Java/3D/Cylinder
Версия от 18:01, 31 мая 2010; (обсуждение)
Содержание
PickWorld creates spheres, cylinders, and cones of different resolutions
/*
* @(#)PickWorld.java 1.10 98/04/13 13:49:14
*
* Copyright (c) 1996-1998 Sun Microsystems, Inc. All Rights Reserved.
*
* Sun grants you ("Licensee") a non-exclusive, royalty free, license to use,
* modify and redistribute this software in source and binary code form,
* provided that i) this copyright notice and license appear on all copies of
* the software; and ii) Licensee does not utilize the software in a manner
* which is disparaging to Sun.
*
* 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.
*
* This software is not designed or intended for use in on-line control of
* aircraft, air traffic, aircraft navigation or aircraft communications; or in
* the design, construction, operation or maintenance of any nuclear
* facility. Licensee represents and warrants that it will not use or
* redistribute the Software for such purposes.
*/
import java.applet.Applet;
import java.awt.BorderLayout;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Group;
import javax.media.j3d.Material;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.behaviors.picking.PickRotateBehavior;
import com.sun.j3d.utils.behaviors.picking.PickTranslateBehavior;
import com.sun.j3d.utils.behaviors.picking.PickZoomBehavior;
import com.sun.j3d.utils.geometry.Cone;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.universe.SimpleUniverse;
/**
* PickWorld creates spheres, cylinders, and cones of different resolutions and
* colors. You can pick each one and drag/zoom them around. The setup comes from
* TickTockPicking.
*/
public class PickWorld extends Applet {
public BranchGroup createSceneGraph(Canvas3D c) {
// Create the root of the branch graph
BranchGroup objRoot = new BranchGroup();
// Create a Transformgroup to scale all objects so they
// appear in the scene.
TransformGroup objScale = new TransformGroup();
Transform3D t3d = new Transform3D();
t3d.setScale(1.0);
objScale.setTransform(t3d);
objRoot.addChild(objScale);
// Create a bounds for the background and behaviors
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
// Attach picking behavior utlities to the scene root.
// They will wake up when user manipulates a scene node.
PickRotateBehavior behavior = new PickRotateBehavior(objRoot, c, bounds);
objRoot.addChild(behavior);
PickZoomBehavior behavior2 = new PickZoomBehavior(objRoot, c, bounds);
objRoot.addChild(behavior2);
PickTranslateBehavior behavior3 = new PickTranslateBehavior(objRoot, c,
bounds);
objRoot.addChild(behavior3);
// Set up the background
Color3f bgColor = new Color3f(0.05f, 0.05f, 0.4f);
Background bg = new Background(bgColor);
bg.setApplicationBounds(bounds);
objRoot.addChild(bg);
// Set up the global lights
Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
AmbientLight aLgt = new AmbientLight(alColor);
aLgt.setInfluencingBounds(bounds);
DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
lgt1.setInfluencingBounds(bounds);
objRoot.addChild(aLgt);
objRoot.addChild(lgt1);
// Create a bunch of objects with a behavior and add them
// into the scene graph.
int row, col;
int numRows = 3, numCols = 5;
Appearance[][] app = new Appearance[numRows][numCols];
for (row = 0; row < numRows; row++)
for (col = 0; col < numCols; col++)
app[row][col] = createAppearance(row * numCols + col);
for (int i = 0; i < numRows; i++) {
double ypos = (double) (i - numRows / 2) * 0.6;
for (int j = 0; j < numCols; j++) {
double xpos = (double) (j - numCols / 2) * 0.4;
objScale
.addChild(createObject(i, j, app[i][j], 0.1, xpos, ypos));
}
}
// Let Java 3D perform optimizations on this scene graph.
