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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.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;
public class Pyramid2Cube extends Applet {
private SimpleUniverse u = null;
private BranchGroup createSceneGraph() {
// 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(0.4);
objScale.setTransform(t3d);
objRoot.addChild(objScale);
// Create a bounds for the background and behavior
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);
objScale.addChild(bg);
//
// Create the transform group nodes for the 3 original objects
// and the morphed object. Add them to the root of the
// branch graph.
//
TransformGroup objTrans[] = new TransformGroup[4];
for(int i=0; i<4; i++) {
objTrans[i] = new TransformGroup();
objScale.addChild(objTrans[i]);
}
Transform3D tr = new Transform3D();
Transform3D rotY15 = new Transform3D();
rotY15.rotY(15.0 * Math.PI / 180.0);
objTrans[0].getTransform(tr);
tr.setTranslation(new Vector3d(-3.0, 1.5, -6.5));
tr.mul(rotY15);
objTrans[0].setTransform(tr);
objTrans[1].getTransform(tr);
tr.setTranslation(new Vector3d(0.0, 1.5, -6.5));
tr.mul(rotY15);
objTrans[1].setTransform(tr);
objTrans[2].getTransform(tr);
tr.setTranslation(new Vector3d(3.0, 1.5, -6.5));
tr.mul(rotY15);
objTrans[2].setTransform(tr);
objTrans[3].getTransform(tr);
tr.setTranslation(new Vector3d(0.0, -2.0, -5.0));
tr.mul(rotY15);
objTrans[3].setTransform(tr);
// Now create simple geometries.
QuadArray g[] = new QuadArray[3];
Shape3D shape[] = new Shape3D[3];
for(int i=0; i<3; i++) {
g[i] = null;
shape[i] = null;
}
g[0] = new ColorPyramidUp();
g[1] = new ColorCube();
g[2] = new ColorPyramidDown();
Appearance a = new Appearance();
for(int i=0; i<3;i++) {
shape[i] = new Shape3D(g[i],a);
objTrans[i].addChild(shape[i]);
}
//
// Create a Morph node, and set the appearance and input geometry
// arrays. Set the Morph node's capability bits to allow the weights
// to be modified at runtime.
//
Morph morph = new Morph((GeometryArray[]) g, a);
morph.setCapability(Morph.ALLOW_WEIGHTS_READ);
morph.setCapability(Morph.ALLOW_WEIGHTS_WRITE);
objTrans[3].addChild(morph);
// Now create the Alpha object that controls the speed of the
// morphing operation.
Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE |
Alpha.DECREASING_ENABLE,
0, 0,
4000, 1000, 500,
4000, 1000, 500);
// Finally, create the morphing behavior
MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph);
mBeh.setSchedulingBounds(bounds);
objScale.addChild(mBeh);
return objRoot;
}
public Pyramid2Cube() {
}
public void init() {
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();
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();
}
public static void main(String[] args) {
new MainFrame(new Pyramid2Cube(), 700, 700);
}
}
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