions into rotations
  * and translations. Rotations and translations are written into a
  * TransformGroup that must be set using the setTransformGroup method. The
  * cursor will be changed within the given AWT parent Component during mouse
  * drags.
  * 
  * @param parent
  *            a parent AWT Component within which the cursor will change
  *            during mouse drags
  * 
  * @return a new WalkViewerBehavior that needs its TransformGroup and parent
  *         Component set
  */
 public WalkViewerBehavior(Component parent) {
   super(parent);
 }
 /**
  * Constructs a new walk behavior that converts mouse actions into rotations
  * and translations. Rotations and translations are written into the given
  * TransformGroup. The cursor will be changed during mouse actions if the
  * parent frame is set using the setParentComponent method.
  * 
  * @param transformGroup
  *            a TransformGroup whos transform is read and written by the
  *            behavior
  * 
  * @return a new WalkViewerBehavior that needs its TransformGroup and parent
  *         Component set
  */
 public WalkViewerBehavior(TransformGroup transformGroup) {
   super();
   subjectTransformGroup = transformGroup;
 }
 /**
  * Constructs a new walk behavior that converts mouse actions into rotations
  * and translations. Rotations and translations are written into the given
  * TransformGroup. The cursor will be changed within the given AWT parent
  * Component during mouse drags.
  * 
  * @param transformGroup
  *            a TransformGroup whos transform is read and written by the
  *            behavior
  * 
  * @param parent
  *            a parent AWT Component within which the cursor will change
  *            during mouse drags
  * 
  * @return a new WalkViewerBehavior that needs its TransformGroup and parent
  *         Component set
  */
 public WalkViewerBehavior(TransformGroup transformGroup, Component parent) {
   super(parent);
   subjectTransformGroup = transformGroup;
 }
 /**
  * Initializes the behavior.
  */
 public void initialize() {
   super.initialize();
   savedMouseCriterion = mouseCriterion; // from parent class
   mouseAndAnimationEvents = new WakeupCriterion[4];
   mouseAndAnimationEvents[0] = new WakeupOnAWTEvent(
       MouseEvent.MOUSE_DRAGGED);
   mouseAndAnimationEvents[1] = new WakeupOnAWTEvent(
       MouseEvent.MOUSE_PRESSED);
   mouseAndAnimationEvents[2] = new WakeupOnAWTEvent(
       MouseEvent.MOUSE_RELEASED);
   mouseAndAnimationEvents[3] = new WakeupOnElapsedFrames(0);
   mouseAndAnimationCriterion = new WakeupOr(mouseAndAnimationEvents);
   // Don"t use the above criterion until a button 1 down event
 }
 /**
  * Sets the Y rotation animation scaling factor for Y-axis rotations. This
  * scaling factor is used to control the speed of Y rotation when button 1
  * is pressed and dragged.
  * 
  * @param factor
  *            the double Y rotation scaling factor
  */
 public void setYRotationAnimationFactor(double factor) {
   YRotationAnimationFactor = factor;
 }
 /**
  * Gets the current Y animation rotation scaling factor for Y-axis
  * rotations.
  * 
  * @return the double Y rotation scaling factor
  */
 public double getYRotationAnimationFactor() {
   return YRotationAnimationFactor;
 }
 /**
  * Sets the Z animation translation scaling factor for Z-axis translations.
  * This scaling factor is used to control the speed of Z translation when
  * button 1 is pressed and dragged.
  * 
  * @param factor
  *            the double Z translation scaling factor
  */
 public void setZTranslationAnimationFactor(double factor) {
   ZTranslationAnimationFactor = factor;
 }
 /**
  * Gets the current Z animation translation scaling factor for Z-axis
  * translations.
  * 
  * @return the double Z translation scaling factor
  */
 public double getZTranslationAnimationFactor() {
   return ZTranslationAnimationFactor;
 }
 /**
  * Responds to an elapsed frames event. Such an event is generated on every
  * frame while button 1 is held down. On each call, this method computes new
  * Y-axis rotation and Z-axis translation values and writes them to the
  * behavior"s TransformGroup. The translation and rotation amounts are
  * computed based upon the distance between the current cursor location and
  * the cursor location when button 1 was pressed. As this distance
  * increases, the translation or rotation amount increases.
  * 
  * @param time
  *            the WakeupOnElapsedFrames criterion to respond to
  */
 public void onElapsedFrames(WakeupOnElapsedFrames timeEvent) {
   //
   // Time elapsed while button down: create a rotation and
   // a translation.
   //
   // Compute the delta in X and Y from the initial position to
   // the previous position. Multiply the delta times a scaling
   // factor to compute an offset to add to the current translation
   // and rotation. Use the mapping:
   //
   //   positive X mouse delta --> negative Y-axis rotation
   //   positive Y mouse delta --> positive Z-axis translation
   //
   // where positive X mouse movement is to the right, and
   // positive Y mouse movement is **down** the screen.
   //
   if (buttonPressed != BUTTON1)
     return;
   int deltaX = previousX - initialX;
   int deltaY = previousY - initialY;
   double yRotationAngle = -deltaX * YRotationAnimationFactor;
   double zTranslationDistance = deltaY * ZTranslationAnimationFactor;
   //
   // Build transforms
   //
   transform1.rotY(yRotationAngle);
   translate.set(0.0, 0.0, zTranslationDistance);
   // Get and save the current transform matrix
   subjectTransformGroup.getTransform(currentTransform);
   currentTransform.get(matrix);
   // Translate to the origin, rotate, then translate back
   currentTransform.setTranslation(origin);
   currentTransform.mul(transform1, currentTransform);
   // Translate back from the origin by the original translation
   // distance, plus the new walk translation... but force walk
   // to travel on a plane by ignoring the Y component of a
   // transformed translation vector.
   currentTransform.transform(translate);
   translate.x += matrix.m03; // add in existing X translation
   translate.y = matrix.m13; // use Y translation
   translate.z += matrix.m23; // add in existing Z translation
   currentTransform.setTranslation(translate);
   // Update the transform group
   subjectTransformGroup.setTransform(currentTransform);
 }
 /**
  * Responds to a button1 event (press, release, or drag). On a press, the
  * method adds a wakeup criterion to the behavior"s set, callling for the
  * behavior to be awoken on each frame. On a button prelease, this criterion
  * is removed from the set.
  * 
  * @param mouseEvent
  *            the MouseEvent to respond to
  */
 public void onButton1(MouseEvent mev) {
   if (subjectTransformGroup == null)
     return;
   int x = mev.getX();
   int y = mev.getY();
   if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
     // Mouse button pressed: record position and change
     // the wakeup criterion to include elapsed time wakeups
     // so we can animate.
     previousX = x;
     previousY = y;
     initialX = x;
     initialY = y;
     // Swap criterion... parent class will not reschedule us
     mouseCriterion = mouseAndAnimationCriterion;
     // Change to a "move" cursor
     if (parentComponent != null) {
       savedCursor = parentComponent.getCursor();
       parentComponent.setCursor(Cursor
           .getPredefinedCursor(Cursor.HAND_CURSOR));
     }
     return;
   }
   if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
     // Mouse button released: restore original wakeup
     // criterion which only includes mouse activity, not
     // elapsed time
     mouseCriterion = savedMouseCriterion;
     // Switch the cursor back
     if (parentComponent != null)
       parentComponent.setCursor(savedCursor);
     return;
   }
   previousX = x;
   previousY = y;
 }
 /**
  * Responds to a button2 event (press, release, or drag). On a press, the
  * method records the initial cursor location. On a drag, the difference
  * between the current and previous cursor location provides a delta that
  * controls the amount by which to rotate in X and Y.
  * 
  * @param mouseEvent
  *            the MouseEvent to respond to
  */
 public void onButton2(MouseEvent mev) {
   if (subjectTransformGroup == null)
     return;
   int x = mev.getX();
   int y = mev.getY();
   if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
     // Mouse button pressed: record position
     previousX = x;
     previousY = y;
     initialX = x;
     initialY = y;
     // Change to a "rotate" cursor
     if (parentComponent != null) {
       savedCursor = parentComponent.getCursor();
       parentComponent.setCursor(Cursor
           .getPredefinedCursor(Cursor.MOVE_CURSOR));
     }
     return;
   }
   if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
     // Mouse button released: do nothing
     // Switch the cursor back
     if (parentComponent != null)
       parentComponent.setCursor(savedCursor);
     return;
   }
   //
   // Mouse moved while button down: create a rotation
   //
   // Compute the delta in X and Y from the previous
   // position. Use the delta to compute rotation
   // angles with the mapping:
   //
   //   positive X mouse delta --> negative Y-axis rotation
   //   positive Y mouse delta --> negative X-axis rotation
   //
   // where positive X mouse movement is to the right, and
   // positive Y mouse movement is **down** the screen.
   //
   int deltaX = x - previousX;
   int deltaY = 0;
   if (Math.abs(y - initialY) > DELTAY_DEADZONE) {
     // Cursor has moved far enough vertically to consider
     // it intentional, so get it"s delta.
     deltaY = y - previousY;
   }
   if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA
       || deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) {
     // Deltas are too huge to be believable. Probably a glitch.
     // Don"t record the new XY location, or do anything.
     return;
   }
   double xRotationAngle = -deltaY * XRotationFactor;
   double yRotationAngle = -deltaX * YRotationFactor;
   //
   // Build transforms
   //
   transform1.rotX(xRotationAngle);
   transform2.rotY(yRotationAngle);
   // Get and save the current transform matrix
   subjectTransformGroup.getTransform(currentTransform);
   currentTransform.get(matrix);
   translate.set(matrix.m03, matrix.m13, matrix.m23);
   // Translate to the origin, rotate, then translate back
   currentTransform.setTranslation(origin);
   currentTransform.mul(transform2, currentTransform);
   currentTransform.mul(transform1);
   currentTransform.setTranslation(translate);
   // Update the transform group
   subjectTransformGroup.setTransform(currentTransform);
   previousX = x;
   previousY = y;
 }
 /**
  * Responds to a button3 event (press, release, or drag). On a drag, the
  * difference between the current and previous cursor location provides a
  * delta that controls the amount by which to translate in X and Y.
  * 
  * @param mouseEvent
  *            the MouseEvent to respond to
  */
 public void onButton3(MouseEvent mev) {
   if (subjectTransformGroup == null)
     return;
   int x = mev.getX();
   int y = mev.getY();
   if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
     // Mouse button pressed: record position
     previousX = x;
     previousY = y;
     // Change to a "move" cursor
     if (parentComponent != null) {
       savedCursor = parentComponent.getCursor();
       parentComponent.setCursor(Cursor
           .getPredefinedCursor(Cursor.MOVE_CURSOR));
     }
     return;
   }
   if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
     // Mouse button released: do nothing
     // Switch the cursor back
     if (parentComponent != null)
       parentComponent.setCursor(savedCursor);
     return;
   }
   //
   // Mouse moved while button down: create a translation
   //
   // Compute the delta in X and Y from the previous
   // position. Use the delta to compute translation
   // distances with the mapping:
   //
   //   positive X mouse delta --> positive X-axis translation
   //   positive Y mouse delta --> negative Y-axis translation
   //
   // where positive X mouse movement is to the right, and
   // positive Y mouse movement is **down** the screen.
   //
   int deltaX = x - previousX;
   int deltaY = y - previousY;
   if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA
       || deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) {
     // Deltas are too huge to be believable. Probably a glitch.
     // Don"t record the new XY location, or do anything.
     return;
   }
   double xTranslationDistance = deltaX * XTranslationFactor;
   double yTranslationDistance = -deltaY * YTranslationFactor;
   //
   // Build transforms
   //
   translate.set(xTranslationDistance, yTranslationDistance, 0.0);
   transform1.set(translate);
   // Get and save the current transform
   subjectTransformGroup.getTransform(currentTransform);
   // Translate as needed
   currentTransform.mul(transform1);
   // Update the transform group
   subjectTransformGroup.setTransform(currentTransform);
   previousX = x;
   previousY = y;
 }

