Example usage for javax.media.j3d BranchGroup BranchGroup

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

Introduction

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

Prototype

public BranchGroup() 

Source Link

Document

Constructs and initializes a new BranchGroup node object.

Usage

From source file:InterleavedTest.java

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

    // Set up attributes to render lines
    app = new Appearance();
    app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE);

    transp = new TransparencyAttributes();
    transp.setTransparency(0.5f);//from w ww.  jav  a2s  .  co  m
    transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
    transp.setTransparencyMode(TransparencyAttributes.NONE);
    app.setTransparencyAttributes(transp);

    // load textures
    TextureAttributes texAttr1 = new TextureAttributes();
    texAttr1.setTextureMode(TextureAttributes.DECAL);
    TextureAttributes texAttr2 = new TextureAttributes();
    texAttr2.setTextureMode(TextureAttributes.MODULATE);

    TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this);
    if (tex == null)
        return null;
    tex1 = tex.getTexture();

    tex = new TextureLoader(texImage2, new String("RGB"), this);
    if (tex == null)
        return null;
    tex2 = tex.getTexture();

    textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null);
    textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null);

    tetraRegular = createGeometry(1);
    tetraStrip = createGeometry(2);
    tetraIndexed = createGeometry(3);
    tetraIndexedStrip = createGeometry(4);

    geoArrays[0] = tetraRegular;
    geoArrays[1] = tetraStrip;
    geoArrays[2] = tetraIndexed;
    geoArrays[3] = tetraIndexedStrip;

    shape = new Shape3D(tetraRegular, app);
    shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);

    Transform3D t = new Transform3D();
    // move the object upwards
    t.set(new Vector3f(0.0f, 0.3f, 0.0f));

    // rotate the shape
    Transform3D temp = new Transform3D();
    temp.rotX(Math.PI / 4.0d);
    t.mul(temp);
    temp.rotY(Math.PI / 4.0d);
    t.mul(temp);

    // Shrink the object
    t.setScale(0.6);

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

    objRoot.addChild(trans);
    trans.addChild(shape);

    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // 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);
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    // Let Java 3D perform optimizations on this scene graph.
    objRoot.compile();

    return objRoot;
}

From source file:LineTypes.java

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

    // Create a TransformGroup to scale the scene down by 3.5x
    // TODO: move view platform instead of scene using orbit behavior
    TransformGroup objScale = new TransformGroup();
    Transform3D scaleTrans = new Transform3D();
    //scaleTrans.set(1 / 3.5f); // scale down by 3.5x
    objScale.setTransform(scaleTrans);/*  w w w  . j a va  2 s  .c om*/
    objRoot.addChild(objScale);

    // Create a TransformGroup and initialize it to the
    // identity. Enable the TRANSFORM_WRITE capability so that
    // the mouse behaviors code can modify it at runtime. Add it to the
    // root of the subgraph.
    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objScale.addChild(objTrans);

    // Add the primitives to the scene
    objTrans.addChild(createLineTypes());

    BoundingSphere bounds = new BoundingSphere(new Point3d(), 100.0);

    Background bg = new Background(new Color3f(1.0f, 1.0f, 1.0f));
    bg.setApplicationBounds(bounds);
    objTrans.addChild(bg);

    // set up the mouse rotation behavior
    MouseRotate mr = new MouseRotate();
    mr.setTransformGroup(objTrans);
    mr.setSchedulingBounds(bounds);
    mr.setFactor(0.007);
    objTrans.addChild(mr);

    // Set up the ambient light
    Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f);
    AmbientLight ambientLightNode = new AmbientLight(ambientColor);
    ambientLightNode.setInfluencingBounds(bounds);
    objRoot.addChild(ambientLightNode);

    // Set up the directional lights
    Color3f light1Color = new Color3f(1.0f, 1.0f, 1.0f);
    Vector3f light1Direction = new Vector3f(0.0f, -0.2f, -1.0f);

    DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction);
    light1.setInfluencingBounds(bounds);
    objRoot.addChild(light1);

    return objRoot;
}

From source file:SimpleCollision.java

/**
 * Creates the content branch of the scene graph.
 * /*from   w  w  w  .j a va 2 s.  co m*/
 * @return BranchGroup with content attached.
 */
protected BranchGroup buildContentBranch() {
    //First create a different appearance for each cube
    Appearance app1 = new Appearance();
    Appearance app2 = new Appearance();
    Appearance app3 = new Appearance();
    Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f);
    Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    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);
    Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f);
    float shininess = 20.0f;
    app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess));
    app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess));
    app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess));

    //Create the vertex data for the cube. Since each shape is
    //a cube we can use the same vertex data for each cube
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 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[] cubeNormals = { 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) };
    int cubeCoordIndices[] = { 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 cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);

    //Create the three cubes
    leftCube = new Shape3D(indexedCube, app1);
    rightCube = new Shape3D(indexedCube, app2);
    moveCube = new Shape3D(indexedCube, app3);

    //Define the user data so that we can print out the
    //name of the colliding cube.
    leftCube.setUserData(new String("left cube"));
    rightCube.setUserData(new String("right cube"));

    //Create the content branch and add the lights
    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);

    //Create and set up the movable cube's TransformGroup.
    //This scales and translates the cube and then sets the
    // read, write and pick reporting capabilities.
    Transform3D moveXfm = new Transform3D();
    moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0));
    moveGroup = new TransformGroup(moveXfm);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING);

    //Create the left cube's TransformGroup
    Transform3D leftGroupXfm = new Transform3D();
    leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0));
    leftGroup = new TransformGroup(leftGroupXfm);

    //Create the right cube's TransformGroup
    Transform3D rightGroupXfm = new Transform3D();
    rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0));
    rightGroup = new TransformGroup(rightGroupXfm);

    //Add the behaviour to allow us to move the cube
    PickTranslateBehavior pickTranslate = new PickTranslateBehavior(contentBranch, myCanvas3D, bounds);
    contentBranch.addChild(pickTranslate);

    //Add our CollisionDetector class to detect collisions with
    //the movable cube.
    CollisionDetector myColDet = new CollisionDetector(moveCube, bounds);
    contentBranch.addChild(myColDet);

    //Create the content branch hierarchy.
    contentBranch.addChild(moveGroup);
    contentBranch.addChild(leftGroup);
    contentBranch.addChild(rightGroup);
    moveGroup.addChild(moveCube);
    leftGroup.addChild(leftCube);
    rightGroup.addChild(rightCube);

    return contentBranch;

}

From source file:GeometryByReferenceNIOBuffer.java

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

    // Set up attributes to render lines
    app = new Appearance();

    transp = new TransparencyAttributes();
    transp.setTransparency(0.5f);/*www. ja v a2s.  co  m*/
    transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
    transp.setTransparencyMode(TransparencyAttributes.NONE);
    app.setTransparencyAttributes(transp);

    //create the direct nio buffer
    createJ3DBuffers();

    tetraRegular = createGeometry(1);
    tetraStrip = createGeometry(2);
    tetraIndexed = createGeometry(3);
    tetraIndexedStrip = createGeometry(4);

    geoArrays[0] = tetraRegular;
    geoArrays[1] = tetraStrip;
    geoArrays[2] = tetraIndexed;
    geoArrays[3] = tetraIndexedStrip;

    shape = new Shape3D(tetraRegular, app);
    shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
    shape.setCapability(Shape3D.ALLOW_GEOMETRY_READ);

    Transform3D t = new Transform3D();
    // move the object upwards
    t.set(new Vector3f(0.0f, 0.3f, 0.0f));

    // rotate the shape
    Transform3D temp = new Transform3D();
    temp.rotX(Math.PI / 4.0d);
    t.mul(temp);
    temp.rotY(Math.PI / 4.0d);
    t.mul(temp);

