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The Java 3D API Specification (2nd Edition)
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The Java 3D API Specification (2nd Edition).iso
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PlatformGeometry
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SimpleGeometry.java
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2000-04-28
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/*
* @(#)SimpleGeometry.java 1.7 00/02/10 13:15:00
*
* Copyright (c) 1996-2000 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 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.*;
/**
* 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 {
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 static void main(String[] args) {
SimpleGeometry sg = new SimpleGeometry();
// Create a simple scene and attach it to the virtual universe
BranchGroup scene = sg.createSceneGraph();
SimpleUniverse u = new SimpleUniverse();
PlatformGeometry pg = sg.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);
}
}