ExHenge.java Source code

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Here is the source code for ExHenge.java

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//
//CLASS
//ExHenge - create a stone-henge like (vaguely) mysterious temple thing
//
//DESCRIPTION
//This example illustrates the use of a few of Java 3D's lighting
//types to create atmospheric lighting to make a structure look
//like it is glowing. In particular, we build a central emissive
//dome, unaffected by any lighting. Surrounding that dome are a
//series of arches that are lit by a one or more of a point
//light in the center, directional lights at front-left and
//back-right, and two ambient lights. Each of these lights can be
//turned on and off via menu items.
//
//SEE ALSO
//Arch
//ExAmbientLight
//ExDirectionalLight
//ExPointLight
//
//AUTHOR
//David R. Nadeau / San Diego Supercomputer Center
//
//

import java.applet.Applet;
import java.awt.AWTEvent;
import java.awt.BorderLayout;
import java.awt.CheckboxMenuItem;
import java.awt.Component;
import java.awt.Cursor;
import java.awt.Frame;
import java.awt.Menu;
import java.awt.MenuBar;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.InputEvent;
import java.awt.event.ItemEvent;
import java.awt.event.ItemListener;
import java.awt.event.MouseEvent;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.io.File;
import java.util.Enumeration;
import java.util.EventListener;

import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Behavior;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GeometryArray;
import javax.media.j3d.Group;
import javax.media.j3d.ImageComponent;
import javax.media.j3d.IndexedQuadArray;
import javax.media.j3d.IndexedTriangleStripArray;
import javax.media.j3d.Light;
import javax.media.j3d.Link;
import javax.media.j3d.Material;
import javax.media.j3d.PointLight;
import javax.media.j3d.Shape3D;
import javax.media.j3d.SharedGroup;
import javax.media.j3d.Texture;
import javax.media.j3d.TextureAttributes;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnAWTEvent;
import javax.media.j3d.WakeupOnElapsedFrames;
import javax.media.j3d.WakeupOr;
import javax.vecmath.Color3f;
import javax.vecmath.Matrix4d;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;

import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.universe.PlatformGeometry;
import com.sun.j3d.utils.universe.SimpleUniverse;
import com.sun.j3d.utils.universe.Viewer;
import com.sun.j3d.utils.universe.ViewingPlatform;

public class ExHenge extends Java3DFrame {
    //--------------------------------------------------------------
    //  SCENE CONTENT
    //--------------------------------------------------------------

    //
    //  Nodes (updated via menu)
    //
    private AmbientLight ambient = null;

    private AmbientLight brightAmbient = null;

    private DirectionalLight redDirectional = null;

    private DirectionalLight yellowDirectional = null;

    private PointLight orangePoint = null;

    //
    //  Build scene
    //
    public Group buildScene() {
        // Turn off the example headlight
        setHeadlightEnable(false);

        // Default to walk navigation
        setNavigationType(Walk);

        //
        // Preload the texture images
        //
        if (debug)
            System.err.println("  textures...");
        Texture groundTex = null;
        Texture spurTex = null;
        Texture domeTex = null;
        TextureLoader texLoader = null;
        ImageComponent image = null;

        texLoader = new TextureLoader("mud01.jpg", this);
        image = texLoader.getImage();
        if (image == null)
            System.err.println("Cannot load mud01.jpg texture");
        else {
            groundTex = texLoader.getTexture();
            groundTex.setBoundaryModeS(Texture.WRAP);
            groundTex.setBoundaryModeT(Texture.WRAP);
            groundTex.setMinFilter(Texture.NICEST);
            groundTex.setMagFilter(Texture.NICEST);
            groundTex.setMipMapMode(Texture.BASE_LEVEL);
            groundTex.setEnable(true);
        }

        texLoader = new TextureLoader("stonebrk2.jpg", this);
        image = texLoader.getImage();
        if (image == null)
            System.err.println("Cannot load stonebrk2.jpg texture");
        else {
            spurTex = texLoader.getTexture();
            spurTex.setBoundaryModeS(Texture.WRAP);
            spurTex.setBoundaryModeT(Texture.WRAP);
            spurTex.setMinFilter(Texture.NICEST);
            spurTex.setMagFilter(Texture.NICEST);
            spurTex.setMipMapMode(Texture.BASE_LEVEL);
            spurTex.setEnable(true);
        }

        texLoader = new TextureLoader("fire.jpg", this);
        image = texLoader.getImage();
        if (image == null)
            System.err.println("Cannot load fire.jpg texture");
        else {
            domeTex = texLoader.getTexture();
            domeTex.setBoundaryModeS(Texture.WRAP);
            domeTex.setBoundaryModeT(Texture.WRAP);
            domeTex.setMinFilter(Texture.NICEST);
            domeTex.setMagFilter(Texture.NICEST);
            domeTex.setMipMapMode(Texture.BASE_LEVEL);
            domeTex.setEnable(true);
        }

