Example usage for javax.media.j3d Appearance Appearance

List of usage examples for javax.media.j3d Appearance Appearance

Introduction

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

Prototype

public Appearance() 

Source Link

Document

Constructs an Appearance component object using defaults for all state variables.

Usage

From source file:AvatarTest.java

ViewerAvatar createAvatar() {
    ViewerAvatar va = new ViewerAvatar();
    TransformGroup tg = new TransformGroup();

    Car car = new Car(this, tg, ComplexObject.GEOMETRY | ComplexObject.TEXTURE | ComplexObject.COLLISION
            | ComplexObject.COLLISION_SOUND);

    car.createObject(new Appearance(), new Vector3d(0, -0.3, -0.3), new Vector3d(0.3, 0.3, 1), "platform.jpg",
            null, "collide.wav");

    tg.addChild(car);//  w w w.  jav a2  s  . c  om
    va.addChild(tg);

    return va;
}

From source file:ScenegraphTest.java

TransformGroup createLimb(double radius, double length) {
    // because the cylinder is centered at 0,0,0
    // we need to shift the cylinder so that the bottom of
    // the cylinder is at 0,0,0 and the top is at 0, length, 0

    TransformGroup tg = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setTranslation(new Vector3d(0, length / 2, 0));
    tg.setTransform(t3d);/*ww  w . jav a  2  s  .c o  m*/

    Appearance app = new Appearance();
    Color3f black = new Color3f(0.4f, 0.2f, 0.1f);
    Color3f objColor = new Color3f(1, 0.8f, 0.6f);
    app.setMaterial(new Material(objColor, black, objColor, black, 90.0f));

    Cylinder cylinder = new Cylinder((float) radius, (float) length, Primitive.GENERATE_NORMALS, app);

    tg.addChild(cylinder);
    return tg;
}

From source file:SimpleGame.java

/**
 * This builds the ball that acts as the bullet for our gun. The ball is
 * created from a sphere primitive, and a transform group and interpolator
 * are added so that we can 'fire' the bullet.
 * //w  w  w  .  j  av  a  2s  .  c  om
 * @return BranchGroup that is the root of the ball branch.
 */
protected BranchGroup buildBall() {
    BranchGroup theBall = new BranchGroup();

    Appearance ballApp = 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;
    ballApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));

    Sphere ball = new Sphere(0.2f, ballApp);

    TransformGroup ballMovXfmGrp = new TransformGroup();
    ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    ballMovXfmGrp.addChild(ball);
    theBall.addChild(ballMovXfmGrp);

    ballAlpha = new Alpha(1, 0, 0, 500, 0, 0);
    Transform3D axis = new Transform3D();
    axis.rotY(Math.PI / 2);
    moveBall = new PositionInterpolator(ballAlpha, ballMovXfmGrp, axis, 0.0f, 50.0f);
    moveBall.setSchedulingBounds(bounds);
    theBall.addChild(moveBall);

    return theBall;

}

From source file:ExHenge.java

public Group buildScene() {
    // Turn off the example headlight
    setHeadlightEnable(false);/*from  w  ww.  j  av a  2s  .  c om*/

    // Default to walk navigation
    setNavigationType(Walk);

    //
    // Preload the texture images
    //
    if (debug)
        System.err.println("  textures...");
    Texture groundTex = null;
    Texture spurTex = null;
    Texture domeTex = null;
    TextureLoader texLoader = null;
    ImageComponent image = null;

    texLoader = new TextureLoader("mud01.jpg", this);
    image = texLoader.getImage();
    if (image == null)
        System.err.println("Cannot load mud01.jpg texture");
    else {
        groundTex = texLoader.getTexture();
        groundTex.setBoundaryModeS(Texture.WRAP);
        groundTex.setBoundaryModeT(Texture.WRAP);
        groundTex.setMinFilter(Texture.NICEST);
        groundTex.setMagFilter(Texture.NICEST);
        groundTex.setMipMapMode(Texture.BASE_LEVEL);
        groundTex.setEnable(true);
    }

    texLoader = new TextureLoader("stonebrk2.jpg", this);
    image = texLoader.getImage();
    if (image == null)
        System.err.println("Cannot load stonebrk2.jpg texture");
    else {
        spurTex = texLoader.getTexture();
        spurTex.setBoundaryModeS(Texture.WRAP);
        spurTex.setBoundaryModeT(Texture.WRAP);
        spurTex.setMinFilter(Texture.NICEST);
        spurTex.setMagFilter(Texture.NICEST);
        spurTex.setMipMapMode(Texture.BASE_LEVEL);
        spurTex.setEnable(true);
    }