} // //CLASS //CheckboxMenu - build a menu of grouped checkboxes // //DESCRIPTION //The class creates a menu with one or more CheckboxMenuItem"s //and monitors that menu. When a menu checkbox is picked, the //previous one is turned off (in radio-button style). Then, //a given listener"s checkboxChanged method is called, passing it //the menu and the item checked. // class CheckboxMenu extends Menu implements ItemListener {

 // State
 protected CheckboxMenuItem[] checks = null;
 protected int current = 0;
 protected CheckboxMenuListener listener = null;
 //  Construct
 public CheckboxMenu(String name, NameValue[] items,
     CheckboxMenuListener listen) {
   this(name, items, 0, listen);
 }
 public CheckboxMenu(String name, NameValue[] items, int cur,
     CheckboxMenuListener listen) {
   super(name);
   current = cur;
   listener = listen;
   if (items == null)
     return;
   checks = new CheckboxMenuItem[items.length];
   for (int i = 0; i < items.length; i++) {
     checks[i] = new CheckboxMenuItem(items[i].name, false);
     checks[i].addItemListener(this);
     add(checks[i]);
   }
   checks[cur].setState(true);
 }
 //  Handle checkbox changed events
 public void itemStateChanged(ItemEvent event) {
   Object src = event.getSource();
   for (int i = 0; i < checks.length; i++) {
     if (src == checks[i]) {
       // Update the checkboxes
       checks[current].setState(false);
       current = i;
       checks[current].setState(true);
       if (listener != null)
         listener.checkboxChanged(this, i);
       return;
     }
   }
 }
 // Methods to get and set state
 public int getCurrent() {
   return current;
 }
 public void setCurrent(int cur) {
   if (cur < 0 || cur >= checks.length)
     return; // ignore out of range choices
   if (checks == null)
     return;
   checks[current].setState(false);
   current = cur;
   checks[current].setState(true);
 }
 public CheckboxMenuItem getSelectedCheckbox() {
   if (checks == null)
     return null;
   return checks[current];
 }
 public void setSelectedCheckbox(CheckboxMenuItem item) {
   if (checks == null)
     return;
   for (int i = 0; i < checks.length; i++) {
     if (item == checks[i]) {
       checks[i].setState(false);
       current = i;
       checks[i].setState(true);
     }
   }
 }

} /**

* ViewerBehavior
* 
* @version 1.0, 98/04/16
*/

/**

* Wakeup on mouse button presses, releases, and mouse movements and generate
* transforms for a transform group. Classes that extend this class impose
* specific symantics, such as "Examine" or "Walk" viewing, similar to the
* navigation types used by VRML browsers.
* 
* To support systems with 2 or 1 mouse buttons, the following alternate
* mappings are supported while dragging with any mouse button held down and
* zero or more keyboard modifiers held down:
* 
* No modifiers = Button 1 ALT = Button 2 Meta = Button 3 Control = Button 3
* 
* The behavior automatically modifies a TransformGroup provided to the
* constructor. The TransformGroup"s transform can be set at any time by the
* application or other behaviors to cause the viewer"s rotation and translation
* to be reset.
*/

// This class is inspired by the MouseBehavior, MouseRotate, // MouseTranslate, and MouseZoom utility behaviors provided with // Java 3D. This class differs from those utilities in that it: // // (a) encapsulates all three behaviors into one in order to // enforce a specific viewing symantic // // (b) supports set/get of the rotation and translation factors // that control the speed of movement. // // (c) supports the "Control" modifier as an alternative to the // "Meta" modifier not present on PC, Mac, and most non-Sun // keyboards. This makes button3 behavior usable on PCs, // Macs, and other systems with fewer than 3 mouse buttons. abstract class ViewerBehavior extends Behavior {

