Example usage for javax.media.j3d Appearance setMaterial

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

Introduction

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

Prototype

public void setMaterial(Material material) 

Source Link

Document

Sets the material object to the specified object.

Usage

From source file:ScenegraphTest.java

private void addHead(Group parentGroup) {
    // add a cylinder for the Neck
    TransformGroup tgNeck = addLimb(parentGroup, "Neck", 0.05, 0.2, 0.0, 0.0);

    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));

    // position a Sphere for the head itself
    Sphere headSphere = new Sphere((float) 0.12, Primitive.GENERATE_NORMALS, app);
    tgNeck.addChild(headSphere);/*w w  w.ja  va2s. c om*/
}

From source file:SimpleTextureGen.java

/**
 * 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.
 * //www . j av a  2s .  c  om
 * @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(TexCoordGeneration.OBJECT_LINEAR,
            //TexCoordGeneration.EYE_LINEAR,
            TexCoordGeneration.TEXTURE_COORDINATE_2);
    //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);
    //Pass the coordinate generator to the appearance
    app.setTexCoordGeneration(textCoorder);
    //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;
}

From source file:SimpleKeyNav.java

/**
 * Build the content branch for the scene graph
 * /*from   w  w w . j  a v  a2  s .c  om*/
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    //Create the appearance an appearance for the two cubes
    Appearance app1 = new Appearance();
    Appearance app2 = new Appearance();
    Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    float shininess = 20.0f;
    app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess));
    app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess));
    //Make two cubes
    Box leftCube = new Box(1.0f, 1.0f, 1.0f, app1);
    Box rightCube = new Box(1.0f, 1.0f, 1.0f, app2);

    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);
    //Put it all together
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    TransformGroup leftGroup = new TransformGroup(leftGroupXfm);
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    TransformGroup rightGroup = new TransformGroup(rightGroupXfm);

    leftGroup.addChild(leftCube);
    rightGroup.addChild(rightCube);
    contentBranch.addChild(leftGroup);
    contentBranch.addChild(rightGroup);
    return contentBranch;

}

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);/*from  w w w .  j  a  v a2s . c om*/

    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:SimpleTest.java

public BranchGroup createSceneGraph() {
    // create a parent BranchGroup node for the Sphere
    BranchGroup bg = new BranchGroup();

    // create an Appearance for the Sphere.
    // The Appearance object controls various rendering
    // options for the Sphere geometry.
    Appearance app = new Appearance();

    // assign a Material to the Appearance. For the Sphere
    // to respond to the light in the scene it must have a Material.
    // Assign some colors to the Material and a shininess setting
    // that controls how reflective the surface is to lighting.
    Color3f objColor = new Color3f(0.8f, 0.2f, 1.0f);
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    app.setMaterial(new Material(objColor, black, objColor, black, 80.0f));

    // create a Sphere with a radius of 0.1
    // and associate the Appearance that we described.
    // the option GENERATE_NORMALS is required to ensure that the
    // Sphere responds correctly to lighting.
    Sphere sphere = new Sphere(0.1f, Primitive.GENERATE_NORMALS, app);

    // add the sphere to the BranchGroup to wire
    // it into the scene.
    bg.addChild(sphere);//from w  w  w .j  a va 2 s. c o m
    return bg;
}

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  ww.  j  a  v  a2s . c  om

    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;
}

From source file:ConicWorld.java

private Appearance createAppearance(int idx) {
    Appearance app = new Appearance();

    // Globally used colors
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);

    idx = idx % 5;/*from  w  w w  .  j  ava  2s .  com*/

    switch (idx) {
    // Lit solid
    case 0: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }
    // Lit solid, no specular
    case 1: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.0f, 0.8f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }

    // Lit solid, specular only
    case 2: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.0f, 0.8f, 0.8f);
        app.setMaterial(new Material(black, black, objColor, white, 80.0f));
        break;
    }

    // Texture mapped, lit solid
    case 3: {
        // Set up the texture map
        TextureLoader tex = new TextureLoader(texImage, this);
        app.setTexture(tex.getTexture());

