Example usage for javax.media.j3d TransformGroup TransformGroup

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

Introduction

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

Prototype

public TransformGroup() 

Source Link

Document

Constructs and initializes a TransformGroup using an identity transform.

Usage

From source file:SimpleGame.java

/**
 * This builds the gun geometry. It uses box and cylinder primitives and
 * sets up a transform group so that we can rotate the gun.
 *///from   ww  w  . j  a va2s .c  o  m
protected BranchGroup buildGun() {
    BranchGroup theGun = new BranchGroup();
    Appearance gunApp = new Appearance();
    Color3f ambientColour = new Color3f(0.5f, 0.5f, 0.5f);
    Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f diffuseColour = new Color3f(0.5f, 0.5f, 0.5f);
    float shininess = 20.0f;
    gunApp.setMaterial(new Material(ambientColour, emissiveColour, diffuseColour, specularColour, shininess));
    TransformGroup init = new TransformGroup();
    TransformGroup barrel = new TransformGroup();
    Transform3D gunXfm = new Transform3D();
    Transform3D barrelXfm = new Transform3D();
    barrelXfm.set(new Vector3d(0.0, -2.0, 0.0));
    barrel.setTransform(barrelXfm);
    Matrix3d gunXfmMat = new Matrix3d();
    gunXfmMat.rotX(Math.PI / 2);
    gunXfm.set(gunXfmMat, new Vector3d(0.0, 0.0, 0.0), 1.0);
    init.setTransform(gunXfm);
    gunXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    gunXfmGrp.addChild(new Box(1.0f, 1.0f, 0.5f, gunApp));
    barrel.addChild(new Cylinder(0.3f, 4.0f, gunApp));
    gunXfmGrp.addChild(barrel);
    theGun.addChild(init);
    init.addChild(gunXfmGrp);
    return theGun;
}

From source file:LightBug.java

void setupSpheres() {

    // create a Switch for the spheres, allow switch changes
    spheresSwitch = new Switch(Switch.CHILD_ALL);
    spheresSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);

    // Set up an appearance to make the Sphere with red ambient,
    // black emmissive, red diffuse and white specular coloring
    Material material = new Material(red, black, red, white, 64);
    Appearance appearance = new Appearance();
    appearance.setMaterial(material);/*from w w  w  . java2 s. c  o  m*/

    // create a sphere and put it into a shared group
    Sphere sphere = new Sphere(0.5f, appearance);
    SharedGroup sphereSG = new SharedGroup();
    sphereSG.addChild(sphere);

    // create a grid of spheres in the z=0 plane
    // each has a TransformGroup to position the sphere which contains
    // a link to the shared group for the sphere
    for (int y = -2; y <= 2; y++) {
        for (int x = -2; x <= 2; x++) {
            TransformGroup tg = new TransformGroup();
            tmpVector.set(x * 1.2f, y * 1.2f, 0.0f);
            tmpTrans.set(tmpVector);
            tg.setTransform(tmpTrans);
            tg.addChild(new Link(sphereSG));
            spheresSwitch.addChild(tg);
        }
    }
}

From source file:YoyoPointApp.java

public BranchGroup createSceneGraph() {

    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 objSpin = new TransformGroup();
    objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    objRoot.addChild(objSpin);//w ww .  j  a v a  2s .  com

    objSpin.addChild(new Yoyo());

    // 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, 4000);

    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin);
    BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator.setSchedulingBounds(bounds);
    objSpin.addChild(rotator);

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

    return objRoot;
}

From source file:ExLightBounds.java

public Group buildScene() {
    // Get the current bounding leaf position
    Point3f pos = (Point3f) positions[currentPosition].value;

    // Turn off the example headlight
    setHeadlightEnable(false);/*w ww  . jav a  2  s  . c o m*/

    // Build the scene group
    Group scene = new Group();

    // BEGIN EXAMPLE TOPIC
    // Create a bounding leaf we'll use or not use depending
    // upon menu selections. Put it within a transform group
    // so that we can move the leaf about.
    leafTransformGroup = new TransformGroup();
    leafTransformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    Transform3D tr = new Transform3D();
    tr.setTranslation(new Vector3f(pos));
    leafTransformGroup.setTransform(tr);

    leafBounds = new BoundingLeaf(worldBounds);
    leafBounds.setCapability(BoundingLeaf.ALLOW_REGION_WRITE);
    leafTransformGroup.addChild(leafBounds);
    scene.addChild(leafTransformGroup);