 // Keep track of the transform group who"s transform we modify
 // during mouse motion.
 protected TransformGroup subjectTransformGroup = null;
 // Keep a set of wakeup criterion for different mouse-generated
 // event types.
 protected WakeupCriterion[] mouseEvents = null;
 protected WakeupOr mouseCriterion = null;
 // Track which button was last pressed
 protected static final int BUTTONNONE = -1;
 protected static final int BUTTON1 = 0;
 protected static final int BUTTON2 = 1;
 protected static final int BUTTON3 = 2;
 protected int buttonPressed = BUTTONNONE;
 // Keep a few Transform3Ds for use during event processing. This
 // avoids having to allocate new ones on each event.
 protected Transform3D currentTransform = new Transform3D();
 protected Transform3D transform1 = new Transform3D();
 protected Transform3D transform2 = new Transform3D();
 protected Matrix4d matrix = new Matrix4d();
 protected Vector3d origin = new Vector3d(0.0, 0.0, 0.0);
 protected Vector3d translate = new Vector3d(0.0, 0.0, 0.0);
 // Unusual X and Y delta limits.
 protected static final int UNUSUAL_XDELTA = 400;
 protected static final int UNUSUAL_YDELTA = 400;
 protected Component parentComponent = null;
 /**
  * Construct a viewer behavior that listens to mouse movement and button
  * presses to generate rotation and translation transforms written into a
  * transform group given later with the setTransformGroup( ) method.
  */
 public ViewerBehavior() {
   super();
 }
 /**
  * Construct a viewer behavior that listens to mouse movement and button
  * presses to generate rotation and translation transforms written into a
  * transform group given later with the setTransformGroup( ) method.
  * 
  * @param parent
  *            The AWT Component that contains the area generating mouse
  *            events.
  */
 public ViewerBehavior(Component parent) {
   super();
   parentComponent = parent;
 }
 /**
  * Construct a viewer behavior that listens to mouse movement and button
  * presses to generate rotation and translation transforms written into the
  * given transform group.
  * 
  * @param transformGroup
  *            The transform group to be modified by the behavior.
  */
 public ViewerBehavior(TransformGroup transformGroup) {
   super();
   subjectTransformGroup = transformGroup;
 }
 /**
  * Construct a viewer behavior that listens to mouse movement and button
  * presses to generate rotation and translation transforms written into the
  * given transform group.
  * 
  * @param transformGroup
  *            The transform group to be modified by the behavior.
  * @param parent
  *            The AWT Component that contains the area generating mouse
  *            events.
  */
 public ViewerBehavior(TransformGroup transformGroup, Component parent) {
   super();
   subjectTransformGroup = transformGroup;
   parentComponent = parent;
 }
 /**
  * Set the transform group modified by the viewer behavior. Setting the
  * transform group to null disables the behavior until the transform group
  * is again set to an existing group.
  * 
  * @param transformGroup
  *            The new transform group to be modified by the behavior.
  */
 public void setTransformGroup(TransformGroup transformGroup) {
   subjectTransformGroup = transformGroup;
 }
 /**
  * Get the transform group modified by the viewer behavior.
  */
 public TransformGroup getTransformGroup() {
   return subjectTransformGroup;
 }
 /**
  * Sets the parent component who"s cursor will be changed during mouse
  * drags. If no component is given is given to the constructor, or set via
  * this method, no cursor changes will be done.
  * 
  * @param parent
  *            the AWT Component, such as a Frame, within which cursor
  *            changes should take place during mouse drags
  */
 public void setParentComponent(Component parent) {
   parentComponent = parent;
 }
 /*
  * Gets the parent frame within which the cursor changes during mouse drags.
  * 
  * @return the AWT Component, such as a Frame, within which cursor changes
  * should take place during mouse drags. Returns null if no parent is set.
  */
 public Component getParentComponent() {
   return parentComponent;
 }
 /**
  * Initialize the behavior.
  */
 public void initialize() {
   // Wakeup when the mouse is dragged or when a mouse button
   // is pressed or released.
   mouseEvents = new WakeupCriterion[3];
   mouseEvents[0] = new WakeupOnAWTEvent(MouseEvent.MOUSE_DRAGGED);
   mouseEvents[1] = new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED);
   mouseEvents[2] = new WakeupOnAWTEvent(MouseEvent.MOUSE_RELEASED);
   mouseCriterion = new WakeupOr(mouseEvents);
   wakeupOn(mouseCriterion);
 }
 /**
  * Process a new wakeup. Interpret mouse button presses, releases, and mouse
  * drags.
  * 
  * @param criteria
  *            The wakeup criteria causing the behavior wakeup.
  */
 public void processStimulus(Enumeration criteria) {
   WakeupCriterion wakeup = null;
   AWTEvent[] event = null;
   int whichButton = BUTTONNONE;
   // Process all pending wakeups
   while (criteria.hasMoreElements()) {
     wakeup = (WakeupCriterion) criteria.nextElement();
     if (wakeup instanceof WakeupOnAWTEvent) {
       event = ((WakeupOnAWTEvent) wakeup).getAWTEvent();
       // Process all pending events
       for (int i = 0; i < event.length; i++) {
         if (event[i].getID() != MouseEvent.MOUSE_PRESSED
             && event[i].getID() != MouseEvent.MOUSE_RELEASED
             && event[i].getID() != MouseEvent.MOUSE_DRAGGED)
           // Ignore uninteresting mouse events
           continue;
         //
         // Regretably, Java event handling (or perhaps
         // underlying OS event handling) doesn"t always
         // catch button bounces (redundant presses and
         // releases), or order events so that the last
         // drag event is delivered before a release.
         // This means we can get stray events that we
         // filter out here.
         //
         if (event[i].getID() == MouseEvent.MOUSE_PRESSED
             && buttonPressed != BUTTONNONE)
           // Ignore additional button presses until a release
           continue;
         if (event[i].getID() == MouseEvent.MOUSE_RELEASED
             && buttonPressed == BUTTONNONE)
           // Ignore additional button releases until a press
           continue;
         if (event[i].getID() == MouseEvent.MOUSE_DRAGGED
             && buttonPressed == BUTTONNONE)
           // Ignore drags until a press
           continue;
         MouseEvent mev = (MouseEvent) event[i];
         int modifiers = mev.getModifiers();
