A Morph object to animate a shape between two key shapes : Object Model « 3D « Java






A Morph object to animate a shape between two key shapes

A Morph object to animate a shape between two key shapes
/*
Essential Java 3D Fast

Ian Palmer

Publisher: Springer-Verlag

ISBN: 1-85233-394-4

*/

import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Frame;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GeometryArray;
import javax.media.j3d.IndexedQuadArray;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.Morph;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.ViewPlatform;
import javax.media.j3d.VirtualUniverse;
import javax.vecmath.AxisAngle4d;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;

/**
 * This uses a Morph object to animate a shape between two key shapes: a cube
 * and a pyramid. Buttons are used to change the weight values.
 * 
 * @author I.J.Palmer
 * @version 1.0
 */
public class SimpleMorph extends Frame implements ActionListener {
  protected Canvas3D myCanvas3D = new Canvas3D(null);

  /** The button that will animate towards the cube key shape */
  protected Button cubeButton = new Button("Cube");

  /** The button that will animate towards the pyramid key shape */
  protected Button pyraButton = new Button("Pyramid");

  /** The exit button */
  protected Button exitButton = new Button("Exit");

  /** This performs the animation */
  protected Morph myMorph;

  /** The weight values for the morph */
  protected double[] weights = { 0.5, 0.5 };

  /**
   * Build the view branch of the scene graph
   * 
   * @return BranchGroup that is the root of the view branch
   */
  protected BranchGroup buildViewBranch(Canvas3D c) {
    BranchGroup viewBranch = new BranchGroup();
    Transform3D viewXfm = new Transform3D();
    viewXfm.set(new Vector3f(0.0f, 0.0f, 5.0f));
    TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
    ViewPlatform myViewPlatform = new ViewPlatform();
    PhysicalBody myBody = new PhysicalBody();
    PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
    viewXfmGroup.addChild(myViewPlatform);
    viewBranch.addChild(viewXfmGroup);
    View myView = new View();
    myView.addCanvas3D(c);
    myView.attachViewPlatform(myViewPlatform);
    myView.setPhysicalBody(myBody);
    myView.setPhysicalEnvironment(myEnvironment);
    return viewBranch;
  }

  /**
   * Add some lights to the scene graph
   * 
   * @param b
   *            BranchGroup that the lights are added to
   */
  protected void addLights(BranchGroup b) {
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
        100.0);
    Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f);
    AmbientLight ambLight = new AmbientLight(ambLightColour);
    ambLight.setInfluencingBounds(bounds);
    Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f);
    Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f);
    DirectionalLight dirLight = new DirectionalLight(dirLightColour,
        dirLightDir);
    dirLight.setInfluencingBounds(bounds);
    b.addChild(ambLight);
    b.addChild(dirLight);
  }

  /**
   * Create the Morph from the given shapes
   * 
   * @param theShapes
   *            GeometryArray that stores the shapes for the Morph
   * @param app
   *            Appearnce used for the shapes
   * @return Morph that uses the given shapes
   */
  protected Morph createMorph(GeometryArray[] theShapes, Appearance app) {
    //Create the morph from the given shapes and appearance
    myMorph = new Morph(theShapes, app);
    //Set the weights
    myMorph.setWeights(weights);
    //Set the capabilities so that we can read and write the weights
    myMorph.setCapability(Morph.ALLOW_WEIGHTS_READ);
    myMorph.setCapability(Morph.ALLOW_WEIGHTS_WRITE);