objRoot.rupile();
return objRoot;
}
private Appearance createAppearance(int idx) {
Appearance app = new Appearance();
// Globally used colors
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f gray = new Color3f(0.4f, 0.4f, 0.4f);
idx = idx % 5;
switch (idx) {
// Lit solid
case 0: {
// Set up the material properties
Color3f objColor = new Color3f(0.0f, 0.8f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
// Lit solid, specular only
case 1: {
// Set up the material properties
Color3f objColor = new Color3f(0.0f, 0.4f, 0.2f);
app.setMaterial(new Material(black, black, objColor, white, 80.0f));
break;
}
case 2: {
// Set up the texture map
TextureLoader tex = new TextureLoader("apimage.jpg", this);
app.setTexture(tex.getTexture());
// Set up the material properties
app.setMaterial(new Material(gray, black, gray, white, 1.0f));
break;
}
// Texture mapped, lit solid
case 3: {
// Set up the texture map
TextureLoader tex = new TextureLoader("earth.jpg", this);
app.setTexture(tex.getTexture());
// Set up the material properties
app.setMaterial(new Material(gray, black, gray, white, 1.0f));
break;
}
// Another lit solid with a different color
case 4: {
// Set up the material properties
Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
default: {
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
app.setColoringAttributes(ca);
}
}
return app;
}
private Group createObject(int i, int j, Appearance app, double scale,
double xpos, double ypos) {
// Create a transform group node to scale and position the object.
Transform3D t = new Transform3D();
t.set(scale, new Vector3d(xpos, ypos, 0.0));
TransformGroup objTrans = new TransformGroup(t);
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
objTrans.setCapability(TransformGroup.ENABLE_PICK_REPORTING);
// Create a second transform group node and initialize it to the
// identity. Enable the TRANSFORM_WRITE capability so that
// our behavior code can modify it at runtime.
TransformGroup spinTg = new TransformGroup();
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
spinTg.setCapability(TransformGroup.ENABLE_PICK_REPORTING);
Primitive obj = null;
if (i % 3 == 2) {
obj = (Primitive) new Sphere(1.0f, Sphere.GENERATE_NORMALS
| Sphere.GENERATE_TEXTURE_COORDS, j * 8 + 4, app);
} else if (i % 3 == 1) {
obj = (Primitive) new Cylinder(1.0f, 2.0f,
Cylinder.GENERATE_TEXTURE_COORDS
| Cylinder.GENERATE_NORMALS, j * 8 + 4, j * 8 + 4,
app);
} else if (i % 3 == 0) {
obj = (Primitive) new Cone(1.0f, 2.0f, Cone.GENERATE_NORMALS
| Cone.GENERATE_TEXTURE_COORDS, j * 8 + 4, j * 8 + 4, app);
}
// add it to the scene graph.
spinTg.addChild(obj);
objTrans.addChild(spinTg);
return objTrans;
}
public PickWorld() {
setLayout(new BorderLayout());
Canvas3D c = new Canvas3D(null);
add("Center", c);
// Create a simple scene and attach it to the virtual universe
BranchGroup scene = createSceneGraph(c);
SimpleUniverse 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);
}
//
// The following allows PickWorld to be run as an application
// as well as an applet
//
public static void main(String[] args) {
new MainFrame(new PickWorld(), 640, 480);
}
}
Spheres, cylinders, and cones of different resolutions and colors
/*
* @(#)ConicWorld.java 1.27 02/10/21 13:38:29
*
* Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* - Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any
* kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
* EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES
* SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN
* OR ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR
* FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR
* PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF
* LIABILITY, ARISING OUT OF THE USE OF OR INABILITY TO USE SOFTWARE,
* EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that Software is not designed,licensed or intended
* for use in the design, construction, operation or maintenance of
* any nuclear facility.
*/
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Group;
import javax.media.j3d.Material;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.TextureAttributes;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Cone;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.universe.SimpleUniverse;
/**
* ConicWorld creates spheres, cylinders, and cones of different resolutions and
* colors. Demonstrates the use of the various geometry creation constructors
* found in the com.sun.j3d.utils.geometry package.
*/
public class ConicWorld extends Applet {
private java.net.URL texImage = null;
private SimpleUniverse u = null;
public BranchGroup createSceneGraph(Canvas3D c) {
// Create the root of the branch graph
BranchGroup objRoot = new BranchGroup();
// Create a bounds for the background and behaviors
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
// Set up the background
Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);
Background bg = new Background(bgColor);
bg.setApplicationBounds(bounds);
objRoot.addChild(bg);
// Set up the global lights
Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
AmbientLight aLgt = new AmbientLight(alColor);
aLgt.setInfluencingBounds(bounds);
DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
lgt1.setInfluencingBounds(bounds);
objRoot.addChild(aLgt);
objRoot.addChild(lgt1);
// Create a bunch of objects with a behavior and add them
// into the scene graph.