    // Add a directional light whose bounds we'll modify
    // Set its color and aim direction
    light = new DirectionalLight();
    light.setEnable(true);
    light.setColor(White);
    light.setDirection(new Vector3f(1.0f, 0.0f, -1.0f));
    light.setCapability(DirectionalLight.ALLOW_INFLUENCING_BOUNDS_WRITE);

    // Set the bounds to be either from the leaf or from
    // explicit bounds, depending upon the menu initial state
    if (boundingLeafOnOff)
        // Use bounding leaf
        light.setInfluencingBoundingLeaf(leafBounds);
    else
        // Use bounds on the light
        light.setInfluencingBounds(worldBounds);

    // Set the scope list to include nothing initially.
    // This defaults to "universal scope" which covers
    // everything.

    scene.addChild(light);

    // Add an ambient light to dimly illuminate the rest of
    // the shapes in the scene to help illustrate that the
    // directional light is being bounded... otherwise it looks
    // like we're just removing shapes from the scene
    AmbientLight ambient = new AmbientLight();
    ambient.setEnable(true);
    ambient.setColor(White);
    ambient.setInfluencingBounds(worldBounds);
    scene.addChild(ambient);
    // END EXAMPLE TOPIC

    // Build foreground geometry
    scene.addChild(new SphereGroup());

    return scene;
}

From source file:ScenegraphTest.java

private TransformGroup createArm(double rotX, double rotY, double rotZ) {
    TransformGroup tgShoulder = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setEuler(new Vector3d(rotX, rotY, rotZ));
    tgShoulder.setTransform(t3d);// w  ww .  ja v  a 2 s  . c o  m

    TransformGroup tgParent = null;

    tgParent = addLimb(tgShoulder, "Upper Arm", 0.05, 0.5, 0.0, 0.0);
    tgParent = addLimb(tgParent, "Lower Arm", 0.03, 0.4, Math.PI * -0.5, Math.PI * 0.8);

    TransformGroup tgWrist = addLimb(tgParent, "Wrist", 0.03, 0.07, 0.0, Math.PI * 0.5);
    addLimb(tgWrist, "Thumb", 0.01, 0.05, 0.0, Math.PI * 0.5);
    addLimb(tgWrist, "Finger 1", 0.01, 0.08, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 2", 0.01, 0.10, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 3", 0.01, 0.08, 0.0, Math.PI * 0.3);
    addLimb(tgWrist, "Finger 4", 0.01, 0.05, 0.0, Math.PI * 0.3);

    return tgShoulder;
}

From source file:NodesTest.java

protected BranchGroup createSceneBranchGroup() {
    BranchGroup objRoot = super.createSceneBranchGroup();

    double labelScale = 20;

    // create the top level Switch Node
    // we will use the Switch Node to switch the
    // other Nodes on and off.
    // 1: Switch/*from w w  w .  j  a v a 2  s .c o  m*/
    Switch switchGroup = new Switch();
    switchGroup.setCapability(Switch.ALLOW_SWITCH_WRITE);
    switchGroup.addChild(createLabel("1. Switch Label", labelScale));

    // 2: BranchGroup
    BranchGroup branchGroup = new BranchGroup();
    branchGroup.addChild(createLabel("2. BranchGroup", labelScale));
    switchGroup.addChild(branchGroup);

    // 3: OrderedGroup,
    OrderedGroup orderedGroup = new OrderedGroup();
    orderedGroup.addChild(createLabel("3. OrderedGroup", labelScale));
    orderedGroup.addChild(createLabel("Child 1", labelScale));
    orderedGroup.addChild(createLabel("Child 2", labelScale));
    switchGroup.addChild(orderedGroup);

    // 4: SharedGroup,
    SharedGroup sharedGroup1 = new SharedGroup();
    sharedGroup1.addChild(createLabel("4. Shared Group 1", labelScale));
    switchGroup.addChild(new Link(sharedGroup1));