    return myMorph;
  }

  /**
   * Build the content branch for the scene graph
   * 
   * @return BranchGroup that is the root of the content
   */
  protected BranchGroup buildContentBranch() {
    //Create the appearance object
    Appearance app = new Appearance();
    Color3f ambientColour = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour = new Color3f(1.0f, 0.0f, 0.0f);
    float shininess = 20.0f;
    app.setMaterial(new Material(ambientColour, emissiveColour,
        diffuseColour, specularColour, shininess));
    //Make the cube key shape
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
        IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f),
        new Point3f(-1.0f, 1.0f, 1.0f),
        new Point3f(-1.0f, -1.0f, 1.0f),
        new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f),
        new Point3f(-1.0f, 1.0f, -1.0f),
        new Point3f(-1.0f, -1.0f, -1.0f),
        new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f),
        new Vector3f(0.0f, 0.0f, -1.0f),
        new Vector3f(1.0f, 0.0f, 0.0f),
        new Vector3f(-1.0f, 0.0f, 0.0f),
        new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) };
    int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2,
        1, 0, 4, 5, 1, 6, 7, 3, 2 };
    int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3,
        3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);
    //Make the pyramid key shape. Although this needs
    //only five vertices to create the desired shape, we
    //need to use six vertices so that it has the same
    //number as the cube.
    IndexedQuadArray indexedPyramid = new IndexedQuadArray(8,
        IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] pyramidCoordinates = { new Point3f(0.0f, 1.0f, 0.0f),
        new Point3f(0.0f, 1.0f, 0.0f), new Point3f(-1.0f, -1.0f, 1.0f),
        new Point3f(1.0f, -1.0f, 1.0f), new Point3f(0.0f, 1.0f, 0.0f),
        new Point3f(0.0f, 1.0f, 0.0f),
        new Point3f(-1.0f, -1.0f, -1.0f),
        new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] pyramidNormals = { new Vector3f(0.0f, 0.0f, 1.0f),
        new Vector3f(0.0f, 0.0f, -1.0f),
        new Vector3f(1.0f, 0.0f, 0.0f),
        new Vector3f(-1.0f, 0.0f, 0.0f),
        new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) };
    int pyramidCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6,
        2, 1, 0, 4, 5, 1, 6, 7, 3, 2 };
    int pyramidNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3,
        3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedPyramid.setCoordinates(0, pyramidCoordinates);
    indexedPyramid.setNormals(0, pyramidNormals);
    indexedPyramid.setCoordinateIndices(0, pyramidCoordIndices);
    indexedPyramid.setNormalIndices(0, pyramidNormalIndices);
    //Set the contents of the array to the two shapes
    GeometryArray[] theShapes = new GeometryArray[2];
    theShapes[0] = indexedCube;
    theShapes[1] = indexedPyramid;
    BranchGroup contentBranch = new BranchGroup();
    //Create a transform to rotate the shape slightly
    Transform3D rotateCube = new Transform3D();
    rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0));
    TransformGroup rotationGroup = new TransformGroup(rotateCube);
    contentBranch.addChild(rotationGroup);
    addLights(contentBranch);
    //Call the function to build the morph
    rotationGroup.addChild(createMorph(theShapes, app));
    return contentBranch;
  }

  /**
   * Process the actions from the buttons. The two shape buttons change the
   * geometry so that it is nearer to its corresponding key shape.
   * 
   * @param e
   *            ActionEvent to be processed
   */
  public void actionPerformed(ActionEvent e) {
    //If its the exit button, quit the program
    if (e.getSource() == exitButton) {
      dispose();
      System.exit(0);
    }
    //If its the cube button, increase the weight
    //associated with the cube key shape and reduce
    //the other.
    else if (e.getSource() == cubeButton) {
      if (weights[0] <= 0.9) {
        weights[0] += 0.1;
        weights[1] -= 0.1;
        myMorph.setWeights(weights);
      }
    }
    //If its the pyramid button, increase the weight
    //associated with the pyramid key shape and reduce
    //the cube weight
    else if (e.getSource() == pyraButton) {
      if (weights[1] <= 0.9) {
        weights[0] -= 0.1;
        weights[1] += 0.1;
        myMorph.setWeights(weights);
      }
    }
  }

  /**
   * Constructor that generates the content using the class methods
   */
  public SimpleMorph() {
    VirtualUniverse myUniverse = new VirtualUniverse();
    Locale myLocale = new Locale(myUniverse);
    myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
    myLocale.addBranchGraph(buildContentBranch());
    setTitle("SimpleMorph");
    setSize(400, 400);
    setLayout(new BorderLayout());
    Panel bottom = new Panel();
    bottom.add(pyraButton);
    bottom.add(cubeButton);
    bottom.add(exitButton);
    add(BorderLayout.CENTER, myCanvas3D);
    add(BorderLayout.SOUTH, bottom);
    pyraButton.addActionListener(this);
    cubeButton.addActionListener(this);
    exitButton.addActionListener(this);
    setVisible(true);
  }

  public static void main(String[] args) {
    SimpleMorph sw = new SimpleMorph();
  }
}



           
       








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