        //
        // Build some shapes we'll need
        //
        if (debug)
            System.err.println("  flying buttresses...");

        // Build three types of spurs (flying buttresses)
        Appearance spurApp = new Appearance();

        Material spurMat = new Material();
        spurMat.setAmbientColor(0.6f, 0.6f, 0.6f);
        spurMat.setDiffuseColor(1.0f, 1.0f, 1.0f);
        spurMat.setSpecularColor(0.0f, 0.0f, 0.0f);
        spurApp.setMaterial(spurMat);

        Transform3D tr = new Transform3D();
        tr.setIdentity();
        tr.setScale(new Vector3d(1.0, 4.0, 1.0));

        TextureAttributes spurTexAtt = new TextureAttributes();
        spurTexAtt.setTextureMode(TextureAttributes.MODULATE);
        spurTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
        spurTexAtt.setTextureTransform(tr);
        spurApp.setTextureAttributes(spurTexAtt);

        if (spurTex != null)
            spurApp.setTexture(spurTex);

        Arch spur1 = new Arch(0.0, // start Phi
                1.571, // end Phi
                9, // nPhi
                -0.0982, // start Theta
                0.0982, // end Theta (11.25 degrees)
                2, // nTheta
                2.5, // start radius
                1.0, // end radius
                0.05, // start phi thickness
                0.025, // end phi thickness
                spurApp); // appearance

        Arch spur2 = new Arch(0.0, // start Phi
                1.571, // end Phi
                9, // nPhi
                -0.0982, // start Theta
                0.0982, // end Theta (11.25 degrees)
                2, // nTheta
                1.5, // start radius
                2.0, // end radius
                0.05, // start phi thickness
                0.025, // end phi thickness
                spurApp); // appearance

        Arch spur3 = new Arch(0.0, // start Phi
                1.571, // end Phi
                9, // nPhi
                -0.0982, // start Theta
                0.0982, // end Theta (11.25 degrees)
                2, // nTheta
                1.5, // start radius
                1.0, // end radius
                0.05, // start phi thickness
                0.025, // end phi thickness
                spurApp); // appearance

        Arch spur4 = new Arch(0.0, // start Phi
                1.178, // end Phi
                9, // nPhi
                -0.0982, // start Theta
                0.0982, // end Theta (11.25 degrees)
                2, // nTheta
                4.0, // start radius
                4.0, // end radius
                0.05, // start phi thickness
                0.025, // end phi thickness
                spurApp); // appearance

        // Put each spur into a shared group so we can instance
        // the spurs multiple times
        SharedGroup spur1Group = new SharedGroup();
        spur1Group.addChild(spur1);
        spur1Group.compile();

        SharedGroup spur2Group = new SharedGroup();
        spur2Group.addChild(spur2);
        spur2Group.compile();

        SharedGroup spur3Group = new SharedGroup();
        spur3Group.addChild(spur3);
        spur3Group.compile();

        SharedGroup spur4Group = new SharedGroup();
        spur4Group.addChild(spur4);
        spur4Group.compile();

        // Build a central dome
        if (debug)
            System.err.println("  central dome...");

        Appearance domeApp = new Appearance();
        // No material needed - we want the dome to glow,
        // so use a REPLACE mode texture only
        TextureAttributes domeTexAtt = new TextureAttributes();
        domeTexAtt.setTextureMode(TextureAttributes.REPLACE);
        domeTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
        domeApp.setTextureAttributes(domeTexAtt);

        if (domeTex != null)
            domeApp.setTexture(domeTex);