         //
         // Unfortunately, the underlying event handling
         // doesn"t do a "grab" operation when a mouse button
         // is pressed. This means that once a button is
         // pressed, if another mouse button or a keyboard
         // modifier key is pressed, the delivered mouse event
         // will show that a different button is being held
         // down. For instance:
         //
         // Action Event
         //  Button 1 press Button 1 press
         //  Drag with button 1 down Button 1 drag
         //  ALT press -
         //  Drag with ALT & button 1 down Button 2 drag
         //  Button 1 release Button 2 release
         //
         // The upshot is that we can get a button press
         // without a matching release, and the button
         // associated with a drag can change mid-drag.
         //
         // To fix this, we watch for an initial button
         // press, and thenceforth consider that button
         // to be the one held down, even if additional
         // buttons get pressed, and despite what is
         // reported in the event. Only when a button is
         // released, do we end such a grab.
         //
         if (buttonPressed == BUTTONNONE) {
           // No button is pressed yet, figure out which
           // button is down now and how to direct events
           if (((modifiers & InputEvent.BUTTON3_MASK) != 0)
               || (((modifiers & InputEvent.BUTTON1_MASK) != 0) && ((modifiers & InputEvent.CTRL_MASK) == InputEvent.CTRL_MASK))) {
             // Button 3 activity (META or CTRL down)
             whichButton = BUTTON3;
           } else if ((modifiers & InputEvent.BUTTON2_MASK) != 0) {
             // Button 2 activity (ALT down)
             whichButton = BUTTON2;
           } else {
             // Button 1 activity (no modifiers down)
             whichButton = BUTTON1;
           }
           // If the event is to press a button, then
           // record that that button is now down
           if (event[i].getID() == MouseEvent.MOUSE_PRESSED)
             buttonPressed = whichButton;
         } else {
           // Otherwise a button was pressed earlier and
           // hasn"t been released yet. Assign all further
           // events to it, even if ALT, META, CTRL, or
           // another button has been pressed as well.
           whichButton = buttonPressed;
         }
         // Distribute the event
         switch (whichButton) {
         case BUTTON1:
           onButton1(mev);
           break;
         case BUTTON2:
           onButton2(mev);
           break;
         case BUTTON3:
           onButton3(mev);
           break;
         default:
           break;
         }
         // If the event is to release a button, then
         // record that that button is now up
         if (event[i].getID() == MouseEvent.MOUSE_RELEASED)
           buttonPressed = BUTTONNONE;
       }
       continue;
     }
     if (wakeup instanceof WakeupOnElapsedFrames) {
       onElapsedFrames((WakeupOnElapsedFrames) wakeup);
       continue;
     }
   }
   // Reschedule us for another wakeup
   wakeupOn(mouseCriterion);
 }
 /**
  * Default X and Y rotation factors, and XYZ translation factors.
  */
 public static final double DEFAULT_XROTATION_FACTOR = 0.02;
 public static final double DEFAULT_YROTATION_FACTOR = 0.005;
 public static final double DEFAULT_XTRANSLATION_FACTOR = 0.02;
 public static final double DEFAULT_YTRANSLATION_FACTOR = 0.02;
 public static final double DEFAULT_ZTRANSLATION_FACTOR = 0.04;
 protected double XRotationFactor = DEFAULT_XROTATION_FACTOR;
 protected double YRotationFactor = DEFAULT_YROTATION_FACTOR;
 protected double XTranslationFactor = DEFAULT_XTRANSLATION_FACTOR;
 protected double YTranslationFactor = DEFAULT_YTRANSLATION_FACTOR;
 protected double ZTranslationFactor = DEFAULT_ZTRANSLATION_FACTOR;
 /**
  * Set the X rotation scaling factor for X-axis rotations.
  * 
  * @param factor
  *            The new scaling factor.
  */
 public void setXRotationFactor(double factor) {
   XRotationFactor = factor;
 }
 /**
  * Get the current X rotation scaling factor for X-axis rotations.
  */
 public double getXRotationFactor() {
   return XRotationFactor;
 }
 /**
  * Set the Y rotation scaling factor for Y-axis rotations.
  * 
  * @param factor
  *            The new scaling factor.
  */
 public void setYRotationFactor(double factor) {
   YRotationFactor = factor;
 }
 /**
  * Get the current Y rotation scaling factor for Y-axis rotations.
  */
 public double getYRotationFactor() {
   return YRotationFactor;
 }
 /**
  * Set the X translation scaling factor for X-axis translations.
  * 
  * @param factor
  *            The new scaling factor.
  */
 public void setXTranslationFactor(double factor) {
   XTranslationFactor = factor;
 }
 /**
  * Get the current X translation scaling factor for X-axis translations.
  */
 public double getXTranslationFactor() {
   return XTranslationFactor;
 }
 /**
  * Set the Y translation scaling factor for Y-axis translations.
  * 
  * @param factor
  *            The new scaling factor.
  */
 public void setYTranslationFactor(double factor) {
   YTranslationFactor = factor;
 }
 /**
  * Get the current Y translation scaling factor for Y-axis translations.
  */
 public double getYTranslationFactor() {
   return YTranslationFactor;
 }
 /**
  * Set the Z translation scaling factor for Z-axis translations.
  * 
  * @param factor
  *            The new scaling factor.
  */
 public void setZTranslationFactor(double factor) {
   ZTranslationFactor = factor;
 }
 /**
  * Get the current Z translation scaling factor for Z-axis translations.
  */
 public double getZTranslationFactor() {
   return ZTranslationFactor;
 }
 /**
  * Respond to a button1 event (press, release, or drag).
  * 
  * @param mouseEvent
  *            A MouseEvent to respond to.
  */
 public abstract void onButton1(MouseEvent mouseEvent);
 /**
  * Respond to a button2 event (press, release, or drag).
  * 
  * @param mouseEvent
  *            A MouseEvent to respond to.
  */
 public abstract void onButton2(MouseEvent mouseEvent);
 /**
  * Responed to a button3 event (press, release, or drag).
  * 
  * @param mouseEvent
  *            A MouseEvent to respond to.
  */
 public abstract void onButton3(MouseEvent mouseEvent);
 /**
  * Respond to an elapsed frames event (assuming subclass has set up a wakeup
  * criterion for it).
  * 
  * @param time
  *            A WakeupOnElapsedFrames criterion to respond to.
  */
 public abstract void onElapsedFrames(WakeupOnElapsedFrames timeEvent);

