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/*
* $RCSfile$
*
* Copyright (c) 2004 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 com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.geometry.*;
import com.sun.j3d.utils.behaviors.mouse.MouseTranslate;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import java.applet.Applet;
import com.sun.j3d.utils.applet.MainFrame;
import java.awt.*;
/**
* This class demonstrates the use of the Universe builder for stand-alone
* applications along with the use of the PlatformGeometry node that is
* present in the Java 3D Universe Builder utility. The standard
* HelloWorld application is brought up. A transparent cylinder has been
* added to the PlatfromGeometry node of the ViewingPlatform and the
* MouseTranslate utility has been used to allow this sphere to be dragged
* around the canvas.
*/
public class SimpleGeometry extends Applet {
SimpleUniverse u = null;
public 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 the transform group 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);
objScale.addChild(objTrans);
// Create a simple shape leaf node, add it to the scene graph.
objTrans.addChild(new ColorCube());
// 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);
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);
// Have Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}
/*
* Create the geometry to add to the platform geometry.
*/
PlatformGeometry createAimer() {
PlatformGeometry pg = new PlatformGeometry();
// This TransformGroup will be used by the MouseTranslate
// utiltiy to move the cylinder around the canvas. when the
// the user holds down mouse button 3.
TransformGroup moveTG = new TransformGroup();
moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
MouseTranslate mouseT = new MouseTranslate(moveTG);
moveTG.addChild(mouseT);
BoundingSphere bounds =
new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
mouseT.setSchedulingBounds(bounds);
pg.addChild(moveTG);
// This TransformGroup is used to place the cylinder in the scene.
// The cylinder will be rotated 90 degrees so it will appear as
// a circle on the screen (could be made into a nice gun site...).
// The cylinder is also displaced a little in Z so it is in front
// of the viewer.
Transform3D xForm = new Transform3D();
xForm.rotX(Math.PI/2.0);
xForm.setTranslation(new Vector3d(0.0, 0.0, -0.7));
TransformGroup placementTG = new TransformGroup(xForm);
moveTG.addChild(placementTG);
// Create the cylinder - make it thin and transparent.
Appearance cylinderAppearance = new Appearance();
TransparencyAttributes transAttrs =
new TransparencyAttributes(TransparencyAttributes.FASTEST, 0.5f);
// cylinderAppearance.setTransparencyAttributes(transAttrs);
Cylinder aimer = new Cylinder(0.06f, 0.005f, 0, cylinderAppearance);
placementTG.addChild(aimer);
return pg;
}
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);
PlatformGeometry pg = createAimer();
// Now set the just created PlatformGeometry.
ViewingPlatform vp = u.getViewingPlatform();
vp.setPlatformGeometry(pg);
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
u.getViewingPlatform().setNominalViewingTransform();
// Add everthing to the scene graph - it will now be displayed.
u.addBranchGraph(scene);
}
public SimpleGeometry(String[] args) {
}
public SimpleGeometry() {
}
public void destroy() {
u.cleanup();
}
public static void main(String[] args) {
new MainFrame(new SimpleGeometry(args), 256, 256);
}
}
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