        Arch dome = new Arch(0.0, // start Phi
                1.571, // end Phi
                5, // nPhi
                0.0, // start Theta
                2.0 * Math.PI, // end Theta (360 degrees)
                17, // nTheta
                1.0, // start radius
                1.0, // end radius
                0.0, // start phi thickness
                0.0, // end phi thickness
                domeApp); // appearance

        // Build the ground. Use a trick to get better lighting
        // effects by using an elevation grid. The idea is this:
        // for interactive graphics systems, such as those
        // controlled by Java3D, lighting effects are computed only
        // at triangle vertexes. Imagine a big rectangular ground
        // underneath a PointLight (added below). If the
        // PointLight is above the center of the square, in the real
        // world we'd expect a bright spot below it, fading to
        // darkness at the edges of the square. Not so in
        // interactive graphics. Since lighting is only computed
        // at vertexes, and the square's vertexes are each
        // equidistant from a centered PointLight, all four square
        // coordinates get the same brightness. That brightness
        // is interpolated across the square, giving a *constant*
        // brightness for the entire square! There is no bright
        // spot under the PointLight. So, here's the trick: use
        // more triangles. Pretty simple. Split the ground under
        // the PointLight into a grid of smaller squares. Each
        // smaller square is shaded using light brightness computed
        // at the square's vertexes. Squares directly under the
        // PointLight get brighter lighting at their vertexes, and
        // thus they are bright. This gives the desired bright
        // spot under the PointLight. The more squares we use
        // (a denser grid), the more accurate the bright spot and
        // the smoother the lighting gradation from bright directly
        // under the PointLight, to dark at the distant edges. Of
        // course, with more squares, we also get more polygons to
        // draw and a performance slow-down. So there is a
        // tradeoff between lighting quality and drawing speed.
        // For this example, we'll use a coarse mesh of triangles
        // created using an ElevationGrid shape.
        if (debug)
            System.err.println("  ground...");

        Appearance groundApp = new Appearance();

        Material groundMat = new Material();
        groundMat.setAmbientColor(0.3f, 0.3f, 0.3f);
        groundMat.setDiffuseColor(0.7f, 0.7f, 0.7f);
        groundMat.setSpecularColor(0.0f, 0.0f, 0.0f);
        groundApp.setMaterial(groundMat);

        tr = new Transform3D();
        tr.setScale(new Vector3d(8.0, 8.0, 1.0));

        TextureAttributes groundTexAtt = new TextureAttributes();
        groundTexAtt.setTextureMode(TextureAttributes.MODULATE);
        groundTexAtt.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
        groundTexAtt.setTextureTransform(tr);
        groundApp.setTextureAttributes(groundTexAtt);

        if (groundTex != null)
            groundApp.setTexture(groundTex);

        ElevationGrid ground = new ElevationGrid(11, // X dimension
                11, // Z dimension
                2.0f, // X spacing
                2.0f, // Z spacing
                // Automatically use zero heights
                groundApp); // Appearance

        //
        // Build the scene using the shapes above. Place everything
        // withing a TransformGroup.
        //
        // Build the scene root
        TransformGroup scene = new TransformGroup();
        tr = new Transform3D();
        tr.setTranslation(new Vector3f(0.0f, -1.6f, 0.0f));
        scene.setTransform(tr);

        // Create influencing bounds
        BoundingSphere worldBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), // Center
                1000.0); // Extent

        // General Ambient light
        ambient = new AmbientLight();
        ambient.setEnable(ambientOnOff);
        ambient.setColor(new Color3f(0.3f, 0.3f, 0.3f));
        ambient.setCapability(AmbientLight.ALLOW_STATE_WRITE);
        ambient.setInfluencingBounds(worldBounds);
        scene.addChild(ambient);

        // Bright Ambient light
        brightAmbient = new AmbientLight();
        brightAmbient.setEnable(brightAmbientOnOff);
        brightAmbient.setColor(new Color3f(1.0f, 1.0f, 1.0f));
        brightAmbient.setCapability(AmbientLight.ALLOW_STATE_WRITE);
        brightAmbient.setInfluencingBounds(worldBounds);
        scene.addChild(brightAmbient);

        // Red directional light
        redDirectional = new DirectionalLight();
        redDirectional.setEnable(redDirectionalOnOff);
        redDirectional.setColor(new Color3f(1.0f, 0.0f, 0.0f));
        redDirectional.setDirection(new Vector3f(1.0f, -0.5f, -0.5f));
        redDirectional.setCapability(AmbientLight.ALLOW_STATE_WRITE);
        redDirectional.setInfluencingBounds(worldBounds);
        scene.addChild(redDirectional);