    texLoader = new TextureLoader("fire.jpg", this);
    image = texLoader.getImage();
    if (image == null)
        System.err.println("Cannot load fire.jpg texture");
    else {
        domeTex = texLoader.getTexture();
        domeTex.setBoundaryModeS(Texture.WRAP);
        domeTex.setBoundaryModeT(Texture.WRAP);
        domeTex.setMinFilter(Texture.NICEST);
        domeTex.setMagFilter(Texture.NICEST);
        domeTex.setMipMapMode(Texture.BASE_LEVEL);
        domeTex.setEnable(true);
    }

    //
    // Build some shapes we'll need
    //
    if (debug)
        System.err.println("  flying buttresses...");

    // Build three types of spurs (flying buttresses)
    Appearance spurApp = new Appearance();

    Material spurMat = new Material();
    spurMat.setAmbientColor(0.6f, 0.6f, 0.6f);
    spurMat.setDiffuseColor(1.0f, 1.0f, 1.0f);
    spurMat.setSpecularColor(0.0f, 0.0f, 0.0f);
    spurApp.setMaterial(spurMat);

    Transform3D tr = new Transform3D();
    tr.setIdentity();
    tr.setScale(new Vector3d(1.0, 4.0, 1.0));

    TextureAttributes spurTexAtt = new TextureAttributes();
    spurTexAtt.setTextureMode(TextureAttributes.MODULATE);
    spurTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    spurTexAtt.setTextureTransform(tr);
    spurApp.setTextureAttributes(spurTexAtt);

    if (spurTex != null)
        spurApp.setTexture(spurTex);

    Arch spur1 = new Arch(0.0, // start Phi
            1.571, // end Phi
            9, // nPhi
            -0.0982, // start Theta
            0.0982, // end Theta (11.25 degrees)
            2, // nTheta
            2.5, // start radius
            1.0, // end radius
            0.05, // start phi thickness
            0.025, // end phi thickness
            spurApp); // appearance

    Arch spur2 = new Arch(0.0, // start Phi
            1.571, // end Phi
            9, // nPhi
            -0.0982, // start Theta
            0.0982, // end Theta (11.25 degrees)
            2, // nTheta
            1.5, // start radius
            2.0, // end radius
            0.05, // start phi thickness
            0.025, // end phi thickness
            spurApp); // appearance

    Arch spur3 = new Arch(0.0, // start Phi
            1.571, // end Phi
            9, // nPhi
            -0.0982, // start Theta
            0.0982, // end Theta (11.25 degrees)
            2, // nTheta
            1.5, // start radius
            1.0, // end radius
            0.05, // start phi thickness
            0.025, // end phi thickness
            spurApp); // appearance

    Arch spur4 = new Arch(0.0, // start Phi
            1.178, // end Phi
            9, // nPhi
            -0.0982, // start Theta
            0.0982, // end Theta (11.25 degrees)
            2, // nTheta
            4.0, // start radius
            4.0, // end radius
            0.05, // start phi thickness
            0.025, // end phi thickness
            spurApp); // appearance

    // Put each spur into a shared group so we can instance
    // the spurs multiple times
    SharedGroup spur1Group = new SharedGroup();
    spur1Group.addChild(spur1);
    spur1Group.compile();

    SharedGroup spur2Group = new SharedGroup();
    spur2Group.addChild(spur2);
    spur2Group.compile();

    SharedGroup spur3Group = new SharedGroup();
    spur3Group.addChild(spur3);
    spur3Group.compile();

    SharedGroup spur4Group = new SharedGroup();
    spur4Group.addChild(spur4);
    spur4Group.compile();

    // Build a central dome
    if (debug)
        System.err.println("  central dome...");

    Appearance domeApp = new Appearance();
    // No material needed - we want the dome to glow,
    // so use a REPLACE mode texture only
    TextureAttributes domeTexAtt = new TextureAttributes();
    domeTexAtt.setTextureMode(TextureAttributes.REPLACE);
    domeTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    domeApp.setTextureAttributes(domeTexAtt);

    if (domeTex != null)
        domeApp.setTexture(domeTex);