} // //CLASS //NameValue - create a handy name-value pair // //DESCRIPTION //It is frequently handy to have one or more name-value pairs //with which to store named colors, named positions, named textures, //and so forth. Several of the examples use this class. // //AUTHOR //David R. Nadeau / San Diego Supercomputer Center // class NameValue {

 public String name;
 public Object value;
 public NameValue(String n, Object v) {
   name = n;
   value = v;
 }

}

      </source>
   
  
 
  



Raster demo

   <source lang="java">

/*

* @(#)ReadRaster.java 1.14 02/10/21 13:53:38
* 
* 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 java.awt.image.BufferedImage; import java.util.Enumeration; import javax.media.j3d.Alpha; import javax.media.j3d.BoundingSphere; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.GraphicsContext3D; import javax.media.j3d.ImageComponent; import javax.media.j3d.ImageComponent2D; import javax.media.j3d.Raster; import javax.media.j3d.RotationInterpolator; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.ColorCube; import com.sun.j3d.utils.universe.SimpleUniverse; public class ReadRaster extends Applet {

 private SimpleUniverse u = null;
 public BranchGroup createSceneGraph(BufferedImage bImage, Raster readRaster) {
   // Create the root of the branch graph
   BranchGroup objRoot = new BranchGroup();
   // Create a Raster shape. Add it to the root of the subgraph
   ImageComponent2D drawImageComponent = new ImageComponent2D(
       ImageComponent.FORMAT_RGB, bImage);
   Raster drawRaster = new Raster(new Point3f(0.0f, 0.0f, 0.0f),
       Raster.RASTER_COLOR, 0, 0, bImage.getWidth(), bImage
           .getHeight(), drawImageComponent, null);
   Shape3D shape = new Shape3D(drawRaster);
   drawRaster.setCapability(Raster.ALLOW_IMAGE_WRITE);
   objRoot.addChild(shape);
   // Ceate the transform greup 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);
   TransformGroup cubeScale = new TransformGroup();
   Transform3D t3d = new Transform3D();
   t3d.setTranslation(new Vector3d(-0.5, 0.5, 0.0));
   cubeScale.setTransform(t3d);
   cubeScale.addChild(objTrans);
   objRoot.addChild(cubeScale);
   // Create a simple shape leaf node, add it to the scene graph.
   objTrans.addChild(new ColorCube(0.3));
   // 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);
   myRotationInterpolator rotator = new myRotationInterpolator(drawRaster,
       readRaster, 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.rupile();
   return objRoot;
 }
 public ReadRaster() {
 }
 public void init() {
   int width = 128;
   int height = 128;
   ImageComponent2D readImageComponent = new ImageComponent2D(
       ImageComponent.FORMAT_RGB, width, height);
   Raster readRaster = new Raster(new Point3f(0.0f, 0.0f, 0.0f),
       Raster.RASTER_COLOR, 0, 0, width, height, readImageComponent,
       null);
   setLayout(new BorderLayout());
   GraphicsConfiguration config = SimpleUniverse
       .getPreferredConfiguration();
   Canvas3D c = new myCanvas3D(config, readRaster);
   add("Center", c);
   // Create a simple scene and attach it to the virtual universe
   BufferedImage bImage = new BufferedImage(width, height,
       BufferedImage.TYPE_INT_ARGB);
   BranchGroup scene = createSceneGraph(bImage, readRaster);
   u = new SimpleUniverse(c);
   // This will move the ViewPlatform back a bit so the
   // objects in the scene can be viewed.
   u.getViewingPlatform().setNominalViewingTransform();
   u.addBranchGraph(scene);
 }
 public void destroy() {
   u.cleanup();
 }
 //
 // The following allows ReadRaster to be run as an application
 // as well as an applet
 //
 public static void main(String[] args) {
   new MainFrame(new ReadRaster(), 256, 256);
 }

