TexCoordGeneration class to automatically define the texture coordinates : Texture « 3D « Java

TexCoordGeneration class to automatically define the texture coordinates

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.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.ImageComponent2D;
import javax.media.j3d.IndexedQuadArray;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.Node;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TexCoordGeneration;
import javax.media.j3d.Texture;
import javax.media.j3d.Texture2D;
import javax.media.j3d.TextureAttributes;
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;

import com.sun.j3d.utils.image.TextureLoader;

 * This uses a TexCoordGeneration class to automatically define the texture
 * coordinates.
 * @author I.J.Palmer
 * @version 1.0
public class SimpleTextureGen extends Frame implements ActionListener {
  protected Canvas3D myCanvas3D = new Canvas3D(null);

  protected Button myButton = new Button("Exit");

   * This function builds the view branch of the scene graph. It creates a
   * branch group and then creates the necessary view elements to give a
   * useful view of our content.
   * @param c
   *            Canvas3D that will display the view
   * @return BranchGroup that is the root of the view elements
  protected BranchGroup buildViewBranch(Canvas3D c) {
    BranchGroup viewBranch = new BranchGroup();
    Transform3D viewXfm = new Transform3D();
    viewXfm.set(new Vector3f(0.0f, 0.0f, 10.0f));
    TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
    ViewPlatform myViewPlatform = new ViewPlatform();
    PhysicalBody myBody = new PhysicalBody();
    PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
    View myView = new View();
    return viewBranch;

   * Add some lights so that we can illuminate the scene. This adds one
   * ambient light to bring up the overall lighting level and one directional
   * shape to show the shape of the objects in the scene.
   * @param b
   *            BranchGroup that the lights are to be added to.
  protected void addLights(BranchGroup b) {
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
    Color3f lightColour1 = new Color3f(1.0f, 1.0f, 1.0f);
    Vector3f lightDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Color3f lightColour2 = new Color3f(1.0f, 1.0f, 1.0f);
    Vector3f lightDir2 = new Vector3f(0.0f, 0.0f, -1.0f);
    Color3f ambientColour = new Color3f(0.2f, 0.2f, 0.2f);
    AmbientLight ambientLight1 = new AmbientLight(ambientColour);
    DirectionalLight directionalLight1 = new DirectionalLight(lightColour1,

   * This builds the content branch of our scene graph. The shape supplied as
   * a parameter is slightly tilted to reveal its 3D shape. It also uses the
   * addLights function to add some lights to the scene.
   * @param shape
   *            Node that represents the geometry for the content
   * @return BranchGroup that is the root of the content branch
  protected BranchGroup buildContentBranch(Node shape) {
    BranchGroup contentBranch = new BranchGroup();
    Transform3D rotateCube = new Transform3D();
    rotateCube.set(new AxisAngle4d(1.0, 1.0, 0.0, Math.PI / 4.0));
    TransformGroup rotationGroup = new TransformGroup(rotateCube);
    return contentBranch;

   * This defines the appearance for the shape using a texture. It uses a
   * TextureLoader to load the texture image from an external file and a
   * TexCoordGeneration to define the texture coordinates.
   * @return Appearance that uses a texture.
  protected Appearance DefineAppearance() {
    //This is used to automatically define the texture coordinates.
    //The coordinates are generated in object coordinates, but by
    //commented out the line with 'OBJECT_LINEAR' and uncommenting
    //the line 'EYE_LINEAR' the program will use eye coordinates.
    TexCoordGeneration textCoorder = new TexCoordGeneration(
    //Load the texture from the external image file
    TextureLoader textLoad = new TextureLoader("housebrick.jpg", this);
    //Access the image from the loaded texture
    ImageComponent2D textImage = textLoad.getImage();
    //Create a two dimensional texture
    Texture2D texture = new Texture2D(Texture2D.BASE_LEVEL, Texture.RGB,
        textImage.getWidth(), textImage.getHeight());
    //Set the texture from the image loaded
    texture.setImage(0, textImage);
    //Create the appearance that will use the texture
    Appearance app = new Appearance();
    //Pass the coordinate generator to the appearance
    //Define how the texture will be mapped onto the surface
    //by creating the appropriate texture attributes
    TextureAttributes textAttr = new TextureAttributes();
    app.setMaterial(new Material());
    return app;

   * Build a cube from an IndexedQuadArray. This method creates the vertices
   * as a set of eight points and the normals as a set of six vectors (one for
   * each face). The data is then defined such that each vertex has a
   * different normal associated with it when it is being used for a different
   * face. The shape doesn't have texture coordinates or nornmals defined
   * since the texture coordinate generator will define the necessary data.
   * @return Node that is the shape.
  protected Node buildShape() {
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
        IndexedQuadArray.COORDINATES, 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) };
    int coordIndices[] = { 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 normalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3,
        4, 4, 4, 4, 5, 5, 5, 5 };
    int textIndices[] = { 0, 1, 2, 3, 3, 0, 1, 2, 1, 2, 3, 0, 1, 2, 3, 0,
        3, 0, 1, 2, 1, 2, 3, 0 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setCoordinateIndices(0, coordIndices);
    return new Shape3D(indexedCube, DefineAppearance());

   * Handles the exit button action to quit the program.
  public void actionPerformed(ActionEvent e) {

  public SimpleTextureGen() {
    VirtualUniverse myUniverse = new VirtualUniverse();
    Locale myLocale = new Locale(myUniverse);
    setSize(400, 400);
    setLayout(new BorderLayout());
    add("Center", myCanvas3D);
    add("South", myButton);

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


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4.Illustrates how a texture image can be dynamically rotated at runtime
5.Illustrates dynamic texture coordinate generation using the TexCoordGeneration class
6.Create geometry to display the texture image mapped onto a triangulated polygon
7.Texture: picture ball
8.Image Component By ReferenceImage Component By Reference
9.Interleaved TestInterleaved Test
10.Texture ImageTexture Image
11.Multi TextureMulti Texture
12.Texture By Reference
13.Texture MappingTexture Mapping