    Arch dome = new Arch(0.0, // start Phi
            1.571, // end Phi
            5, // nPhi
            0.0, // start Theta
            2.0 * Math.PI, // end Theta (360 degrees)
            17, // nTheta
            1.0, // start radius
            1.0, // end radius
            0.0, // start phi thickness
            0.0, // end phi thickness
            domeApp); // appearance

    // Build the ground. Use a trick to get better lighting
    // effects by using an elevation grid. The idea is this:
    // for interactive graphics systems, such as those
    // controlled by Java3D, lighting effects are computed only
    // at triangle vertexes. Imagine a big rectangular ground
    // underneath a PointLight (added below). If the
    // PointLight is above the center of the square, in the real
    // world we'd expect a bright spot below it, fading to
    // darkness at the edges of the square. Not so in
    // interactive graphics. Since lighting is only computed
    // at vertexes, and the square's vertexes are each
    // equidistant from a centered PointLight, all four square
    // coordinates get the same brightness. That brightness
    // is interpolated across the square, giving a *constant*
    // brightness for the entire square! There is no bright
    // spot under the PointLight. So, here's the trick: use
    // more triangles. Pretty simple. Split the ground under
    // the PointLight into a grid of smaller squares. Each
    // smaller square is shaded using light brightness computed
    // at the square's vertexes. Squares directly under the
    // PointLight get brighter lighting at their vertexes, and
    // thus they are bright. This gives the desired bright
    // spot under the PointLight. The more squares we use
    // (a denser grid), the more accurate the bright spot and
    // the smoother the lighting gradation from bright directly
    // under the PointLight, to dark at the distant edges. Of
    // course, with more squares, we also get more polygons to
    // draw and a performance slow-down. So there is a
    // tradeoff between lighting quality and drawing speed.
    // For this example, we'll use a coarse mesh of triangles
    // created using an ElevationGrid shape.
    if (debug)
        System.err.println("  ground...");

    Appearance groundApp = new Appearance();

    Material groundMat = new Material();
    groundMat.setAmbientColor(0.3f, 0.3f, 0.3f);
    groundMat.setDiffuseColor(0.7f, 0.7f, 0.7f);
    groundMat.setSpecularColor(0.0f, 0.0f, 0.0f);
    groundApp.setMaterial(groundMat);

    tr = new Transform3D();
    tr.setScale(new Vector3d(8.0, 8.0, 1.0));

    TextureAttributes groundTexAtt = new TextureAttributes();
    groundTexAtt.setTextureMode(TextureAttributes.MODULATE);
    groundTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
    groundTexAtt.setTextureTransform(tr);
    groundApp.setTextureAttributes(groundTexAtt);

    if (groundTex != null)
        groundApp.setTexture(groundTex);

    ElevationGrid ground = new ElevationGrid(11, // X dimension
            11, // Z dimension
            2.0f, // X spacing
            2.0f, // Z spacing
            // Automatically use zero heights
            groundApp); // Appearance

    //
    // Build the scene using the shapes above. Place everything
    // withing a TransformGroup.
    //
    // Build the scene root
    TransformGroup scene = new TransformGroup();
    tr = new Transform3D();
    tr.setTranslation(new Vector3f(0.0f, -1.6f, 0.0f));
    scene.setTransform(tr);

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

    // General Ambient light
    ambient = new AmbientLight();
    ambient.setEnable(ambientOnOff);
    ambient.setColor(new Color3f(0.3f, 0.3f, 0.3f));
    ambient.setCapability(AmbientLight.ALLOW_STATE_WRITE);
    ambient.setInfluencingBounds(worldBounds);
    scene.addChild(ambient);

    // Bright Ambient light
    brightAmbient = new AmbientLight();
    brightAmbient.setEnable(brightAmbientOnOff);
    brightAmbient.setColor(new Color3f(1.0f, 1.0f, 1.0f));
    brightAmbient.setCapability(AmbientLight.ALLOW_STATE_WRITE);
    brightAmbient.setInfluencingBounds(worldBounds);
    scene.addChild(brightAmbient);

    // Red directional light
    redDirectional = new DirectionalLight();
    redDirectional.setEnable(redDirectionalOnOff);
    redDirectional.setColor(new Color3f(1.0f, 0.0f, 0.0f));
    redDirectional.setDirection(new Vector3f(1.0f, -0.5f, -0.5f));
    redDirectional.setCapability(AmbientLight.ALLOW_STATE_WRITE);
    redDirectional.setInfluencingBounds(worldBounds);
    scene.addChild(redDirectional);

