Example usage for javax.media.j3d TextureAttributes setTextureMode

List of usage examples for javax.media.j3d TextureAttributes setTextureMode

Introduction

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

Prototype

public void setTextureMode(int textureMode) 

Source Link

Document

Sets the texture mode parameter for this appearance component object.

Usage

From source file:PictureBall.java

public PictureBall() {

    // Create the universe
    SimpleUniverse universe = new SimpleUniverse();

    // Create a structure to contain objects
    BranchGroup group = new BranchGroup();

    // Set up colors
    Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f red = new Color3f(0.7f, .15f, .15f);

    // Set up the texture map
    TextureLoader loader = new TextureLoader("K:\\3d\\Arizona.jpg", "LUMINANCE", new Container());
    Texture texture = loader.getTexture();
    texture.setBoundaryModeS(Texture.WRAP);
    texture.setBoundaryModeT(Texture.WRAP);
    texture.setBoundaryColor(new Color4f(0.0f, 1.0f, 0.0f, 0.0f));

    // Set up the texture attributes
    //could be REPLACE, BLEND or DECAL instead of MODULATE
    TextureAttributes texAttr = new TextureAttributes();
    texAttr.setTextureMode(TextureAttributes.MODULATE);
    Appearance ap = new Appearance();
    ap.setTexture(texture);/*from  w w  w.ja v  a2s.  com*/
    ap.setTextureAttributes(texAttr);

    //set up the material
    ap.setMaterial(new Material(red, black, red, black, 1.0f));

    // Create a ball to demonstrate textures
    int primflags = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
    Sphere sphere = new Sphere(0.5f, primflags, ap);
    group.addChild(sphere);

    // Create lights
    Color3f light1Color = new Color3f(1f, 1f, 1f);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f);
    DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction);
    light1.setInfluencingBounds(bounds);
    group.addChild(light1);

    AmbientLight ambientLight = new AmbientLight(new Color3f(.5f, .5f, .5f));
    ambientLight.setInfluencingBounds(bounds);
    group.addChild(ambientLight);

    // look towards the ball
    universe.getViewingPlatform().setNominalViewingTransform();

    // add the group of objects to the Universe
    universe.addBranchGraph(group);
}

From source file:TextureImage.java

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

    // 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);
    objRoot.addChild(objTrans);/*  w w  w.  ja v  a 2  s .c  om*/

    // Create appearance object for textured cube
    Appearance app = new Appearance();
    Texture tex = new TextureLoader(texImage, this).getTexture();
    app.setTexture(tex);
    TextureAttributes texAttr = new TextureAttributes();
    texAttr.setTextureMode(TextureAttributes.MODULATE);
    app.setTextureAttributes(texAttr);

    // Create textured cube and add it to the scene graph.
    Box textureCube = new Box(0.4f, 0.4f, 0.4f, Box.GENERATE_TEXTURE_COORDS, app);
    objTrans.addChild(textureCube);

    // Create a new Behavior object that will perform the desired
    // operation on the specified transform object and add it into
    // the scene graph.
    Transform3D yAxis = new Transform3D();
    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0);

    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f,
            (float) Math.PI * 2.0f);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator.setSchedulingBounds(bounds);
    objTrans.addChild(rotator);

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

    return objRoot;
}

From source file:SimpleTexture.java

/**
 * This defines the appearance with a texture. The texture is loaded from an
 * external file./*w ww  . j a  v a 2  s .  c  o  m*/
 * 
 * @return Appearance that uses the texture.
 */
protected Appearance DefineAppearance() {
    //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);
    //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: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.
 * // ww  w .j a  v a 2s  . c o m
 * @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: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;//  w  w  w . j  a va  2s .  c om

    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:MultiTextureTest.java

public 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.  jav a  2 s  .  com*/
    objScale.setTransform(t3d);
    objRoot.addChild(objScale);

    TransformGroup objTrans = new TransformGroup();
    //write-enable for behaviors
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
    objTrans.setCapability(TransformGroup.ENABLE_PICK_REPORTING);
    objScale.addChild(objTrans);

    Appearance ap = new Appearance();

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

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

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

    lightTex = createLightMap();

    textureUnitState[0] = new TextureUnitState(stoneTex, texAttr1, null);
    textureUnitState[0].setCapability(TextureUnitState.ALLOW_STATE_WRITE);

    textureUnitState[1] = new TextureUnitState(lightTex, texAttr2, null);
    textureUnitState[1].setCapability(TextureUnitState.ALLOW_STATE_WRITE);

    ap.setTextureUnitState(textureUnitState);