        // Yellow directional light
        yellowDirectional = new DirectionalLight();
        yellowDirectional.setEnable(yellowDirectionalOnOff);
        yellowDirectional.setColor(new Color3f(1.0f, 0.8f, 0.0f));
        yellowDirectional.setDirection(new Vector3f(-1.0f, 0.5f, 1.0f));
        yellowDirectional.setCapability(AmbientLight.ALLOW_STATE_WRITE);
        yellowDirectional.setInfluencingBounds(worldBounds);
        scene.addChild(yellowDirectional);

        // Orange point light
        orangePoint = new PointLight();
        orangePoint.setEnable(orangePointOnOff);
        orangePoint.setColor(new Color3f(1.0f, 0.5f, 0.0f));
        orangePoint.setPosition(new Point3f(0.0f, 0.5f, 0.0f));
        orangePoint.setCapability(AmbientLight.ALLOW_STATE_WRITE);
        orangePoint.setInfluencingBounds(worldBounds);
        scene.addChild(orangePoint);

        // Ground
        scene.addChild(ground);

        // Dome
        scene.addChild(dome);

        // Spur 1's
        Group g = buildRing(spur1Group);
        scene.addChild(g);

        // Spur 2's
        TransformGroup tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(0.3927);
        tg.setTransform(tr);
        g = buildRing(spur2Group);
        tg.addChild(g);
        scene.addChild(tg);

        // Spur 3's
        g = buildRing(spur3Group);
        scene.addChild(g);

        // Spur 4's
        tg = new TransformGroup();
        tg.setTransform(tr);
        g = buildRing(spur4Group);
        tg.addChild(g);
        scene.addChild(tg);

        return scene;
    }

    //
    //  Build a ring of shapes, each shape contained in a given
    //  shared group
    //
    public Group buildRing(SharedGroup sg) {
        Group g = new Group();

        g.addChild(new Link(sg)); // 0 degrees

        TransformGroup tg = new TransformGroup();
        Transform3D tr = new Transform3D();
        tr.rotY(0.785); // 45 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(-0.785); // -45 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(1.571); // 90 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(-1.571); // -90 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(2.356); // 135 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(-2.356); // -135 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        tg = new TransformGroup();
        tr = new Transform3D();
        tr.rotY(Math.PI); // 180 degrees
        tg.setTransform(tr);
        tg.addChild(new Link(sg));
        g.addChild(tg);

        return g;
    }

    //--------------------------------------------------------------
    //  USER INTERFACE
    //--------------------------------------------------------------

    //
    //  Main
    //
    public static void main(String[] args) {
        ExHenge ex = new ExHenge();
        ex.initialize(args);
        ex.buildUniverse();
        ex.showFrame();
    }

    //  On/off choices
    private boolean ambientOnOff = true;

    private boolean brightAmbientOnOff = false;

    private boolean redDirectionalOnOff = false;

    private boolean yellowDirectionalOnOff = false;

    private boolean orangePointOnOff = true;

    private CheckboxMenuItem ambientOnOffMenu;

    private CheckboxMenuItem brightAmbientOnOffMenu;

    private CheckboxMenuItem redDirectionalOnOffMenu;

    private CheckboxMenuItem yellowDirectionalOnOffMenu;

    private CheckboxMenuItem orangePointOnOffMenu;

    //
    //  Initialize the GUI (application and applet)
    //
    public void initialize(String[] args) {
        // Initialize the window, menubar, etc.
        super.initialize(args);
        exampleFrame.setTitle("Java 3D ExHenge Example");

        //
        //  Add a menubar menu to change parameters
        //    Dim ambient light
        //    Bright ambient light
        //    Red directional light
        //    Yellow directional light
        //    Orange point light
        //