    // Yellow directional light
    yellowDirectional = new DirectionalLight();
    yellowDirectional.setEnable(yellowDirectionalOnOff);
    yellowDirectional.setColor(new Color3f(1.0f, 0.8f, 0.0f));
    yellowDirectional.setDirection(new Vector3f(-1.0f, 0.5f, 1.0f));
    yellowDirectional.setCapability(AmbientLight.ALLOW_STATE_WRITE);
    yellowDirectional.setInfluencingBounds(worldBounds);
    scene.addChild(yellowDirectional);

    // Orange point light
    orangePoint = new PointLight();
    orangePoint.setEnable(orangePointOnOff);
    orangePoint.setColor(new Color3f(1.0f, 0.5f, 0.0f));
    orangePoint.setPosition(new Point3f(0.0f, 0.5f, 0.0f));
    orangePoint.setCapability(AmbientLight.ALLOW_STATE_WRITE);
    orangePoint.setInfluencingBounds(worldBounds);
    scene.addChild(orangePoint);

    // Ground
    scene.addChild(ground);

    // Dome
    scene.addChild(dome);

    // Spur 1's
    Group g = buildRing(spur1Group);
    scene.addChild(g);

    // Spur 2's
    TransformGroup tg = new TransformGroup();
    tr = new Transform3D();
    tr.rotY(0.3927);
    tg.setTransform(tr);
    g = buildRing(spur2Group);
    tg.addChild(g);
    scene.addChild(tg);

    // Spur 3's
    g = buildRing(spur3Group);
    scene.addChild(g);

    // Spur 4's
    tg = new TransformGroup();
    tg.setTransform(tr);
    g = buildRing(spur4Group);
    tg.addChild(g);
    scene.addChild(tg);

    return scene;
}

From source file:KeyNavigateTest.java

public Group createFloor(Group g) {
    System.out.println("Creating floor");

    Group floorGroup = new Group();
    Land floorTile = null;/*from   w w  w  .j  a v  a 2 s.c  om*/

    // use a shared Appearance so we only store 1 copy of the texture
    Appearance app = new Appearance();
    g.addChild(floorGroup);

    final double kNumTiles = 6;

    for (double x = -FLOOR_WIDTH + FLOOR_WIDTH / (2 * kNumTiles); x < FLOOR_WIDTH; x = x
            + FLOOR_WIDTH / kNumTiles) {
        for (double z = -FLOOR_LENGTH + FLOOR_LENGTH / (2 * kNumTiles); z < FLOOR_LENGTH; z = z
                + FLOOR_LENGTH / kNumTiles) {
            floorTile = new Land(this, g, ComplexObject.GEOMETRY | ComplexObject.TEXTURE);
            floorTile.createObject(app, new Vector3d(x, m_kFloorLevel, z),
                    new Vector3d(FLOOR_WIDTH / (2 * kNumTiles), 1, FLOOR_LENGTH / (2 * kNumTiles)), "floor.gif",
                    null, null);
        }
    }

    return floorGroup;
}

From source file:PlatformTest.java

public BranchGroup createSceneGraph() {
    final int LAND_WIDTH = 12;
    final float LAND_HEIGHT = -1.0f;
    final int LAND_LENGTH = 12;
    final int nTileSize = 2;

    // calculate how many vertices we need to store all the "tiles"
    // that compose the QuadArray.
    final int nNumTiles = ((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2);
    final int nVertexCount = 4 * nNumTiles;
    Point3f[] coordArray = new Point3f[nVertexCount];
    Point2f[] texCoordArray = new Point2f[nVertexCount];

    // create an Appearance and load a texture
    Appearance app = new Appearance();
    Texture tex = new TextureLoader("land.jpg", this).getTexture();
    app.setTexture(tex);//from   w w  w  . j a v  a 2 s .c o  m

    // create the parent BranchGroup
    BranchGroup bg = new BranchGroup();

    int nItem = 0;

    // loop over all the tiles in the environment
    for (int x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) {
        for (int z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) {
            // if we are on the border of the environment create a
            // TransformGroup to position a ColorCube to create a "wall"
            if (x == -LAND_WIDTH || x == LAND_WIDTH || z == -LAND_LENGTH || z == LAND_LENGTH) {
                TransformGroup tg = new TransformGroup();
                Transform3D t3d = new Transform3D();
                t3d.setTranslation(new Vector3d(x, 0, z));
                tg.setTransform(t3d);
                tg.addChild(new ColorCube(nTileSize / 2));
                bg.addChild(tg);
            }