    //Create a Box
    Box BoxObj = new Box(1.5f, 1.5f, 0.8f, Box.GENERATE_NORMALS | Box.GENERATE_TEXTURE_COORDS, ap, 2);
    // add it to the scene graph.
    objTrans.addChild(BoxObj);

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

    //Shine it with two lights.
    Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
    Color3f lColor2 = new Color3f(0.2f, 0.2f, 0.1f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Vector3f lDir2 = new Vector3f(0.0f, 0.0f, -1.0f);
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    DirectionalLight lgt2 = new DirectionalLight(lColor2, lDir2);
    lgt1.setInfluencingBounds(bounds);
    lgt2.setInfluencingBounds(bounds);
    objScale.addChild(lgt1);
    objScale.addChild(lgt2);

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

    return objRoot;
}

From source file:OrientedPtTest.java

public BranchGroup createSceneGraph() {

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

    TransformGroup objScale = new TransformGroup();
    Transform3D textMat = new Transform3D();
    // Assuming uniform size chars, set scale to fit string in view
    textMat.setScale(1.2 / sl);// w ww  .j a v a  2 s  . c o m
    objScale.setTransform(textMat);

    // 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);
    objRoot.addChild(objTrans);

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

    Appearance apText = new Appearance();
    Material m = new Material();
    m.setLightingEnable(true);
    apText.setMaterial(m);

    Appearance apEarth = new Appearance();
    Material mm = new Material();
    mm.setLightingEnable(true);
    apEarth.setMaterial(mm);

    Appearance apStone = new Appearance();
    apStone.setMaterial(mm);

    // create 3D text
    Font3D f3d = new Font3D(new Font(fontName, Font.PLAIN, 2), new FontExtrusion());
    Point3f textPt = new Point3f(-sl / 2.0f, 3.0f, 0.0f);
    Text3D txt = new Text3D(f3d, textString, textPt);
    OrientedShape3D textShape = new OrientedShape3D();
    textShape.setGeometry(txt);
    textShape.setAppearance(apText);

    textShape.setAlignmentMode(OrientedShape3D.ROTATE_ABOUT_POINT);
    // text is centered around 0, 3, 0. Make it rotate around 0,5,0
    Point3f rotationPt = new Point3f(0.0f, 5.0f, 0.0f);
    textShape.setRotationPoint(rotationPt);
    objScale.addChild(textShape);

    // also add a small Sphere at the rotation point to
    // show that we are rotating around the right point
    Sphere sphere = new Sphere(0.2f);
    TransformGroup sphereGroup = new TransformGroup();
    Transform3D sphereXform = new Transform3D();
    sphereXform.set(new Vector3f(rotationPt));
    sphereGroup.setTransform(sphereXform);
    sphereGroup.addChild(sphere);
    objScale.addChild(sphereGroup);

    // Create a simple shape leaf node, add it to the scene graph.

    Transform3D cubeMat = new Transform3D();
    TransformGroup cubeTrans = new TransformGroup(cubeMat);
    cubeMat.set(new Vector3d(0.9, 0.0, -1.0));
    cubeTrans.setTransform(cubeMat);
    cubeTrans.addChild(new ColorCube(0.3));
    objTrans.addChild(cubeTrans);

    TextureLoader stoneTex = new TextureLoader(stoneImage, new String("RGB"), this);
    if (stoneTex != null)
        apStone.setTexture(stoneTex.getTexture());

    TextureAttributes texAttr = new TextureAttributes();
    texAttr.setTextureMode(TextureAttributes.REPLACE);
    apStone.setTextureAttributes(texAttr);

    Transform3D coneMat = new Transform3D();
    TransformGroup coneTrans = new TransformGroup(coneMat);
    coneMat.set(new Vector3d(0.0, 0.0, 0.0));
    coneTrans.setTransform(coneMat);
    coneTrans.addChild(new Cone(.2f, 0.8f, Cone.GENERATE_NORMALS | Cone.GENERATE_TEXTURE_COORDS, apStone));
    objTrans.addChild(coneTrans);