        Menu m = new Menu("Lights");

        ambientOnOffMenu = new CheckboxMenuItem("Dim ambient light", ambientOnOff);
        ambientOnOffMenu.addItemListener(this);
        m.add(ambientOnOffMenu);

        brightAmbientOnOffMenu = new CheckboxMenuItem("Bright ambient light", brightAmbientOnOff);
        brightAmbientOnOffMenu.addItemListener(this);
        m.add(brightAmbientOnOffMenu);

        redDirectionalOnOffMenu = new CheckboxMenuItem("Red directional light", redDirectionalOnOff);
        redDirectionalOnOffMenu.addItemListener(this);
        m.add(redDirectionalOnOffMenu);

        yellowDirectionalOnOffMenu = new CheckboxMenuItem("Yellow directional light", yellowDirectionalOnOff);
        yellowDirectionalOnOffMenu.addItemListener(this);
        m.add(yellowDirectionalOnOffMenu);

        orangePointOnOffMenu = new CheckboxMenuItem("Orange point light", orangePointOnOff);
        orangePointOnOffMenu.addItemListener(this);
        m.add(orangePointOnOffMenu);

        exampleMenuBar.add(m);
    }

    //
    //  Handle checkboxes
    //
    public void itemStateChanged(ItemEvent event) {
        Object src = event.getSource();
        if (src == ambientOnOffMenu) {
            ambientOnOff = ambientOnOffMenu.getState();
            ambient.setEnable(ambientOnOff);
            return;
        }
        if (src == brightAmbientOnOffMenu) {
            brightAmbientOnOff = brightAmbientOnOffMenu.getState();
            brightAmbient.setEnable(brightAmbientOnOff);
            return;
        }
        if (src == redDirectionalOnOffMenu) {
            redDirectionalOnOff = redDirectionalOnOffMenu.getState();
            redDirectional.setEnable(redDirectionalOnOff);
            return;
        }
        if (src == yellowDirectionalOnOffMenu) {
            yellowDirectionalOnOff = yellowDirectionalOnOffMenu.getState();
            yellowDirectional.setEnable(yellowDirectionalOnOff);
            return;
        }
        if (src == orangePointOnOffMenu) {
            orangePointOnOff = orangePointOnOffMenu.getState();
            orangePoint.setEnable(orangePointOnOff);
            return;
        }

        // Handle all other checkboxes
        super.itemStateChanged(event);
    }
}

//
//CLASS
//ElevationGrid - a 3D terrain grid built from a list of heights
//
//DESCRIPTION
//This class creates a 3D terrain on a grid whose X and Z dimensions,
//and row/column spacing are parameters, along with a list of heights
//(elevations), one per grid row/column pair.
//

class ElevationGrid extends Primitive {
    // Parameters
    protected int xDimension = 0, zDimension = 0;

    protected double xSpacing = 0.0, zSpacing = 0.0;

    protected double[] heights = null;

    // 3D nodes
    private Appearance mainAppearance = null;

    private Shape3D shape = null;

    private IndexedTriangleStripArray tristrip = null;

    //
    //  Construct an elevation grid
    //
    public ElevationGrid() {
        xDimension = 2;
        zDimension = 2;
        xSpacing = 1.0;
        zSpacing = 1.0;
        mainAppearance = null;
        zeroHeights();
        rebuild();
    }

    public ElevationGrid(int xDim, int zDim) {
        xDimension = xDim;
        zDimension = zDim;
        xSpacing = 1.0;
        zSpacing = 1.0;
        mainAppearance = null;
        zeroHeights();
        rebuild();
    }

    public ElevationGrid(int xDim, int zDim, Appearance app) {
        xDimension = xDim;
        zDimension = zDim;
        xSpacing = 1.0;
        zSpacing = 1.0;
        mainAppearance = app;
        zeroHeights();
        rebuild();
    }

    public ElevationGrid(int xDim, int zDim, double xSpace, double zSpace) {
        xDimension = xDim;
        zDimension = zDim;
        xSpacing = xSpace;
        zSpacing = zSpace;
        mainAppearance = null;
        zeroHeights();
        rebuild();
    }

    public ElevationGrid(int xDim, int zDim, double xSpace, double zSpace, Appearance app) {
        xDimension = xDim;
        zDimension = zDim;
        xSpacing = xSpace;
        zSpacing = zSpace;
        mainAppearance = app;
        zeroHeights();
        rebuild();
    }

    public ElevationGrid(int xDim, int zDim, double[] h) {
        this(xDim, zDim, 1.0, 1.0, h, null);
    }