            // if we are not on the last row or column create a "tile"
            // and add to the QuadArray. Use CCW winding and assign texture
            // coordinates.
            if (z < LAND_LENGTH && x < LAND_WIDTH) {
                coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z);
                texCoordArray[nItem++] = new Point2f(0, 0);
                coordArray[nItem] = new Point3f(x, LAND_HEIGHT, z + nTileSize);
                texCoordArray[nItem++] = new Point2f(1, 0);
                coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z + nTileSize);
                texCoordArray[nItem++] = new Point2f(1, 1);
                coordArray[nItem] = new Point3f(x + nTileSize, LAND_HEIGHT, z);
                texCoordArray[nItem++] = new Point2f(0, 1);
            }
        }
    }

    // create a GeometryInfo and generate Normal vectors
    // for the QuadArray that was populated.
    GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY);

    gi.setCoordinates(coordArray);
    gi.setTextureCoordinates(texCoordArray);

    NormalGenerator normalGenerator = new NormalGenerator();
    normalGenerator.generateNormals(gi);

    // wrap the GeometryArray in a Shape3D
    Shape3D shape = new Shape3D(gi.getGeometryArray(), app);

    // add the Shape3D to the parent BranchGroup
    bg.addChild(shape);

    // create some lights for the scene
    Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);

    AmbientLight aLgt = new AmbientLight(alColor);
    aLgt.setInfluencingBounds(m_Bounds);
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(m_Bounds);

    // add the lights to the parent BranchGroup
    bg.addChild(aLgt);
    bg.addChild(lgt1);

    // create a light gray background
    Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f));
    back.setApplicationBounds(m_Bounds);
    bg.addChild(back);

    // compile the whole scene
    //bg.compile();

    return bg;
}

From source file:SplineInterpolatorTest.java

protected Background createBackground() {
    // add the sky backdrop
    Background back = new Background();
    back.setApplicationBounds(getApplicationBounds());

    BranchGroup bgGeometry = new BranchGroup();

    // create an appearance and assign the texture image
    Appearance app = new Appearance();
    Texture tex = new TextureLoader("sky.gif", this).getTexture();
    app.setTexture(tex);/*from w  w w . ja  va2  s .co m*/

    Sphere sphere = new Sphere(1.0f, Primitive.GENERATE_TEXTURE_COORDS | Primitive.GENERATE_NORMALS_INWARD,
            app);

    bgGeometry.addChild(sphere);
    back.setGeometry(bgGeometry);

    return back;
}

From source file:Morphing.java

private BranchGroup createSceneGraph() {
    // Create the root of the branch graph
    BranchGroup objRoot = new BranchGroup();

    // Create a Transformgroup to scale all objects so they
    // appear in the scene.
    TransformGroup objScale = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setScale(0.4);/*from w  w  w .j a v a  2s  .  c  o m*/
    objScale.setTransform(t3d);
    objRoot.addChild(objScale);

    // Create a bounds for the background and lights
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // Set up the background
    Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);
    Background bg = new Background(bgColor);
    bg.setApplicationBounds(bounds);
    objScale.addChild(bg);

    // Set up the global lights
    Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);

    AmbientLight aLgt = new AmbientLight(alColor);
    aLgt.setInfluencingBounds(bounds);
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(bounds);
    objScale.addChild(aLgt);
    objScale.addChild(lgt1);

    //
    // Create the transform group nodes for the 3 original objects
    // and the morphed object. Add them to the root of the
    // branch graph.
    //
    TransformGroup objTrans[] = new TransformGroup[4];

    for (int i = 0; i < 4; i++) {
        objTrans[i] = new TransformGroup();
        objScale.addChild(objTrans[i]);
    }

    Transform3D tr = new Transform3D();
    Transform3D rotX90 = new Transform3D();
    rotX90.rotX(90.0 * Math.PI / 180.0);

    objTrans[0].getTransform(tr);
    tr.setTranslation(new Vector3d(-2.0, 1.5, -2.0));
    tr.mul(rotX90);
    objTrans[0].setTransform(tr);

    objTrans[1].getTransform(tr);
    tr.setTranslation(new Vector3d(0.0, 1.5, -2.0));
    tr.mul(rotX90);
    objTrans[1].setTransform(tr);

    objTrans[2].getTransform(tr);
    tr.setTranslation(new Vector3d(2.0, 1.5, -2.0));
    tr.mul(rotX90);
    objTrans[2].setTransform(tr);

    objTrans[3].getTransform(tr);
    tr.setTranslation(new Vector3d(0.0, -2.0, -2.0));
    tr.mul(rotX90);
    objTrans[3].setTransform(tr);

