/*
The Joy of Java 3D
by Greg Hopkins
Copyright Copyright 2001
*/
/*
Materials make change the appearance of a whole shape, but sometimes even the shiniest
objects can seem dull. By adding texture you can produce more interesting effects like
marbling or wrapping a two-dimensional image around your object.
The TextureLoader class enables you to load an image to use as a texture. The dimensions
of your image must be powers of two, for example 128 pixels by 256. When you load the
texture you can also specify how you want to use the image. For example, RGB to use the
color of the image or LUMINANCE to see the image in black and white.
After the texture is loaded, you can change the TextureAttributes to say whether you want
the image to replace the object underneath or modulate the underlying color. You can also
apply it as a decal or blend the image with the color of your choice.
If you are using a simple object like a sphere then you will also have to enable texturing
by setting the "primitive flags". These can be set to Primitive.GENERATE_NORMALS +
Primitive.GENERATE_TEXTURE_COORDS when you create the object.
In case this is starting to sound a bit complicated, here is an example. You can
experiment with the texture settings in this example and compare the results. You can
download the picture I used from http://www.java3d.org/Arizona.jpg or you can substitute
a picture of your own.
*/
import java.awt.Container;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Material;
import javax.media.j3d.Texture;
import javax.media.j3d.TextureAttributes;
import javax.vecmath.Color3f;
import javax.vecmath.Color4f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.universe.SimpleUniverse;
public class PictureBall {
public PictureBall() {
// Create the universe
SimpleUniverse universe = new SimpleUniverse();
// Create a structure to contain objects
BranchGroup group = new BranchGroup();
// Set up colors
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f red = new Color3f(0.7f, .15f, .15f);
// Set up the texture map
TextureLoader loader = new TextureLoader("K:\\3d\\Arizona.jpg",
"LUMINANCE", new Container());
Texture texture = loader.getTexture();
texture.setBoundaryModeS(Texture.WRAP);
texture.setBoundaryModeT(Texture.WRAP);
texture.setBoundaryColor(new Color4f(0.0f, 1.0f, 0.0f, 0.0f));
// Set up the texture attributes
//could be REPLACE, BLEND or DECAL instead of MODULATE
TextureAttributes texAttr = new TextureAttributes();
texAttr.setTextureMode(TextureAttributes.MODULATE);
Appearance ap = new Appearance();
ap.setTexture(texture);
ap.setTextureAttributes(texAttr);
//set up the material
ap.setMaterial(new Material(red, black, red, black, 1.0f));
// Create a ball to demonstrate textures
int primflags = Primitive.GENERATE_NORMALS
+ Primitive.GENERATE_TEXTURE_COORDS;
Sphere sphere = new Sphere(0.5f, primflags, ap);
group.addChild(sphere);
// Create lights
Color3f light1Color = new Color3f(1f, 1f, 1f);
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
DirectionalLight light1 = new DirectionalLight(light1Color,
light1Direction);
light1.setInfluencingBounds(bounds);
group.addChild(light1);
AmbientLight ambientLight = new AmbientLight(new Color3f(.5f, .5f, .5f));
ambientLight.setInfluencingBounds(bounds);
group.addChild(ambientLight);
// look towards the ball
universe.getViewingPlatform().setNominalViewingTransform();
// add the group of objects to the Universe
universe.addBranchGraph(group);
}
public static void main(String[] args) {
new PictureBall();
}
}
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