int row, col;
int numRows = 3, numCols = 5;
Appearance[][] app = new Appearance[numRows][numCols];
for (row = 0; row < numRows; row++)
for (col = 0; col < numCols; col++)
app[row][col] = createAppearance(row * numCols + col);
// Space between each row/column
double xspace = 2.0 / ((double) numCols - 1.0);
double yspace = 2.0 / ((double) numRows - 1.0);
for (int i = 0; i < numRows; i++) {
double ypos = ((double) i * yspace - 1.0) * 0.6;
for (int j = 0; j < numCols; j++) {
double xpos = xpos = ((double) j * xspace - 1.0) * 0.6;
objRoot
.addChild(createObject(i, j, app[i][j], 0.1, xpos, ypos));
}
}
// Let Java 3D perform optimizations on this scene graph.
objRoot.rupile();
return objRoot;
}
private Appearance createAppearance(int idx) {
Appearance app = new Appearance();
// Globally used colors
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
idx = idx % 5;
switch (idx) {
// Lit solid
case 0: {
// Set up the material properties
Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
// Lit solid, no specular
case 1: {
// Set up the material properties
Color3f objColor = new Color3f(0.0f, 0.8f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
// Lit solid, specular only
case 2: {
// Set up the material properties
Color3f objColor = new Color3f(0.0f, 0.8f, 0.8f);
app.setMaterial(new Material(black, black, objColor, white, 80.0f));
break;
}
// Texture mapped, lit solid
case 3: {
// Set up the texture map
TextureLoader tex = new TextureLoader(texImage, this);
app.setTexture(tex.getTexture());
// Set up the material properties
app.setMaterial(new Material(white, black, white, black, 1.0f));
TextureAttributes texAttr = new TextureAttributes();
texAttr.setTextureMode(TextureAttributes.MODULATE);
app.setTextureAttributes(texAttr);
break;
}
// Another lit solid with a different color
case 4: {
// Set up the material properties
Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
default: {
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
app.setColoringAttributes(ca);
}
}
return app;
}
private Group createObject(int i, int j, Appearance app, double scale,
double xpos, double ypos) {
// Create a transform group node to scale and position the object.
Transform3D t = new Transform3D();
t.set(scale, new Vector3d(xpos, ypos, 0.0));
TransformGroup objTrans = new TransformGroup(t);
// Create a second transform group node and initialize it to the
// identity. Enable the TRANSFORM_WRITE capability so that
// our behavior code can modify it at runtime.
TransformGroup spinTg = new TransformGroup();
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
Primitive obj = null;
if (i % 3 == 2) {
obj = (Primitive) new Sphere(1.0f, Sphere.GENERATE_NORMALS
| Sphere.GENERATE_TEXTURE_COORDS, j * 8 + 4, app);
} else if (i % 3 == 1) {
obj = (Primitive) new Cylinder(1.0f, 2.0f,
Cylinder.GENERATE_TEXTURE_COORDS
| Cylinder.GENERATE_NORMALS, j * 8 + 4, j * 8 + 4,
app);
} else if (i % 3 == 0) {
obj = (Primitive) new Cone(1.0f, 2.0f, Cone.GENERATE_NORMALS
| Cone.GENERATE_TEXTURE_COORDS, j * 8 + 4, j * 8 + 4, app);
}
// add it to the scene graph.