    // Shrink the object
    t.setScale(0.6);

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

    objRoot.addChild(trans);
    trans.addChild(shape);

    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // 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);
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    // Let Java 3D perform optimizations on this scene graph.
    objRoot.compile();

    return objRoot;
}

From source file:SoundBug.java

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

    // Add the primitives to the scene
    setupSounds();/*from   w w w .j a v  a  2s  . c o m*/
    objRoot.addChild(soundSwitch);

    return objRoot;
}

From source file:SimpleMorph.java

/**
 * Build the content branch for the scene graph
 * /*from   w w  w . jav a 2  s.c  om*/
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    //Create the appearance object
    Appearance app = 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;
    app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    //Make the cube key shape
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 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[] cubeNormals = { 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) };
    int cubeCoordIndices[] = { 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 cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);
    //Make the pyramid key shape. Although this needs
    //only five vertices to create the desired shape, we
    //need to use six vertices so that it has the same
    //number as the cube.
    IndexedQuadArray indexedPyramid = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] pyramidCoordinates = { new Point3f(0.0f, 1.0f, 0.0f), new Point3f(0.0f, 1.0f, 0.0f),
            new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(0.0f, 1.0f, 0.0f),
            new Point3f(0.0f, 1.0f, 0.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] pyramidNormals = { 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) };
    int pyramidCoordIndices[] = { 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 pyramidNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedPyramid.setCoordinates(0, pyramidCoordinates);
    indexedPyramid.setNormals(0, pyramidNormals);
    indexedPyramid.setCoordinateIndices(0, pyramidCoordIndices);
    indexedPyramid.setNormalIndices(0, pyramidNormalIndices);
    //Set the contents of the array to the two shapes
    GeometryArray[] theShapes = new GeometryArray[2];
    theShapes[0] = indexedCube;
    theShapes[1] = indexedPyramid;
    BranchGroup contentBranch = new BranchGroup();
    //Create a transform to rotate the shape slightly
    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);
    addLights(contentBranch);
    //Call the function to build the morph
    rotationGroup.addChild(createMorph(theShapes, app));
    return contentBranch;
}

From source file:InterleavedNIOBuffer.java

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

    // Set up attributes to render lines
    app = new Appearance();
    app.setCapability(Appearance.ALLOW_TEXTURE_UNIT_STATE_WRITE);

    transp = new TransparencyAttributes();
    transp.setTransparency(0.5f);/* w ww . jav  a  2 s .  com*/
    transp.setCapability(TransparencyAttributes.ALLOW_MODE_WRITE);
    transp.setTransparencyMode(TransparencyAttributes.NONE);
    app.setTransparencyAttributes(transp);

    // load textures
    TextureAttributes texAttr1 = new TextureAttributes();
    texAttr1.setTextureMode(TextureAttributes.DECAL);
    TextureAttributes texAttr2 = new TextureAttributes();
    texAttr2.setTextureMode(TextureAttributes.MODULATE);

    TextureLoader tex = new TextureLoader(texImage1, new String("RGB"), this);
    if (tex == null)
        return null;
    tex1 = tex.getTexture();

    tex = new TextureLoader(texImage2, new String("RGB"), this);
    if (tex == null)
        return null;
    tex2 = tex.getTexture();

    textureUnitState[0] = new TextureUnitState(tex1, texAttr1, null);
    textureUnitState[1] = new TextureUnitState(tex2, texAttr2, null);

    createInterleavedBuffers();

    tetraRegular = createGeometry(1);
    tetraStrip = createGeometry(2);
    tetraIndexed = createGeometry(3);
    tetraIndexedStrip = createGeometry(4);

    geoArrays[0] = tetraRegular;
    geoArrays[1] = tetraStrip;
    geoArrays[2] = tetraIndexed;
    geoArrays[3] = tetraIndexedStrip;

    shape = new Shape3D(tetraRegular, app);
    shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);

