Example usage for javax.media.j3d CompressedGeometryHeader CompressedGeometryHeader

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

Introduction

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

Prototype

public CompressedGeometryHeader() 

Source Link

Document

Creates a new CompressedGeometryHeader object used for the creation of a CompressedGeometry NodeComponent object.

Usage

From source file:cgview.java

public BranchGroup createSceneGraph(CompressedGeometry cg) {
    // 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(0.7);/*from w ww .  j a v  a 2 s.  c  o  m*/
    objScale.setTransform(t3d);
    objRoot.addChild(objScale);

    // Create the transform group node and initialize it to the
    // identity. Enable the TRANSFORM_WRITE capability so that
    // our behavior 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 compressed geometry to the scene graph.
    CompressedGeometryHeader hdr = new CompressedGeometryHeader();
    cg.getCompressedGeometryHeader(hdr);

    // There isn't really enough information in the compressed geometry
    // header to unamiguously determine the proper rendering attributes.
    // The bufferDataPresent field specifies whether or not normals are
    // bundled with vertices, but the compressed buffer can still contain
    // normals that should be lit. Assume that any surface geometry
    // should be lit and that lines and points should not unless the
    // header contains the NORMAL_IN_BUFFER bit.
    Material m = new Material();
    if ((hdr.bufferType == hdr.TRIANGLE_BUFFER) || ((hdr.bufferDataPresent & hdr.NORMAL_IN_BUFFER) == 1))
        m.setLightingEnable(true);
    else
        m.setLightingEnable(false);

    Appearance a = new Appearance();
    a.setMaterial(m);

    objTrans.addChild(new Shape3D(cg, a));

    // Create mouse behavior scheduling bounds.
    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, 0.5f);
    Background bgNode = new Background(bgColor);
    bgNode.setApplicationBounds(bounds);
    objRoot.addChild(bgNode);

    // 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, 0.9f);
    Vector3f light1Direction = new Vector3f(1.0f, 1.0f, 1.0f);
    Color3f light2Color = new Color3f(1.0f, 1.0f, 0.9f);
    Vector3f light2Direction = new Vector3f(-1.0f, -1.0f, -0.9f);

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

    DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction);
    light2.setInfluencingBounds(bounds);
    objRoot.addChild(light2);

    return objRoot;
}