The simple application of textures : Texture « 3D « Java






The simple application of textures


/*
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.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.TexCoord2f;
import javax.vecmath.Vector3f;

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

/**
 * This demonstrates the simple application of textures. Each face of a cube has
 * an image mapped onto it exactly once. The image is loaded from an external
 * file.
 * 
 * @author I.J.Palmer
 * @version 1.0
 */
public class SimpleTexture 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, 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 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),
        100.0);
    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);
    ambientLight1.setInfluencingBounds(bounds);
    DirectionalLight directionalLight1 = new DirectionalLight(lightColour1,
        lightDir1);
    directionalLight1.setInfluencingBounds(bounds);
    b.addChild(ambientLight1);
    b.addChild(directionalLight1);
  }

  /**
   * 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);
    contentBranch.addChild(rotationGroup);
    rotationGroup.addChild(shape);
    addLights(contentBranch);
    return contentBranch;
  }

  /**
   * This defines the appearance with a texture. The texture is loaded from an
   * external file.
   * 
   * @return Appearance that uses the texture.
   */
  protected Appearance DefineAppearance() {
    //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();
    app.setTexture(texture);
    //Define how the texture will be mapped onto the surface
    //by creating the appropriate texture attributes
    TextureAttributes textAttr = new TextureAttributes();
    textAttr.setTextureMode(TextureAttributes.REPLACE);
    app.setTextureAttributes(textAttr);
    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 is created with texture coordinates so that when the
   * appearance is set it will use the appearance texture on the surface.
   * 
   * @return Node that is the shape.
   */
  protected Node buildShape() {
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
        IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS
            | IndexedQuadArray.TEXTURE_COORDINATE_2, 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[] normals = { 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) };
    //Define the texture coordinates. These are defined
    //as floating point pairs of values that are used to
    //map the corners of the texture image onto the vertices
    //of the face. We then define the indices into this
    //array of values in a similar way to that used for
    //the vertices and normals.
    TexCoord2f[] textCoord = { new TexCoord2f(1.0f, 1.0f),
        new TexCoord2f(0.0f, 1.0f), new TexCoord2f(0.0f, 0.0f),
        new TexCoord2f(1.0f, 0.0f) };
    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);
    indexedCube.setNormals(0, normals);
    indexedCube.setNormalIndices(0, normalIndices);
    indexedCube.setTextureCoordinates(0, 0, textCoord);
    indexedCube.setTextureCoordinateIndices(0, 0, textIndices);
    return new Shape3D(indexedCube, DefineAppearance());
  }

  /**
   * Handles the exit button action to quit the program.
   */
  public void actionPerformed(ActionEvent e) {
    dispose();
    System.exit(0);
  }

  public SimpleTexture() {
    VirtualUniverse myUniverse = new VirtualUniverse();
    Locale myLocale = new Locale(myUniverse);
    myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
    myLocale.addBranchGraph(buildContentBranch(buildShape()));
    setTitle("SimpleTexture");
    setSize(400, 400);
    setLayout(new BorderLayout());
    add("Center", myCanvas3D);
    add("South", myButton);
    myButton.addActionListener(this);
    setVisible(true);
  }

  public static void main(String[] args) {
    SimpleTexture st = new SimpleTexture();
  }
}
           
       








Related examples in the same category

1.LocalEyeApp creates a single plane with texture mappingLocalEyeApp creates a single plane with texture mapping
2.TexCoordGeneration class to automatically define the texture coordinates
3.ExTexture - illustrate use of textures
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