    Transform3D t = new Transform3D();
    // move the object upwards
    t.set(new Vector3f(0.0f, 0.3f, 0.0f));

    // rotate the shape
    Transform3D temp = new Transform3D();
    temp.rotX(Math.PI / 4.0d);
    t.mul(temp);
    temp.rotY(Math.PI / 4.0d);
    t.mul(temp);

    // Shrink the object
    t.setScale(0.6);

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

    objRoot.addChild(trans);
    trans.addChild(shape);

    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // 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);
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    // Let Java 3D perform optimizations on this scene graph.
    objRoot.compile();

    return objRoot;
}

From source file:SimpleSounds.java

protected BranchGroup buildContentBranch() {
    //Create the appearance
    Appearance app = 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;
    app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    //Make the cube
    Box myCube = new Box(1.0f, 1.0f, 1.0f, app);

    TransformGroup cubeGroup = new TransformGroup();

    BranchGroup contentBranch = new BranchGroup();
    addLights(contentBranch);//w w  w.  ja  v  a  2 s .c  o m
    addObjectSound(cubeGroup, sound1, new String("file:./loop1.wav"), 10.0f);
    addObjectSound(cubeGroup, sound2, new String("file:./loop2.wav"), 20.0f);
    addBackgroundSound(contentBranch, new String("file:./loop3.wav"));

    cubeGroup.addChild(myCube);
    contentBranch.addChild(cubeGroup);
    return contentBranch;

}

From source file:SimpleMorph2.java

/**
 * Build the content branch for the scene graph
 * //from   ww w .  j a v  a 2s.  c  o  m
 * @return BranchGroup that is the root of the content
 */
protected BranchGroup buildContentBranch() {
    Appearance app = 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;
    app.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    //Make the cube key shape
    IndexedQuadArray indexedCube = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 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[] cubeNormals = { 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) };
    int cubeCoordIndices[] = { 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 cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedCube.setCoordinates(0, cubeCoordinates);
    indexedCube.setNormals(0, cubeNormals);
    indexedCube.setCoordinateIndices(0, cubeCoordIndices);
    indexedCube.setNormalIndices(0, cubeNormalIndices);

    //Make the pyramid key shape. Although this needs
    //only five vertices to create the desired shape, we
    //need to use six vertices so that it has the same
    //number as the cube.
    IndexedQuadArray indexedPyramid = new IndexedQuadArray(8,
            IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24);
    Point3f[] pyramidCoordinates = { new Point3f(0.0f, 1.0f, 0.0f), new Point3f(0.0f, 1.0f, 0.0f),
            new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(0.0f, 1.0f, 0.0f),
            new Point3f(0.0f, 1.0f, 0.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) };
    Vector3f[] pyramidNormals = { 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) };
    int pyramidCoordIndices[] = { 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 pyramidNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 };
    indexedPyramid.setCoordinates(0, pyramidCoordinates);
    indexedPyramid.setNormals(0, pyramidNormals);
    indexedPyramid.setCoordinateIndices(0, pyramidCoordIndices);
    indexedPyramid.setNormalIndices(0, pyramidNormalIndices);
    //Set the contents of the array to the two shapes
    GeometryArray[] theShapes = new GeometryArray[2];
    theShapes[0] = indexedCube;
    theShapes[1] = indexedPyramid;
    BranchGroup contentBranch = new BranchGroup();
    //Create a transform to rotate the shape slightly
    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);
    addLights(contentBranch);
    //Call the function to build the morph
    rotationGroup.addChild(createMorph(theShapes, app));
    //Add the behaviour to the scene graph to activate it
    rotationGroup.addChild(myBehave);
    return contentBranch;

}

From source file:LightBug.java

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

    // Add the primitives to the scene
    setupSpheres();/*from   www  .  ja  v  a  2 s .co m*/
    objRoot.addChild(spheresSwitch);
    setupLights();
    objRoot.addChild(lightSwitch);

    return objRoot;
}