    // Now load the object files
    Scene s[] = new Scene[3];
    GeometryArray g[] = new GeometryArray[3];
    Shape3D shape[] = new Shape3D[3];
    ObjectFile loader = new ObjectFile(ObjectFile.RESIZE);
    for (int i = 0; i < 3; i++) {
        s[i] = null;
        g[i] = null;
        shape[i] = null;
    }

    for (int i = 0; i < 3; i++) {
        try {
            s[i] = loader.load(objFiles[i]);
        } catch (FileNotFoundException e) {
            System.err.println(e);
            System.exit(1);
        } catch (ParsingErrorException e) {
            System.err.println(e);
            System.exit(1);
        } catch (IncorrectFormatException e) {
            System.err.println(e);
            System.exit(1);
        }

        BranchGroup b = s[i].getSceneGroup();
        shape[i] = (Shape3D) b.getChild(0);
        g[i] = (GeometryArray) shape[i].getGeometry();

        shape[i].setGeometry(g[i]);
        objTrans[i].addChild(b);
    }

    //
    // Create a Morph node, and set the appearance and input geometry
    // arrays. Set the Morph node's capability bits to allow the weights
    // to be modified at runtime.
    //
    Appearance app = new Appearance();
    Color3f objColor = new Color3f(1.0f, 0.7f, 0.8f);
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    app.setMaterial(new Material(objColor, black, objColor, black, 80.0f));
    Morph morph = new Morph(g, app);
    morph.setCapability(Morph.ALLOW_WEIGHTS_READ);
    morph.setCapability(Morph.ALLOW_WEIGHTS_WRITE);

    objTrans[3].addChild(morph);

    // Now create the Alpha object that controls the speed of the
    // morphing operation.
    Alpha morphAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 2000, 1000, 200,
            2000, 1000, 200);

    // Finally, create the morphing behavior
    MorphingBehavior mBeh = new MorphingBehavior(morphAlpha, morph);
    mBeh.setSchedulingBounds(bounds);
    objScale.addChild(mBeh);

    return objRoot;
}

From source file:ExDepthCue.java

public Shape3D buildSurface(double freqAlpha, double freqTheta, double radius, float red, float green,
        float blue) {
    int nAngles = 64;
    double amp = radius / 4.0;

    int nAlpha = nAngles / 2;
    double theta, alpha;
    double x, y, z, rprime, r;
    double deltaTheta, deltaAlpha;
    int i, j;// w  w  w .  ja  va2 s . c  o  m
    int i1, i2, i3, i4;

    deltaTheta = 360.0 / (nAngles - 1.0);
    deltaAlpha = 180.0 / (nAlpha - 1.0);

    // Build an appearance
    Appearance app = new Appearance();

    LineAttributes latt = new LineAttributes();
    latt.setLineWidth(1.0f);
    app.setLineAttributes(latt);

    ColoringAttributes catt = new ColoringAttributes();
    catt.setColor(red, green, blue);
    app.setColoringAttributes(catt);

    PolygonAttributes patt = new PolygonAttributes();
    patt.setCullFace(PolygonAttributes.CULL_NONE);
    patt.setPolygonMode(PolygonAttributes.POLYGON_LINE);
    app.setPolygonAttributes(patt);

    // Compute coordinates
    double[] coordinates = new double[nAlpha * nAngles * 3];
    alpha = 90.0;
    int n = 0;
    for (i = 0; i < nAlpha; i++) {
        theta = 0.0;
        for (j = 0; j < nAngles; j++) {
            r = radius + amp * Math.sin((freqAlpha * ((double) i / (double) (nAlpha - 1))
                    + freqTheta * ((double) j / (double) (nAngles - 1))) * 2.0 * Math.PI);
            y = r * Math.sin(alpha / 180.0 * Math.PI);
            rprime = y / Math.tan(alpha / 180.0 * Math.PI);
            x = rprime * Math.cos(theta / 180.0 * Math.PI);
            z = rprime * Math.sin(theta / 180.0 * Math.PI);

            coordinates[n + 0] = x;
            coordinates[n + 1] = y;
            coordinates[n + 2] = z;
            n += 3;
            theta += deltaTheta;
        }
        alpha -= deltaAlpha;
    }