    // 5: Primitive,
    BranchGroup primitiveGroup = new BranchGroup();
    primitiveGroup.addChild(createLabel("5. Primitive", labelScale));
    primitiveGroup.addChild(new Sphere(2));
    switchGroup.addChild(primitiveGroup);

    // 6: TransformGroup
    TransformGroup transformGroup = new TransformGroup();
    transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    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, transformGroup, yAxis, 0.0f,
            (float) Math.PI * 2.0f);
    rotator.setSchedulingBounds(createApplicationBounds());
    transformGroup.addChild(rotator);

    transformGroup.addChild(new ColorCube(2));
    transformGroup.addChild(createLabel("6. TransformGroup", labelScale));
    switchGroup.addChild(transformGroup);

    // 7: add another copy of the shared group
    switchGroup.addChild(new Link(sharedGroup1));

    // create a SwitchValueInterpolator to
    // cycle through the child nodes in the Switch Node
    Alpha switchAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 10000, 0, 0, 0, 0, 0);

    SwitchValueInterpolator switchInterpolator = new SwitchValueInterpolator(switchAlpha, switchGroup);
    switchInterpolator.setSchedulingBounds(createApplicationBounds());
    switchInterpolator.setEnable(true);

    // WARNING: do not add the SwitchValueInterpolator to the Switch Node!
    objRoot.addChild(switchInterpolator);

    // finally add the Switch Node
    objRoot.addChild(switchGroup);

    return objRoot;
}

From source file:PickCollisionTest.java

protected void addSphere(BranchGroup bg, double x, double y, double z, Vector3d incVector, String name) {
    Appearance app = new Appearance();

    TransformGroup sphereTg = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setTranslation(new Vector3d(x, y, z));
    sphereTg.setTransform(t3d);/*from ww w  .ja va 2 s.  c o m*/

    sphereTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sphereTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

    sphereTg.addChild(new Sphere(1, app));
    bg.addChild(sphereTg);
    recursiveSetUserData(sphereTg, name);

    // create the collision behaviour
    CollisionBehavior collisionBehavior = new CollisionBehavior(bg, sphereTg, app, new Vector3d(x, y, z),
            incVector);
    collisionBehavior.setSchedulingBounds(getApplicationBounds());
    bg.addChild(collisionBehavior);
}

From source file:LitTwistApp.java

public BranchGroup createSceneGraph() {

    BranchGroup contentRoot = new BranchGroup();

    // Create the transform group node and initialize it to the
    // identity. Add it to the root of the subgraph.
    TransformGroup objSpin = new TransformGroup();
    objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    contentRoot.addChild(objSpin);/*from   w w  w . ja va  2 s . c o  m*/

    Shape3D twist = new Twist();
    objSpin.addChild(twist);

    Alpha rotationAlpha = new Alpha(-1, 16000);

    RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin);

    // a bounding sphere specifies a region a behavior is active
    // create a sphere centered at the origin with radius of 1.5
    BoundingSphere bounds = new BoundingSphere();
    bounds.setRadius(1.5);
    rotator.setSchedulingBounds(bounds);
    objSpin.addChild(rotator);

    DirectionalLight lightD = new DirectionalLight();
    lightD.setInfluencingBounds(bounds);
    contentRoot.addChild(lightD);

    Background background = new Background();
    background.setColor(1.0f, 1.0f, 1.0f);
    background.setApplicationBounds(bounds);
    contentRoot.addChild(background);

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

    return contentRoot;
}

From source file:RasterTest.java

protected BranchGroup createSceneBranchGroup() {
    // create some simple geometry (a rotating ColorCube)
    // and a Shape3D object for the Raster containing the Image
    BranchGroup objRoot = super.createSceneBranchGroup();

    TransformGroup objTrans = new TransformGroup();
    objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    Transform3D yAxis = new Transform3D();
    yAxis.rotX(0.6);/*from  w  ww  . ja  v  a2  s .  co m*/
    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);

    // wrap the Raster in a Shape3D
    Shape3D shape = new Shape3D(m_RenderRaster);

    objRoot.addChild(shape);
    objTrans.addChild(new ColorCube(1.0));

    objRoot.addChild(objTrans);

    return objRoot;
}

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 ww  .  ja va  2 s. 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;
}