        // Set up the material properties
        app.setMaterial(new Material(white, black, white, black, 1.0f));
        TextureAttributes texAttr = new TextureAttributes();
        texAttr.setTextureMode(TextureAttributes.MODULATE);
        app.setTextureAttributes(texAttr);

        break;
    }

    // Another lit solid with a different color
    case 4: {
        // Set up the material properties
        Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }

    default: {
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
        app.setColoringAttributes(ca);
    }
    }

    return app;
}

From source file:MixedTest.java

public void renderField(int fieldDesc) {
    super.renderField(fieldDesc);

    GraphicsContext3D g = getGraphicsContext3D();

    // first time initialization
    if (m_nRender == 0) {
        // set the start time
        m_StartTime = System.currentTimeMillis();

        // add a light to the graphics context
        DirectionalLight light = new DirectionalLight();
        light.setEnable(true);/*ww w.j a va2 s .co m*/
        g.addLight((Light) light);

        // create the material for the points
        Appearance a = new Appearance();
        Material mat = new Material();
        mat.setLightingEnable(true);
        mat.setAmbientColor(0.5f, 1.0f, 1.0f);
        a.setMaterial(mat);
        a.setColoringAttributes(new ColoringAttributes(1.0f, 0.5f, 0.5f, ColoringAttributes.NICEST));

        // enlarge the points
        a.setPointAttributes(new PointAttributes(4, true));

        // make the appearance current in the graphics context
        g.setAppearance(a);
    }

    // set the current transformation for the graphics context
    g.setModelTransform(m_t3d);

    // finally render the PointArray
    g.draw(m_PointArray);

    // calculate and display the Frames Per Second for the
    // Immediate Mode rendering of the PointArray
    m_nRender++;

    if ((m_nRender % m_kReportInterval) == 0) {
        float fps = (float) 1000.0f / ((System.currentTimeMillis() - m_StartTime) / (float) m_kReportInterval);
        System.out.println("FPS:\t" + fps);

        m_StartTime = System.currentTimeMillis();
    }
}

From source file:PickWorld.java

private Appearance createAppearance(int idx) {
    Appearance app = new Appearance();

    // Globally used colors
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f gray = new Color3f(0.4f, 0.4f, 0.4f);
    idx = idx % 5;/*  www  . j a va 2s  .  c om*/

    switch (idx) {
    // Lit solid
    case 0: {
        // Set up the material properties
        Color3f objColor = new Color3f(0.0f, 0.8f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }
    // Lit solid, specular only
    case 1: {

        // Set up the material properties
        Color3f objColor = new Color3f(0.0f, 0.4f, 0.2f);
        app.setMaterial(new Material(black, black, objColor, white, 80.0f));
        break;
    }

    case 2: {
        // Set up the texture map
        TextureLoader tex = new TextureLoader("apimage.jpg", this);
        app.setTexture(tex.getTexture());

        // Set up the material properties
        app.setMaterial(new Material(gray, black, gray, white, 1.0f));
        break;
    }

    // Texture mapped, lit solid
    case 3: {
        // Set up the texture map
        TextureLoader tex = new TextureLoader("earth.jpg", this);
        app.setTexture(tex.getTexture());

        // Set up the material properties
        app.setMaterial(new Material(gray, black, gray, white, 1.0f));
        break;
    }

    // Another lit solid with a different color
    case 4: {
        // Set up the material properties
        Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f);
        app.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
        break;
    }

    default: {
        ColoringAttributes ca = new ColoringAttributes();
        ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
        app.setColoringAttributes(ca);
    }
    }

    return app;
}

From source file:SwingTest.java

/**
 * Create a BranchGroup that contains a Sphere. The user data for the
 * BranchGroup is set so the BranchGroup can be identified.
 *///from w ww .  j  a va2s.com
protected BranchGroup createSphere() {
    BranchGroup bg = new BranchGroup();
    bg.setCapability(BranchGroup.ALLOW_DETACH);

    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));

    bg.addChild(new com.sun.j3d.utils.geometry.Sphere(1, app));
    bg.setUserData("Sphere");
    return bg;
}