} class myCanvas3D extends Canvas3D {

 Raster readRaster;
 GraphicsContext3D gc;
 public myCanvas3D(GraphicsConfiguration graphicsConfiguration,
     Raster readRaster) {
   super(graphicsConfiguration);
   this.readRaster = readRaster;
   gc = getGraphicsContext3D();
 }
 public void postSwap() {
   super.postSwap();
   synchronized (readRaster) {
     gc.readRaster(readRaster);
   }
 }

} class myRotationInterpolator extends RotationInterpolator {

 Point3f wPos = new Point3f(0.025f, -0.025f, 0.0f);
 Raster drawRaster;
 Raster readRaster;
 BufferedImage bImage;
 ImageComponent2D newImageComponent;
 public myRotationInterpolator(Raster drawRaster, Raster readRaster,
     Alpha alpha, TransformGroup target, Transform3D axisOfRotation,
     float minimumAngle, float maximumAngle) {
   super(alpha, target, axisOfRotation, minimumAngle, maximumAngle);
   this.drawRaster = drawRaster;
   this.readRaster = readRaster;
 }
 public void processStimulus(Enumeration criteria) {
   synchronized (readRaster) {
     bImage = readRaster.getImage().getImage();
   }
   newImageComponent = new ImageComponent2D(ImageComponent.FORMAT_RGB,
       bImage);
   drawRaster.setImage(newImageComponent);
   super.processStimulus(criteria);
 }

}


      </source>
   
  
 
  



Render a view of the depth components as a dynamic raster

   <source lang="java">

/**********************************************************

Copyright (C) 2001   Daniel Selman
First distributed with the book "Java 3D Programming"
by Daniel Selman and published by Manning Publications.
http://manning.ru/selman
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation, version 2.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
The license can be found on the WWW at:
http://www.fsf.org/copyleft/gpl.html
Or by writing to:
Free Software Foundation, Inc.,
59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
Authors can be contacted at:
Daniel Selman: daniel@selman.org
If you make changes you think others would like, please 
contact one of the authors or someone at the 
www.j3d.org web site.
**************************************************************/

import java.applet.Applet; import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.Graphics; import java.awt.GraphicsConfigTemplate; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.image.BufferedImage; import java.io.File; import java.net.URL; import javax.media.j3d.Alpha; import javax.media.j3d.AudioDevice; import javax.media.j3d.Background; import javax.media.j3d.BoundingSphere; import javax.media.j3d.Bounds; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.DepthComponent; import javax.media.j3d.DepthComponentInt; import javax.media.j3d.GraphicsConfigTemplate3D; import javax.media.j3d.Group; import javax.media.j3d.ImageComponent; import javax.media.j3d.ImageComponent2D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Raster; import javax.media.j3d.RotationInterpolator; 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.Color3f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; //import RasterTest.RasterCanvas3D; import com.sun.j3d.audioengines.javasound.JavaSoundMixer; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.ColorCube; /**

* This example illustrates how to: 
* 1. Draw an image into the 3D view as a Raster object.
* 2. Read the depth components of the 3D scene
* 3. Dynamically update a Raster object inside the postSwap method
* 4. Render a view of the depth components as a dynamic raster
*/