spinTg.addChild(obj);
// 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,
5000, 0, 0, 0, 0, 0);
RotationInterpolator rotator = new RotationInterpolator(rotationAlpha,
spinTg, 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);
// Add the behavior and the transform group to the object
objTrans.addChild(rotator);
objTrans.addChild(spinTg);
return objTrans;
}
public ConicWorld() {
}
public ConicWorld(java.net.URL url) {
texImage = url;
}
public void init() {
if (texImage == null) {
// the path to the image for an applet
try {
texImage = new java.net.URL(getCodeBase().toString()
+ "/earth.jpg");
} catch (java.net.MalformedURLException ex) {
System.out.println(ex.getMessage());
System.exit(1);
}
}
setLayout(new BorderLayout());
GraphicsConfiguration config = SimpleUniverse
.getPreferredConfiguration();
Canvas3D c = new Canvas3D(config);
add("Center", c);
// Create a simple scene and attach it to the virtual universe
BranchGroup scene = createSceneGraph(c);
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 ConicWorld to be run as an application
// as well as an applet
//
public static void main(String[] args) {
// the path to the image file for an application
java.net.URL url = null;
try {
url = new java.net.URL("file:earth.jpg");
} catch (java.net.MalformedURLException ex) {
System.out.println(ex.getMessage());
System.exit(1);
}
new MainFrame(new ConicWorld(url), 700, 700);
}
}
This creates a simple cylinder by using the Cylinder utility class
/*
Essential Java 3D Fast
Ian Palmer
Publisher: Springer-Verlag
ISBN: 1-85233-394-4
*/
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Frame;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.media.j3d.Appearance;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.Locale;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.ViewPlatform;
import javax.media.j3d.VirtualUniverse;
import javax.vecmath.AxisAngle4d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.geometry.Cylinder;
/**
* This creates a simple cylinder by using the Cylinder utility class.
*
* @author I.J.Palmer
* @version 1.0
*/
public class SimpleCylinder extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null);
protected Button myButton = new Button("Exit");
/**
* This function builds the view branch of the scene graph. It creates a
* branch group and then creates the necessary view elements to give a
* useful view of our content.
*
* @param c
* Canvas3D that will display the view
* @return BranchGroup that is the root of the view elements
*/
protected BranchGroup buildViewBranch(Canvas3D c) {
BranchGroup viewBranch = new BranchGroup();
Transform3D viewXfm = new Transform3D();
viewXfm.set(new Vector3f(0.0f, 0.0f, 5.0f));
TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
ViewPlatform myViewPlatform = new ViewPlatform();
PhysicalBody myBody = new PhysicalBody();
PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
viewXfmGroup.addChild(myViewPlatform);
viewBranch.addChild(viewXfmGroup);
View myView = new View();
myView.addCanvas3D(c);
myView.attachViewPlatform(myViewPlatform);
myView.setPhysicalBody(myBody);
myView.setPhysicalEnvironment(myEnvironment);
return viewBranch;
}
/**
* This builds the content branch of our scene graph. It uses the Cylinder
* utility class to create the actual shape, adding to to the transform
* group so that the shape is slightly tilted to reveal its 3D shape.
*
* @param shape
* Node that represents the geometry for the content
* @return BranchGroup that is the root of the content branch
*/
protected BranchGroup buildContentBranch() {
BranchGroup contentBranch = new BranchGroup();
Transform3D rotateCube = new Transform3D();
rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0));
TransformGroup rotationGroup = new TransformGroup(rotateCube);
contentBranch.addChild(rotationGroup);
//Create the shape and add it to the branch
rotationGroup.addChild(new Cylinder(1.0f, 1.0f, new Appearance()));
return contentBranch;
}
/**
* Handles the exit button action to quit the program.
*/
public void actionPerformed(ActionEvent e) {
dispose();
System.exit(0);
}
public SimpleCylinder() {
VirtualUniverse myUniverse = new VirtualUniverse();
Locale myLocale = new Locale(myUniverse);
myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
myLocale.addBranchGraph(buildContentBranch());
setTitle("SimpleCylinder");
setSize(400, 400);
setLayout(new BorderLayout());
add("Center", myCanvas3D);
add("South", myButton);
myButton.addActionListener(this);
setVisible(true);
}
public static void main(String[] args) {
SimpleCylinder sw = new SimpleCylinder();
}
}
Three resolutions of a cylinder to demonstrate
/*
Essential Java 3D Fast
Ian Palmer
Publisher: Springer-Verlag
ISBN: 1-85233-394-4
*/
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Frame;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingLeaf;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.DistanceLOD;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Switch;
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.Vector3f;
import com.sun.j3d.utils.behaviors.keyboard.KeyNavigatorBehavior;
import com.sun.j3d.utils.geometry.Cylinder;
/**
* This uses three resolutions of a cylinder to demonstrate the operation of a
* level of detail node.
