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/*
* $RCSfile$
*
* Copyright (c) 2006 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:
*
* - Redistribution 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 MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
* NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
* USING, MODIFYING OR DISTRIBUTING THIS 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 THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed, licensed or
* intended for use in the design, construction, operation or
* maintenance of any nuclear facility.
*
* $Revision$
* $Date$
* $State$
*/
import java.util.Enumeration;
import javax.media.j3d.Appearance;
import javax.media.j3d.Behavior;
import javax.media.j3d.GeometryArray;
import javax.media.j3d.Shape3D;
import javax.media.j3d.Transform3D;
import javax.media.j3d.WakeupCondition;
import javax.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnElapsedFrames;
import javax.media.j3d.WakeupOnElapsedTime;
import javax.vecmath.Vector3f;
public class DistortBehavior extends Behavior {
// the wake up condition for the behavior
protected WakeupCondition m_InitialWakeupCondition = null;
protected WakeupCondition m_FrameWakeupCondition = null;
// the GeometryArray for the Shape3D that we are modifying
protected Shape3D m_Shape3D = null;
protected GeometryArray m_GeometryArray = null;
protected float[] m_CoordinateArray = null;
protected float[] m_OriginalCoordinateArray = null;
protected Appearance m_Appearance = null;
protected int m_nElapsedTime = 0;
protected int m_nNumFrames = 0;
protected int m_nFrameNumber = 0;
private int frame = 0;
protected Vector3f m_Vector = null;
public DistortBehavior(Shape3D shape3D, int nElapsedTime, int nNumFrames) {
// allocate a temporary vector
m_Vector = new Vector3f();
m_FrameWakeupCondition = new WakeupOnElapsedFrames(0);
restart(shape3D, nElapsedTime, nNumFrames);
}
public WakeupCondition restart(Shape3D shape3D, int nElapsedTime, int nNumFrames) {
m_Shape3D = shape3D;
m_nElapsedTime = nElapsedTime;
m_nNumFrames = nNumFrames;
m_nFrameNumber = 0;
// create the WakeupCriterion for the behavior
m_InitialWakeupCondition = new WakeupOnElapsedTime(m_nElapsedTime);
// save the GeometryArray that we are modifying
m_GeometryArray = (GeometryArray) m_Shape3D.getGeometry();
if (m_Shape3D.isLive() == false && m_Shape3D.isCompiled() == false) {
// set the capability bits that the behavior requires
m_Shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
m_Shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
m_Shape3D.getAppearance().setCapability(Appearance.ALLOW_POINT_ATTRIBUTES_WRITE);
m_Shape3D.getAppearance().setCapability(Appearance.ALLOW_POLYGON_ATTRIBUTES_WRITE);
m_Shape3D.getAppearance().setCapability(Appearance.ALLOW_TRANSPARENCY_ATTRIBUTES_WRITE);
m_Shape3D.getAppearance().setCapability(Appearance.ALLOW_TEXTURE_WRITE);
m_GeometryArray.setCapability(GeometryArray.ALLOW_COORDINATE_READ);
m_GeometryArray.setCapability(GeometryArray.ALLOW_COORDINATE_WRITE);
m_GeometryArray.setCapability(GeometryArray.ALLOW_COUNT_READ);
}
// make a copy of the object's original appearance
m_Appearance = new Appearance();
m_Appearance = (Appearance) m_Shape3D.getAppearance().cloneNodeComponent(true);
// allocate an array for the model coordinates
m_CoordinateArray = new float[3 * m_GeometryArray.getVertexCount()];
// make a copy of the models original coordinates
m_OriginalCoordinateArray = new float[3 * m_GeometryArray.getVertexCount()];
m_GeometryArray.getCoordinates(0, m_OriginalCoordinateArray);
// start (or restart) the behavior
setEnable(true);
return m_InitialWakeupCondition;
}
public void initialize() {
// apply the initial WakeupCriterion
wakeupOn(m_InitialWakeupCondition);
}
public void processStimulus(Enumeration criteria) {
while (criteria.hasMoreElements()) {
WakeupCriterion wakeUp = (WakeupCriterion) criteria.nextElement();
if (wakeUp instanceof WakeupOnElapsedTime) {
} else {
// we are mid explosion, modify the GeometryArray
m_nFrameNumber++;
frame++;
m_GeometryArray.getCoordinates(0, m_CoordinateArray);
Transform3D t3 = new Transform3D();
for (int n = 0; n < m_CoordinateArray.length; n += 3) {
m_Vector.x = m_OriginalCoordinateArray[n];
m_Vector.y = m_OriginalCoordinateArray[n + 1];
m_Vector.z = m_OriginalCoordinateArray[n + 2];
float spx = (float) (Math.sin(frame *3f / 500));
float spy = (float) (Math.cos(frame *5f / 500));
Vector3f v = new Vector3f(spx, spy, 0);
float px = (m_Vector.x - v.x);
float py = (m_Vector.y - v.y);
float pz = (m_Vector.z - v.z);
float d = (float) Math.sqrt(px * px + py * py + pz * pz);
m_Vector.add(new Vector3f(-.25f, -.25f, -.25f));
//m_Vector.scale(d);
t3.rotZ(d);
t3.rotX(d*2);
t3.rotY(d);
t3.transform(m_Vector);
m_CoordinateArray[n] = m_Vector.x;
m_CoordinateArray[n + 1] = m_Vector.y;
m_CoordinateArray[n + 2] = m_Vector.z;
}
// assign the new coordinates
m_GeometryArray.setCoordinates(0, m_CoordinateArray);
}
}
if (m_nFrameNumber < m_nNumFrames) {
// assign the next WakeUpCondition, so we are notified again
wakeupOn(m_FrameWakeupCondition);
} else {
// restart
m_nFrameNumber = 0;
wakeupOn(m_FrameWakeupCondition);
}
}
}
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