public class RasterTest extends Java3dApplet implements ActionListener {

 // size of the window, and hence size of the depth component array
 private static int m_kWidth = 400;
 private static int m_kHeight = 400;
 // the Raster used to store depth components
 private Raster m_DepthRaster = null;
 // the Raster used to render an image into the 3D view
 private Raster m_RenderRaster = null;
 // an array of integer values for the depth components
 private int[] m_DepthData = null;
 public RasterTest() {
   // create the image to be rendered using a Raster
   BufferedImage bufferedImage = new BufferedImage(128, 128,
       BufferedImage.TYPE_INT_RGB);
   ImageComponent2D imageComponent2D = new ImageComponent2D(
       ImageComponent2D.FORMAT_RGB, bufferedImage);
   imageComponent2D.setCapability(ImageComponent.ALLOW_IMAGE_READ);
   imageComponent2D.setCapability(ImageComponent.ALLOW_SIZE_READ);
   // create the depth component to store the 3D depth values
   DepthComponentInt depthComponent = new DepthComponentInt(m_kWidth,
       m_kHeight);
   depthComponent.setCapability(DepthComponent.ALLOW_DATA_READ);
   // create the Raster for the image
   m_RenderRaster = new Raster(new Point3f(0.0f, 0.0f, 0.0f),
       Raster.RASTER_COLOR, 0, 0, bufferedImage.getWidth(),
       bufferedImage.getHeight(), imageComponent2D, null);
   m_RenderRaster.setCapability(Raster.ALLOW_IMAGE_WRITE);
   m_RenderRaster.setCapability(Raster.ALLOW_SIZE_READ);
   // create the Raster for the depth components
   m_DepthRaster = new Raster(new Point3f(0.0f, 0.0f, 0.0f),
       Raster.RASTER_DEPTH, 0, 0, m_kWidth, m_kHeight, null,
       depthComponent);
   initJava3d();
 }
 public void actionPerformed(ActionEvent event) {
 }
 protected Canvas3D createCanvas3D() {
   // create a custom Canvas3D with postSwap overidden
   GraphicsConfigTemplate3D gc3D = new GraphicsConfigTemplate3D();
   gc3D.setSceneAntialiasing(GraphicsConfigTemplate.PREFERRED);
   GraphicsDevice gd[] = GraphicsEnvironment.getLocalGraphicsEnvironment()
       .getScreenDevices();
   RasterCanvas3D c3d = new RasterCanvas3D(this, gd[0]
       .getBestConfiguration(gc3D));
   c3d.setSize(getCanvas3dWidth(c3d), getCanvas3dHeight(c3d));
   return c3d;
 }
 protected BranchGroup createSceneBranchGroup() {
   // create some simple geometry (a rotating ColorCube)
   // and a Shape3D object for the Raster containing the Image
   BranchGroup objRoot = super.createSceneBranchGroup();
   TransformGroup objTrans = new TransformGroup();
   objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
   Transform3D yAxis = new Transform3D();
   yAxis.rotX(0.6);
   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);
   // wrap the Raster in a Shape3D
   Shape3D shape = new Shape3D(m_RenderRaster);
   objRoot.addChild(shape);
   objTrans.addChild(new ColorCube(1.0));
   objRoot.addChild(objTrans);
   return objRoot;
 }
 protected int getCanvas3dWidth(Canvas3D c3d) {
   return m_kWidth;
 }
 protected int getCanvas3dHeight(Canvas3D c3d) {
   return m_kHeight;
 }
 public Raster getDepthRaster() {
   return m_DepthRaster;
 }
 public void updateRenderRaster() {
   // takes the Depth Raster and updates the Render Raster
   // containing the image based on the depth values stored in
   // the Depth Raster.
   // create a temporary BufferedImage for the depth components
   BufferedImage tempBufferedImage = new BufferedImage(m_DepthRaster
       .getDepthComponent().getWidth(), m_DepthRaster
       .getDepthComponent().getHeight(), BufferedImage.TYPE_INT_RGB);
   // allocate an array of ints to store the depth components from the
   // Depth Raster
   if (m_DepthData == null)
     m_DepthData = new int[m_DepthRaster.getDepthComponent().getWidth()
         * m_DepthRaster.getDepthComponent().getHeight()];
   // copy the depth values from the Raster into the int array
   ((DepthComponentInt) m_DepthRaster.getDepthComponent())
       .getDepthData(m_DepthData);
   // assign the depth values to the temporary image, the integer depths
   // will be
   // interpreted as integer rgb values.
   tempBufferedImage.setRGB(0, 0, m_DepthRaster.getDepthComponent()
       .getWidth(), m_DepthRaster.getDepthComponent().getHeight(),
       m_DepthData, 0, m_DepthRaster.getDepthComponent().getWidth());
   // get a graphics device for the image
   Graphics g = tempBufferedImage.getGraphics();
   Dimension size = new Dimension();
   m_RenderRaster.getSize(size);
   // because the Depth Raster is a different size to the Render Raster,
   // i.e. the Depth Raster is canvas width by canvas height and the Render
   // Raster
   // is of aritrary size, we rescale the image here.
   g.drawImage(tempBufferedImage, 0, 0, (int) size.getWidth(), (int) size
       .getHeight(), null);
   // finally, assign the scaled image to the RenderRaster
   m_RenderRaster.setImage(new ImageComponent2D(
       BufferedImage.TYPE_INT_RGB, tempBufferedImage));
 }
 public static void main(String[] args) {
   RasterTest rasterTest = new RasterTest();
   rasterTest.saveCommandLineArguments(args);
   new MainFrame(rasterTest, m_kWidth, m_kHeight);
 }
 // Canvas3D overide to read the depth components of the 3D view
 // into a Raster object and notify the Applet
 public class RasterCanvas3D extends Canvas3D {
   RasterTest m_RasterTest = null;
   public RasterCanvas3D(RasterTest rasterTest,
       GraphicsConfiguration graphicsConfiguration) {
     super(graphicsConfiguration);
     m_RasterTest = rasterTest;
   }
   public void postSwap() {
     super.postSwap();
     getGraphicsContext3D().readRaster(m_RasterTest.getDepthRaster());
     // notify the applet to update the render object
     // used to display the depth values
     m_RasterTest.updateRenderRaster();
   }
 }

} /*******************************************************************************

* Copyright (C) 2001 Daniel Selman
* 
* First distributed with the book "Java 3D Programming" by Daniel Selman and
* published by Manning Publications. http://manning.ru/selman
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, version 2.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* 
* The license can be found on the WWW at: http://www.fsf.org/copyleft/gpl.html
* 
* Or by writing to: Free Software Foundation, Inc., 59 Temple Place - Suite
* 330, Boston, MA 02111-1307, USA.
* 
* Authors can be contacted at: Daniel Selman: daniel@selman.org
* 
* If you make changes you think others would like, please contact one of the
* authors or someone at the www.j3d.org web site.
******************************************************************************/

//***************************************************************************** /**

* Java3dApplet
* 
* Base class for defining a Java 3D applet. Contains some useful methods for
* defining views and scenegraphs etc.
* 
* @author Daniel Selman
* @version 1.0
*/

//***************************************************************************** abstract class Java3dApplet extends Applet {