*
* @author I.J.Palmer
* @version 1.0
*/
public class SimpleLOD extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null);
protected Button exitButton = new Button("Exit");
protected BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0,
0.0), 100.0);
/**
* Build the view branch of the scene graph. In this case a key navigation
* utility object is created and associated with the view transform so that
* the view can be changed via the keyboard.
*
* @return BranchGroup that is the root of the view branch
*/
protected BranchGroup buildViewBranch(Canvas3D c) {
BranchGroup viewBranch = new BranchGroup();
Transform3D viewXfm = new Transform3D();
viewXfm.set(new Vector3f(0.0f, 0.0f, 10.0f));
TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
viewXfmGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
viewXfmGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
BoundingSphere movingBounds = new BoundingSphere(new Point3d(0.0, 0.0,
0.0), 100.0);
BoundingLeaf boundLeaf = new BoundingLeaf(movingBounds);
ViewPlatform myViewPlatform = new ViewPlatform();
viewXfmGroup.addChild(boundLeaf);
PhysicalBody myBody = new PhysicalBody();
PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
viewXfmGroup.addChild(myViewPlatform);
viewBranch.addChild(viewXfmGroup);
View myView = new View();
myView.addCanvas3D(c);
myView.attachViewPlatform(myViewPlatform);
myView.setPhysicalBody(myBody);
myView.setPhysicalEnvironment(myEnvironment);
KeyNavigatorBehavior keyNav = new KeyNavigatorBehavior(viewXfmGroup);
keyNav.setSchedulingBounds(movingBounds);
viewBranch.addChild(keyNav);
return viewBranch;
}
/**
* Add some lights to the scene graph
*
* @param b
* BranchGroup that the lights are added to
*/
protected void addLights(BranchGroup b) {
Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f);
AmbientLight ambLight = new AmbientLight(ambLightColour);
ambLight.setInfluencingBounds(bounds);
Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f);
DirectionalLight dirLight = new DirectionalLight(dirLightColour,
dirLightDir);
dirLight.setInfluencingBounds(bounds);
b.addChild(ambLight);
b.addChild(dirLight);
}
/**
* Build the content branch for the scene graph This creates three
* cylinders, each with a different resolution. These are then used with a
* LOD node to implement a crude level of detail.
*
* @return BranchGroup that is the root of the content
*/
protected BranchGroup buildContentBranch() {
//Create the appearance
Appearance app = new Appearance();
Color3f ambientColour = new Color3f(1.0f, 1.0f, 0.0f);
Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
Color3f diffuseColour = new Color3f(1.0f, 1.0f, 0.0f);
float shininess = 20.0f;
app.setMaterial(new Material(ambientColour, emissiveColour,
diffuseColour, specularColour, shininess));
//Make the switch node that is to used with the LOD
//and make it writable
Switch LODswitch = new Switch();
LODswitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
//Add the three cylinders
LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS,
10, 10, app));
LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS,
5, 5, app));
LODswitch.addChild(new Cylinder(1.0f, 1.0f, Cylinder.GENERATE_NORMALS,
3, 3, app));
//Define the distances for the LOD
float[] LODdistances = { 5.0f, 10.0f, 15.0f };
DistanceLOD myLOD = new DistanceLOD(LODdistances, new Point3f(0.0f,
0.0f, 0.0f));
myLOD.setSchedulingBounds(bounds);
//Add the switch to the LOD
myLOD.addSwitch(LODswitch);
BranchGroup contentBranch = new BranchGroup();
contentBranch.addChild(myLOD);
addLights(contentBranch);
contentBranch.addChild(LODswitch);
return contentBranch;
}
/**
* Use the action event of the exit button to end the application.
*/
public void actionPerformed(ActionEvent e) {
dispose();
System.exit(0);
}
public SimpleLOD() {
VirtualUniverse myUniverse = new VirtualUniverse();
Locale myLocale = new Locale(myUniverse);
myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
myLocale.addBranchGraph(buildContentBranch());
setTitle("SimpleLOD");
setSize(400, 400);
setLayout(new BorderLayout());
Panel bottom = new Panel();
bottom.add(exitButton);
add(BorderLayout.CENTER, myCanvas3D);
add(BorderLayout.SOUTH, bottom);
exitButton.addActionListener(this);
setVisible(true);
}
public static void main(String[] args) {
SimpleLOD sl = new SimpleLOD();
}
}