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/*
 * Copyright (c) 2016 JogAmp Community. All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 * 
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions 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.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 * 
 * The views and conclusions contained in the software and documentation are those
 * of the authors and should not be interpreted as representing official policies,
 * either expressed or implied, of the JogAmp Community.
 *
 */

package org.jdesktop.j3d.examples.collision;

import java.awt.GraphicsConfiguration;

import org.jogamp.java3d.Alpha;
import org.jogamp.java3d.Appearance;
import org.jogamp.java3d.Background;
import org.jogamp.java3d.BoundingSphere;
import org.jogamp.java3d.BranchGroup;
import org.jogamp.java3d.Canvas3D;
import org.jogamp.java3d.ColoringAttributes;
import org.jogamp.java3d.Group;
import org.jogamp.java3d.RenderingAttributes;
import org.jogamp.java3d.RotationInterpolator;
import org.jogamp.java3d.Shape3D;
import org.jogamp.java3d.Transform3D;
import org.jogamp.java3d.TransformGroup;
import org.jogamp.java3d.utils.shader.Cube;
import org.jogamp.java3d.utils.shader.SimpleShaderAppearance;
import org.jogamp.java3d.utils.universe.SimpleUniverse;
import org.jogamp.vecmath.Color3f;
import org.jogamp.vecmath.Point3d;
import org.jogamp.vecmath.Vector3d;

/**
 * Simple Java 3D example program to display how collision work.
 */
public class TickTockCollisionGL2ES2 extends javax.swing.JFrame
{

	private SimpleUniverse univ = null;
	private BranchGroup scene = 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 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);
		objScale.addChild(bg);

		// Create a pair of transform group nodes and initialize them to
		// identity.  Enable the TRANSFORM_WRITE capability so that
		// our behaviors can modify them at runtime.  Add them to the
		// root of the subgraph.
		TransformGroup objTrans1 = new TransformGroup();
		objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
		objScale.addChild(objTrans1);

		TransformGroup objTrans2 = new TransformGroup();
		objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
		objTrans1.addChild(objTrans2);

		// Create the positioning and scaling transform group node.
		Transform3D t = new Transform3D();
		t.set(0.3, new Vector3d(0.0, -1.5, 0.0));
		TransformGroup objTrans3 = new TransformGroup(t);
		objTrans2.addChild(objTrans3);

		// Create a simple shape leaf node, add it to the scene graph.
		objTrans3.addChild(new Cube());

		// Create a new Behavior object that will perform the desired
		// rotation on the specified transform object and add it into
		// the scene graph.
		Transform3D yAxis1 = new Transform3D();
		yAxis1.rotX(Math.PI / 2.0);
		Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500, 200);

		RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha, objTrans1, yAxis1, -(float) Math.PI / 2.0f,
				(float) Math.PI / 2.0f);
		tickTock.setSchedulingBounds(bounds);
		objTrans2.addChild(tickTock);

		// Create a new Behavior object that will perform the desired
		// rotation on the specified transform object and add it into
		// the scene graph.
		Transform3D yAxis2 = new Transform3D();
		Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);

		RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f);
		rotator.setSchedulingBounds(bounds);
		objTrans2.addChild(rotator);

		// Now create a pair of rectangular boxes, each with a collision
		// detection behavior attached.  The behavior will highlight the
		// object when it is in a state of collision.

		Group box1 = createBox(0.3, new Vector3d(-1.3, 0.0, 0.0));
		Group box2 = createBox(0.3, new Vector3d(1.3, 0.0, 0.0));

		objScale.addChild(box1);
		objScale.addChild(box2);

		// Have Java 3D perform optimizations on this scene graph.
		objRoot.compile();

		return objRoot;
	}

	private static Group createBox(double scale, Vector3d pos)
	{
		// Create a transform group node to scale and position the object.
		Transform3D t = new Transform3D();
		t.set(scale, pos);
		TransformGroup objTrans = new TransformGroup(t);

		// Create a simple shape leaf node and add it to the scene graph
		Shape3D shape = new Cube(0.5 / 2, 5.0 / 2, 1.0 / 2);
		objTrans.addChild(shape);

		// Create a new ColoringAttributes object for the shape's
		// appearance and make it writable at runtime.
		Appearance app = new SimpleShaderAppearance();
		shape.setAppearance(app);
		RenderingAttributes ra = new RenderingAttributes();
		ra.setIgnoreVertexColors(true);
		app.setRenderingAttributes(ra);
		ColoringAttributes ca = new ColoringAttributes();
		ca.setColor(0.6f, 0.3f, 0.0f);
		app.setCapability(Appearance.ALLOW_COLORING_ATTRIBUTES_WRITE);
		app.setColoringAttributes(ca);

		// Create a new Behavior object that will perform the collision
		// detection on the specified object, and add it into
		// the scene graph.
		CollisionDetector cd = new CollisionDetector(shape);
		BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
		cd.setSchedulingBounds(bounds);

		// Add the behavior to the scene graph
		objTrans.addChild(cd);

		return objTrans;
	}

	private Canvas3D createUniverse()
	{
		// Get the preferred graphics configuration for the default screen
		GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();

		// Create a Canvas3D using the preferred configuration
		Canvas3D c = new Canvas3D(config);

		// Create simple universe with view branch
		univ = new SimpleUniverse(c);

		// This will move the ViewPlatform back a bit so the
		// objects in the scene can be viewed.
		univ.getViewingPlatform().setNominalViewingTransform();

		// Ensure at least 5 msec per frame (i.e., < 200Hz)
		univ.getViewer().getView().setMinimumFrameCycleTime(5);

		return c;
	}

	/**
	 * Creates new form TickTockCollision
	 */
	public TickTockCollisionGL2ES2()
	{
		// Initialize the GUI components
		initComponents();

		// Create Canvas3D and SimpleUniverse; add canvas to drawing panel
		Canvas3D c = createUniverse();
		drawingPanel.add(c, java.awt.BorderLayout.CENTER);

		// Create the content branch and add it to the universe
		scene = createSceneGraph();
		univ.addBranchGraph(scene);
	}

	// ----------------------------------------------------------------

	/** This method is called from within the constructor to
	 * initialize the form.
	 * WARNING: Do NOT modify this code. The content of this method is
	 * always regenerated by the Form Editor.
	 */
	// <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents
	private void initComponents()
	{
		drawingPanel = new javax.swing.JPanel();

		setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
		setTitle("TickTockCollision");
		drawingPanel.setLayout(new java.awt.BorderLayout());

		drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700));
		getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER);

		pack();
	}// </editor-fold>//GEN-END:initComponents

	/**
	 * @param args the command line arguments
	 */
	public static void main(String args[])
	{
		System.setProperty("sun.awt.noerasebackground", "true");
		System.setProperty("j3d.rend", "jogl2es2");
		System.setProperty("j3d.displaylist", "false");
		java.awt.EventQueue.invokeLater(new Runnable() {
			@Override
			public void run()
			{
				new TickTockCollisionGL2ES2().setVisible(true);
			}
		});
	}

	// Variables declaration - do not modify//GEN-BEGIN:variables
	private javax.swing.JPanel drawingPanel;
	// End of variables declaration//GEN-END:variables

}