    public ElevationGrid(int xDim, int zDim, double[] h, Appearance app) {
        this(xDim, zDim, 1.0, 1.0, h, app);
    }

    public ElevationGrid(int xDim, int zDim, double xSpace, double zSpace, double[] h) {
        this(xDim, zDim, xSpace, zSpace, h, null);
    }

    public ElevationGrid(int xDim, int zDim, double xSpace, double zSpace, double[] h, Appearance app) {
        xDimension = xDim;
        zDimension = zDim;
        xSpacing = xSpace;
        zSpacing = zSpace;
        mainAppearance = app;
        if (h == null)
            zeroHeights();
        else {
            heights = new double[h.length];
            for (int i = 0; i < h.length; i++)
                heights[i] = h[i];
        }
        rebuild();
    }

    private void zeroHeights() {
        int n = xDimension * zDimension;
        heights = new double[n];
        for (int i = 0; i < n; i++)
            heights[i] = 0.0;
    }

    private void rebuild() {
        // Build a shape
        if (shape == null) {
            shape = new Shape3D();
            shape.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
            shape.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
            shape.setAppearance(mainAppearance);
            addChild(shape);
        } else {
            shape.setAppearance(mainAppearance);
        }

        if (xDimension < 2 || zDimension < 2 || heights == null || heights.length < 4) {
            tristrip = null;
            shape.setGeometry(null);
            return;
        }

        // Create a list of coordinates, one per grid row/column
        double[] coordinates = new double[xDimension * zDimension * 3];
        double x, z;
        int n = 0, k = 0;
        z = ((double) (zDimension - 1)) * zSpacing / 2.0; // start at front edge
        for (int i = 0; i < zDimension; i++) {
            x = -((double) (xDimension - 1)) * xSpacing / 2.0;// start at left
            // edge
            for (int j = 0; j < xDimension; j++) {
                coordinates[n++] = x;
                coordinates[n++] = heights[k++];
                coordinates[n++] = z;
                x += xSpacing;
            }
            z -= zSpacing;
        }

        // Create a list of normals, one per grid row/column
        float[] normals = new float[xDimension * zDimension * 3];
        Vector3f one = new Vector3f(0.0f, 0.0f, 0.0f);
        Vector3f two = new Vector3f(0.0f, 0.0f, 0.0f);
        Vector3f norm = new Vector3f(0.0f, 0.0f, 0.0f);
        n = 0;
        k = 0;
        for (int i = 0; i < zDimension - 1; i++) {
            for (int j = 0; j < xDimension - 1; j++) {
                // Vector to right in X
                one.set((float) xSpacing, (float) (heights[k + 1] - heights[k]), 0.0f);

                // Vector back in Z
                two.set(0.0f, (float) (heights[k + xDimension] - heights[k]), (float) -zSpacing);

                // Cross them to get the normal
                norm.cross(one, two);
                normals[n++] = norm.x;
                normals[n++] = norm.y;
                normals[n++] = norm.z;
                k++;
            }

            // Last normal in row is a copy of the previous one
            normals[n] = normals[n - 3]; // X
            normals[n + 1] = normals[n - 2]; // Y
            normals[n + 2] = normals[n - 1]; // Z
            n += 3;
            k++;
        }

        // Last row of normals is a copy of the previous row
        for (int j = 0; j < xDimension; j++) {
            normals[n] = normals[n - xDimension * 3]; // X
            normals[n + 1] = normals[n - xDimension * 3 + 1]; // Y
            normals[n + 2] = normals[n - xDimension * 3 + 2]; // Z
            n += 3;
        }

        // Create a list of texture coordinates, one per grid row/column
        float[] texcoordinates = new float[xDimension * zDimension * 2];
        float deltaS = 1.0f / (float) (xDimension - 1);
        float deltaT = 1.0f / (float) (zDimension - 1);
        float s = 0.0f;
        float t = 0.0f;
        n = 0;
        for (int i = 0; i < zDimension; i++) {
            s = 0.0f;
            for (int j = 0; j < xDimension; j++) {
                texcoordinates[n++] = s;
                texcoordinates[n++] = t;
                s += deltaS;
            }
            t += deltaT;
        }