    // Compute coordinate indexes
    int[] indexes = new int[(nAlpha - 1) * nAngles * 4];
    n = 0;
    for (i = 0; i < nAlpha - 1; i++) {
        for (j = 0; j < nAngles; j++) {
            i1 = i * nAngles + j;
            if (j == nAngles - 1) {
                i2 = i1 - j;
                i3 = (i + 1) * nAngles;
            } else {
                i2 = i1 + 1;
                i3 = (i + 1) * nAngles + j + 1;
            }
            i4 = (i + 1) * nAngles + j;

            indexes[n + 0] = i1;
            indexes[n + 1] = i2;
            indexes[n + 2] = i3;
            indexes[n + 3] = i4;
            n += 4;
        }
    }

    // Build the shape
    IndexedQuadArray lines = new IndexedQuadArray(coordinates.length / 3, // Number
            // of
            // coordinates
            GeometryArray.COORDINATES, // coordinates only
            indexes.length); // Number of indexes
    lines.setCoordinates(0, coordinates);
    lines.setCoordinateIndices(0, indexes);

    Shape3D shape = new Shape3D(lines, app);

    return shape;
}

From source file:PickTest.java

private Group createObject(int index, double scale, double xpos, double ypos) {

    Shape3D shape = null;//  ww w  . ja  va 2 s .  co  m
    Geometry geom = null;

    // Create a transform group node to scale and position the object.
    Transform3D t = new Transform3D();
    t.set(scale, new Vector3d(xpos, ypos, 0.0));
    TransformGroup objTrans = new TransformGroup(t);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objTrans.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    // Create a second transform group node and initialize it to the
    // identity. Enable the TRANSFORM_WRITE capability so that
    // our behavior code can modify it at runtime.
    TransformGroup spinTg = new TransformGroup();
    spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    spinTg.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    Appearance appearance = new Appearance();

    switch (index) {
    case 0:
        geom = new GullCG();
        break;
    case 1:
        geom = new TetrahedronTA();
        break;
    case 2:
        geom = new OctahedronTFA();
        break;
    case 3:
        geom = new IcosahedronTSA();
        break;
    case 4:
        geom = new CubeIQA();
        break;
    case 5:
        geom = new TetrahedronITA();
        break;
    case 6:
        geom = new OctahedronITFA();
        break;
    case 7:
        geom = new IcosahedronITSA();
        break;
    case 8:
        geomMorph[0] = new ColorPyramidUp();
        geomMorph[1] = new ColorCube();
        geomMorph[2] = new ColorPyramidDown();
        break;
    case 9:
        geom = new TetrahedronLA();
        break;
    case 10:
        geom = new TetrahedronILA();
        break;
    case 11:
        geom = new TetrahedronLSA();
        break;
    case 12:
        geom = new TetrahedronILSA();
        break;
    case 13:
        geom = new TetrahedronPA();
        break;
    case 14:
        geom = new TetrahedronIPA();
        break;
    // TODO: other geo types, Text3D?
    case 15:
        geom = new TetrahedronTA();
        break;
    }

    Material m = new Material();

    if (index == 8) {
        m.setLightingEnable(false);
        appearance.setMaterial(m);
        morph = new Morph((GeometryArray[]) geomMorph, appearance);
        morph.setCapability(Morph.ALLOW_WEIGHTS_READ);
        morph.setCapability(Morph.ALLOW_WEIGHTS_WRITE);
        PickTool.setCapabilities(morph, PickTool.INTERSECT_FULL);
        spinTg.addChild(morph);
    } else {
        // Geometry picking require this to be set.
        if (index == 0)
            m.setLightingEnable(true);
        else
            m.setLightingEnable(false);
        appearance.setMaterial(m);

        if ((index == 13) || (index == 14)) {
            PointAttributes pa = new PointAttributes();
            pa.setPointSize(4.0f);
            appearance.setPointAttributes(pa);
        }

        shape = new Shape3D(geom, appearance);
        shape.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
        shape.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
        shape.setCapability(Shape3D.ENABLE_PICK_REPORTING);
        PickTool.setCapabilities(shape, PickTool.INTERSECT_FULL);
        spinTg.addChild(shape);
    }

    // add it to the scene graph.
    objTrans.addChild(spinTg);

    return objTrans;
}