    TextureLoader earthTex = new TextureLoader(earthImage, new String("RGB"), this);
    if (earthTex != null)
        apEarth.setTexture(earthTex.getTexture());
    apEarth.setTextureAttributes(texAttr);

    Transform3D cylinderMat = new Transform3D();
    TransformGroup cylinderTrans = new TransformGroup(cylinderMat);
    cylinderMat.set(new Vector3d(-0.9, 0.5, -1.0));
    cylinderTrans.setTransform(cylinderMat);
    cylinderTrans.addChild(
            new Cylinder(.35f, 2.0f, Cylinder.GENERATE_NORMALS | Cylinder.GENERATE_TEXTURE_COORDS, apEarth));
    objTrans.addChild(cylinderTrans);

    objTrans.addChild(objScale);

    // 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, -1.0f);

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

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

    apText.setMaterial(mm);

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

    return objRoot;
}

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);/*  w w w  . j av  a2s.  c  om*/
    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:OrientedTest.java

public BranchGroup createSceneGraph() {

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

    TransformGroup objScale = new TransformGroup();
    Transform3D textMat = new Transform3D();
    // Assuming uniform size chars, set scale to fit string in view
    textMat.setScale(1.2 / sl);/*from  w  ww .  j  a v a2 s  .c o m*/
    objScale.setTransform(textMat);

    // 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);
    objRoot.addChild(objTrans);

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

    Appearance apText = new Appearance();
    Material m = new Material();
    m.setLightingEnable(true);
    apText.setMaterial(m);

    Appearance apEarth = new Appearance();
    Material mm = new Material();
    mm.setLightingEnable(true);
    apEarth.setMaterial(mm);

    Appearance apStone = new Appearance();
    apStone.setMaterial(mm);

    // create 3D text
    Font3D f3d = new Font3D(new Font(fontName, Font.PLAIN, 2), new FontExtrusion());
    Text3D txt = new Text3D(f3d, textString, new Point3f(-sl / 2.0f, 3.0f, 0.0f));
    OrientedShape3D textShape = new OrientedShape3D();
    textShape.setGeometry(txt);
    textShape.setAppearance(apText);
    textShape.setAlignmentAxis(0.0f, 1.0f, 0.0f);
    objScale.addChild(textShape);

    // Create a simple shape leaf node, add it to the scene graph.

    Transform3D cubeMat = new Transform3D();
    TransformGroup cubeTrans = new TransformGroup(cubeMat);
    cubeMat.set(new Vector3d(0.9, 0.0, -1.0));
    cubeTrans.setTransform(cubeMat);
    cubeTrans.addChild(new ColorCube(0.3));
    objTrans.addChild(cubeTrans);

    TextureLoader stoneTex = new TextureLoader(stoneImage, new String("RGB"), this);
    if (stoneTex != null)
        apStone.setTexture(stoneTex.getTexture());

    TextureAttributes texAttr = new TextureAttributes();
    texAttr.setTextureMode(TextureAttributes.MODULATE);
    apStone.setTextureAttributes(texAttr);

    Transform3D coneMat = new Transform3D();
    TransformGroup coneTrans = new TransformGroup(coneMat);
    coneMat.set(new Vector3d(0.0, 0.0, 0.0));
    coneTrans.setTransform(coneMat);
    coneTrans.addChild(new Cone(.2f, 0.8f, Cone.GENERATE_NORMALS | Cone.GENERATE_TEXTURE_COORDS, apStone));
    objTrans.addChild(coneTrans);

    TextureLoader earthTex = new TextureLoader(earthImage, new String("RGB"), this);
    if (earthTex != null)
        apEarth.setTexture(earthTex.getTexture());

    apEarth.setTextureAttributes(texAttr);

    Transform3D cylinderMat = new Transform3D();
    TransformGroup cylinderTrans = new TransformGroup(cylinderMat);
    cylinderMat.set(new Vector3d(-0.9, 0.5, -1.0));
    cylinderTrans.setTransform(cylinderMat);
    cylinderTrans.addChild(
            new Cylinder(.35f, 2.0f, Cylinder.GENERATE_NORMALS | Cylinder.GENERATE_TEXTURE_COORDS, apEarth));
    objTrans.addChild(cylinderTrans);

    objTrans.addChild(objScale);

    // 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, -1.0f);

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

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

    apText.setMaterial(mm);

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

    return objRoot;
}

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);/*from   ww  w .j  a v a 2s  .c  o  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);

    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;
}