        // Create a list of triangle strip indexes. Each strip goes
        // down one row (X direction) of the elevation grid.
        int[] indexes = new int[xDimension * (zDimension - 1) * 2];
        int[] stripCounts = new int[zDimension - 1];
        n = 0;
        k = 0;
        for (int i = 0; i < zDimension - 1; i++) {
            stripCounts[i] = xDimension * 2;
            for (int j = 0; j < xDimension; j++) {
                indexes[n++] = k + xDimension;
                indexes[n++] = k;
                k++;
            }
        }

        // Create geometry for collection of triangle strips, one
        // strip per row of the elevation grid
        tristrip = new IndexedTriangleStripArray(coordinates.length,
                GeometryArray.COORDINATES | GeometryArray.NORMALS | GeometryArray.TEXTURE_COORDINATE_2,
                indexes.length, stripCounts);
        tristrip.setCoordinates(0, coordinates);
        tristrip.setNormals(0, normals);
        tristrip.setTextureCoordinates(0, texcoordinates);
        tristrip.setCoordinateIndices(0, indexes);
        tristrip.setNormalIndices(0, indexes);
        tristrip.setTextureCoordinateIndices(0, indexes);

        // Set the geometry for the shape
        shape.setGeometry(tristrip);
    }

    //
    //  Control the appearance
    //
    public void setAppearance(Appearance app) {
        mainAppearance = app;
        if (shape != null)
            shape.setAppearance(mainAppearance);
    }

    //
    //  Control grid parameters
    //
    public void setHeights(double[] h) {
        if (h == null)
            zeroHeights();
        else {
            heights = new double[h.length];
            for (int i = 0; i < h.length; i++)
                heights[i] = h[i];
        }
        rebuild();
    }

    public double[] getHeights() {
        return heights;
    }

    public void setXDimension(int xDim) {
        xDimension = xDim;
        rebuild();
    }

    public int getXDimension() {
        return xDimension;
    }

    public void setZDimension(int zDim) {
        zDimension = zDim;
        rebuild();
    }

    public int getZDimension() {
        return zDimension;
    }

    public void setXSpacing(double xSpace) {
        xSpacing = xSpace;
        rebuild();
    }

    public double getXSpacing() {
        return xSpacing;
    }

    public void setZSpacing(double zSpace) {
        zSpacing = zSpace;
        rebuild();
    }

    public double getZSpacing() {
        return zSpacing;
    }

    //
    //  Provide info on the shape and geometry
    //
    public Shape3D getShape(int partid) {
        return shape;
    }

    public int getNumTriangles() {
        return xDimension * zDimension * 2;
    }

    public int getNumVertices() {
        return xDimension * zDimension;
    }

    /*
     * (non-Javadoc)
     * 
     * @see com.sun.j3d.utils.geometry.Primitive#getAppearance(int)
     */
    public Appearance getAppearance(int arg0) {
        // TODO Auto-generated method stub
        return null;
    }
}

//
//CLASS
//Arch - generalized arch
//
//DESCRIPTION
//This class builds a generalized arch where incoming parameters
//specify the angle range in theta (around the equator of a sphere),
//the angle range in phi (north-south), the number of subdivisions
//in theta and phi, and optionally radii and outer-to-inner wall
//thickness variations as phi varies from its starting value to
//its ending value. If the thicknesses are 0.0, then only an outer
//surface is created.
//
//Using this class, you can create spheres with or without inner
//surfaces, hemisphers, quarter spheres, and arches stretched or
//compressed vertically.
//
//This is probably not as general as it could be, but it was enough
//for the purposes at hand.
//
//SEE ALSO
//ModernFire
//
//AUTHOR
//David R. Nadeau / San Diego Supercomputer Center
//
//

class Arch extends Group {
    // The shape
    private Shape3D arch = null;

    // Construct an arch
    public Arch() {
        // Default to a sphere
        this(0.0, Math.PI / 2.0, 9, 0.0, Math.PI, 17, 1.0, 1.0, 0.0, 0.0, new Appearance());
    }

    public Arch(Appearance app) {
        // Default to a sphere
        this(0.0, Math.PI / 2.0, 9, 0.0, Math.PI, 17, 1.0, 1.0, 0.0, 0.0, app);
    }

    public Arch(double startPhi, double endPhi, int nPhi, double startTheta, double endTheta, int nTheta,
            Appearance app) {
        // Default to constant radius, no thickness
        this(startPhi, endPhi, nPhi, startTheta, endTheta, nTheta, 1.0, 1.0, 0.0, 0.0, app);
    }

    public Arch(double startPhi, double endPhi, int nPhi, double startTheta, double endTheta, int nTheta,
            double startPhiRadius, double endPhiRadius, double startPhiThickness, double endPhiThickness,
            Appearance app) {
        double theta, phi, radius, radius2, thickness;
        double x, y, z;
        double[] xyz = new double[3];
        float[] norm = new float[3];
        float[] tex = new float[3];

