/*
* @(#)SimpleGeometry.java 1.16 02/10/21 13:50:17
*
* Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
*
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* modification, are permitted provided that the following conditions
* are met:
*
* - Redistributions of source code must retain the above copyright
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* - Redistribution in binary form must reproduce the above copyright
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* 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
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import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.TransparencyAttributes;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.behaviors.mouse.MouseTranslate;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.universe.PlatformGeometry;
import com.sun.j3d.utils.universe.SimpleUniverse;
import com.sun.j3d.utils.universe.ViewingPlatform;
/**
* 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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