Example usage for javax.media.j3d AlternateAppearance ALLOW_SCOPE_READ

List of usage examples for javax.media.j3d AlternateAppearance ALLOW_SCOPE_READ

Introduction

In this page you can find the example usage for javax.media.j3d AlternateAppearance ALLOW_SCOPE_READ.

Prototype

int ALLOW_SCOPE_READ

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Document

Specifies that this AlternateAppearance node allows read access to its scope information at runtime.

Usage

From source file:AlternateAppearanceScopeTest.java

BranchGroup createSceneGraph() {
    BranchGroup objRoot = new BranchGroup();

    // Create influencing bounds
    worldBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), // Center
            1000.0); // Extent

    Transform3D t = new Transform3D();
    // move the object upwards
    t.set(new Vector3f(0.0f, 0.1f, 0.0f));
    // Shrink the object
    t.setScale(0.8);/*from   w w  w. j  a  va2  s.  c o  m*/

    TransformGroup trans = new TransformGroup(t);
    trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    otherApp = new Appearance();
    altMat = new Material();
    altMat.setCapability(Material.ALLOW_COMPONENT_WRITE);
    altMat.setDiffuseColor(new Color3f(0.0f, 1.0f, 0.0f));
    otherApp.setMaterial(altMat);

    altApp = new AlternateAppearance();
    altApp.setAppearance(otherApp);
    altApp.setCapability(AlternateAppearance.ALLOW_SCOPE_WRITE);
    altApp.setCapability(AlternateAppearance.ALLOW_SCOPE_READ);
    altApp.setInfluencingBounds(worldBounds);
    objRoot.addChild(altApp);

    // Build foreground geometry into two groups. We'll
    // create three directional lights below, one each with
    // scope to cover the first geometry group only, the
    // second geometry group only, or both geometry groups.
    Appearance app1 = new Appearance();
    mat1 = new Material();
    mat1.setCapability(Material.ALLOW_COMPONENT_WRITE);
    mat1.setDiffuseColor(new Color3f(1.0f, 0.0f, 0.0f));
    app1.setMaterial(mat1);
    content1 = new SphereGroup(0.05f, // radius of spheres
            0.4f, // x spacing
            0.2f, // y spacing
            3, // number of spheres in X
            5, // number of spheres in Y
            app1, // appearance
            true); // alt app override = true
    trans.addChild(content1);
    shapes1 = ((SphereGroup) content1).getShapes();

    content2 = new SphereGroup(0.05f, // radius of spheres
            .4f, // x spacing
            0.2f, // y spacing
            2, // number of spheres in X
            5, // number of spheres in Y
            app1, // appearance
            true); // alt app override = true
    trans.addChild(content2);
    shapes2 = ((SphereGroup) content2).getShapes();

    // Add lights
    DirectionalLight light1 = null;
    light1 = new DirectionalLight();
    light1.setEnable(true);
    light1.setColor(new Color3f(0.2f, 0.2f, 0.2f));
    light1.setDirection(new Vector3f(1.0f, 0.0f, -1.0f));
    light1.setInfluencingBounds(worldBounds);
    objRoot.addChild(light1);

    DirectionalLight light2 = new DirectionalLight();
    light2.setEnable(true);
    light2.setColor(new Color3f(0.2f, 0.2f, 0.2f));
    light2.setDirection(new Vector3f(-1.0f, 0.0f, 1.0f));
    light2.setInfluencingBounds(worldBounds);
    objRoot.addChild(light2);

    // Add an ambient light to dimly illuminate the rest of
    // the shapes in the scene to help illustrate that the
    // directional lights are being scoped... otherwise it looks
    // like we're just removing shapes from the scene
    AmbientLight ambient = new AmbientLight();
    ambient.setEnable(true);
    ambient.setColor(new Color3f(1.0f, 1.0f, 1.0f));
    ambient.setInfluencingBounds(worldBounds);
    objRoot.addChild(ambient);

    objRoot.addChild(trans);

    return objRoot;
}