 public static int m_kWidth = 300;
 public static int m_kHeight = 300;
 protected String[] m_szCommandLineArray = null;
 protected VirtualUniverse m_Universe = null;
 protected BranchGroup m_SceneBranchGroup = null;
 protected Bounds m_ApplicationBounds = null;
 //  protected com.tornadolabs.j3dtree.Java3dTree m_Java3dTree = null;
 public Java3dApplet() {
 }
 public boolean isApplet() {
   try {
     System.getProperty("user.dir");
     System.out.println("Running as Application.");
     return false;
   } catch (Exception e) {
   }
   System.out.println("Running as Applet.");
   return true;
 }
 public URL getWorkingDirectory() throws java.net.MalformedURLException {
   URL url = null;
   try {
     File file = new File(System.getProperty("user.dir"));
     System.out.println("Running as Application:");
     System.out.println("   " + file.toURL());
     return file.toURL();
   } catch (Exception e) {
   }
   System.out.println("Running as Applet:");
   System.out.println("   " + getCodeBase());
   return getCodeBase();
 }
 public VirtualUniverse getVirtualUniverse() {
   return m_Universe;
 }
 //public com.tornadolabs.j3dtree.Java3dTree getJ3dTree() {
 //return m_Java3dTree;
 //  }
 public Locale getFirstLocale() {
   java.util.Enumeration e = m_Universe.getAllLocales();
   if (e.hasMoreElements() != false)
     return (Locale) e.nextElement();
   return null;
 }
 protected Bounds getApplicationBounds() {
   if (m_ApplicationBounds == null)
     m_ApplicationBounds = createApplicationBounds();
   return m_ApplicationBounds;
 }
 protected Bounds createApplicationBounds() {
   m_ApplicationBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
       100.0);
   return m_ApplicationBounds;
 }
 protected Background createBackground() {
   Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f));
   back.setApplicationBounds(createApplicationBounds());
   return back;
 }
 public void initJava3d() {
   //  m_Java3dTree = new com.tornadolabs.j3dtree.Java3dTree();
   m_Universe = createVirtualUniverse();
   Locale locale = createLocale(m_Universe);
   BranchGroup sceneBranchGroup = createSceneBranchGroup();
   ViewPlatform vp = createViewPlatform();
   BranchGroup viewBranchGroup = createViewBranchGroup(
       getViewTransformGroupArray(), vp);
   createView(vp);
   Background background = createBackground();
   if (background != null)
     sceneBranchGroup.addChild(background);
   //    m_Java3dTree.recursiveApplyCapability(sceneBranchGroup);
   //  m_Java3dTree.recursiveApplyCapability(viewBranchGroup);
   locale.addBranchGraph(sceneBranchGroup);
   addViewBranchGroup(locale, viewBranchGroup);
   onDoneInit();
 }
 protected void onDoneInit() {
   //  m_Java3dTree.updateNodes(m_Universe);
 }
 protected double getScale() {
   return 1.0;
 }
 public TransformGroup[] getViewTransformGroupArray() {
   TransformGroup[] tgArray = new TransformGroup[1];
   tgArray[0] = new TransformGroup();
   // move the camera BACK a little...
   // note that we have to invert the matrix as
   // we are moving the viewer
   Transform3D t3d = new Transform3D();
   t3d.setScale(getScale());
   t3d.setTranslation(new Vector3d(0.0, 0.0, -20.0));
   t3d.invert();
   tgArray[0].setTransform(t3d);
   return tgArray;
 }
 protected void addViewBranchGroup(Locale locale, BranchGroup bg) {
   locale.addBranchGraph(bg);
 }
 protected Locale createLocale(VirtualUniverse u) {
   return new Locale(u);
 }
 protected BranchGroup createSceneBranchGroup() {
   m_SceneBranchGroup = new BranchGroup();
   return m_SceneBranchGroup;
 }
 protected View createView(ViewPlatform vp) {
   View view = new View();
   PhysicalBody pb = createPhysicalBody();
   PhysicalEnvironment pe = createPhysicalEnvironment();
   AudioDevice audioDevice = createAudioDevice(pe);
   if (audioDevice != null) {
     pe.setAudioDevice(audioDevice);
     audioDevice.initialize();
   }
   view.setPhysicalEnvironment(pe);
   view.setPhysicalBody(pb);
   if (vp != null)
     view.attachViewPlatform(vp);
   view.setBackClipDistance(getBackClipDistance());
   view.setFrontClipDistance(getFrontClipDistance());
   Canvas3D c3d = createCanvas3D();
   view.addCanvas3D(c3d);
   addCanvas3D(c3d);
   return view;
 }
 protected PhysicalBody createPhysicalBody() {
   return new PhysicalBody();
 }
 protected AudioDevice createAudioDevice(PhysicalEnvironment pe) {
   JavaSoundMixer javaSoundMixer = new JavaSoundMixer(pe);
   if (javaSoundMixer == null)
     System.out.println("create of audiodevice failed");
   return javaSoundMixer;
 }
 protected PhysicalEnvironment createPhysicalEnvironment() {
   return new PhysicalEnvironment();
 }
 protected float getViewPlatformActivationRadius() {
   return 100;
 }
 protected ViewPlatform createViewPlatform() {
   ViewPlatform vp = new ViewPlatform();
   vp.setViewAttachPolicy(View.RELATIVE_TO_FIELD_OF_VIEW);
   vp.setActivationRadius(getViewPlatformActivationRadius());
   return vp;
 }
 protected Canvas3D createCanvas3D() {
   GraphicsConfigTemplate3D gc3D = new GraphicsConfigTemplate3D();
   gc3D.setSceneAntialiasing(GraphicsConfigTemplate.PREFERRED);
   GraphicsDevice gd[] = GraphicsEnvironment.getLocalGraphicsEnvironment()
       .getScreenDevices();
   Canvas3D c3d = new Canvas3D(gd[0].getBestConfiguration(gc3D));
   c3d.setSize(getCanvas3dWidth(c3d), getCanvas3dHeight(c3d));
   return c3d;
 }
 protected int getCanvas3dWidth(Canvas3D c3d) {
   return m_kWidth;
 }
 protected int getCanvas3dHeight(Canvas3D c3d) {
   return m_kHeight;
 }
 protected double getBackClipDistance() {
   return 100.0;
 }
 protected double getFrontClipDistance() {
   return 1.0;
 }
 protected BranchGroup createViewBranchGroup(TransformGroup[] tgArray,
     ViewPlatform vp) {
   BranchGroup vpBranchGroup = new BranchGroup();
   if (tgArray != null && tgArray.length > 0) {
     Group parentGroup = vpBranchGroup;
     TransformGroup curTg = null;
     for (int n = 0; n < tgArray.length; n++) {
       curTg = tgArray[n];
       parentGroup.addChild(curTg);
       parentGroup = curTg;
     }
     tgArray[tgArray.length - 1].addChild(vp);
   } else
     vpBranchGroup.addChild(vp);
   return vpBranchGroup;
 }
 protected void addCanvas3D(Canvas3D c3d) {
   setLayout(new BorderLayout());
   add(c3d, BorderLayout.CENTER);
   doLayout();
 }
 protected VirtualUniverse createVirtualUniverse() {
   return new VirtualUniverse();
 }
 protected void saveCommandLineArguments(String[] szArgs) {
   m_szCommandLineArray = szArgs;
 }
 protected String[] getCommandLineArguments() {
   return m_szCommandLineArray;
 }

}


      </source>