        // Compute some values for our looping
        double deltaTheta = (endTheta - startTheta) / (double) (nTheta - 1);
        double deltaPhi = (endPhi - startPhi) / (double) (nPhi - 1);
        double deltaTexX = 1.0 / (double) (nTheta - 1);
        double deltaTexY = 1.0 / (double) (nPhi - 1);
        double deltaPhiRadius = (endPhiRadius - startPhiRadius) / (double) (nPhi - 1);
        double deltaPhiThickness = (endPhiThickness - startPhiThickness) / (double) (nPhi - 1);

        boolean doThickness = true;
        if (startPhiThickness == 0.0 && endPhiThickness == 0.0)
            doThickness = false;

        //  Create geometry
        int vertexCount = nTheta * nPhi;
        if (doThickness)
            vertexCount *= 2;
        int indexCount = (nTheta - 1) * (nPhi - 1) * 4; // Outer surface
        if (doThickness) {
            indexCount *= 2; // plus inner surface
            indexCount += (nPhi - 1) * 4 * 2; // plus left & right edges
        }

        IndexedQuadArray polys = new IndexedQuadArray(vertexCount,
                GeometryArray.COORDINATES | GeometryArray.NORMALS | GeometryArray.TEXTURE_COORDINATE_2, indexCount);

        //
        //  Compute coordinates, normals, and texture coordinates
        //
        theta = startTheta;
        tex[0] = 0.0f;
        int index = 0;
        for (int i = 0; i < nTheta; i++) {
            phi = startPhi;
            radius = startPhiRadius;
            thickness = startPhiThickness;
            tex[1] = 0.0f;

            for (int j = 0; j < nPhi; j++) {
                norm[0] = (float) (Math.cos(phi) * Math.cos(theta));
                norm[1] = (float) (Math.sin(phi));
                norm[2] = (float) (-Math.cos(phi) * Math.sin(theta));
                xyz[0] = radius * norm[0];
                xyz[1] = radius * norm[1];
                xyz[2] = radius * norm[2];
                polys.setCoordinate(index, xyz);
                polys.setNormal(index, norm);
                polys.setTextureCoordinate(index, tex);
                index++;

                if (doThickness) {
                    radius2 = radius - thickness;
                    xyz[0] = radius2 * norm[0];
                    xyz[1] = radius2 * norm[1];
                    xyz[2] = radius2 * norm[2];
                    norm[0] *= -1.0f;
                    norm[1] *= -1.0f;
                    norm[2] *= -1.0f;
                    polys.setCoordinate(index, xyz);
                    polys.setNormal(index, norm);
                    polys.setTextureCoordinate(index, tex);
                    index++;
                }

                phi += deltaPhi;
                radius += deltaPhiRadius;
                thickness += deltaPhiThickness;
                tex[1] += deltaTexY;
            }
            theta += deltaTheta;
            tex[0] += deltaTexX;
        }

        //
        //  Compute coordinate indexes
        //  (also used as normal and texture indexes)
        //
        index = 0;
        int phiRow = nPhi;
        int phiCol = 1;
        if (doThickness) {
            phiRow += nPhi;
            phiCol += 1;
        }
        int[] indices = new int[indexCount];

        // Outer surface
        int n;
        for (int i = 0; i < nTheta - 1; i++) {
            for (int j = 0; j < nPhi - 1; j++) {
                n = i * phiRow + j * phiCol;
                indices[index + 0] = n;
                indices[index + 1] = n + phiRow;
                indices[index + 2] = n + phiRow + phiCol;
                indices[index + 3] = n + phiCol;
                index += 4;
            }
        }

        // Inner surface
        if (doThickness) {
            for (int i = 0; i < nTheta - 1; i++) {
                for (int j = 0; j < nPhi - 1; j++) {
                    n = i * phiRow + j * phiCol;
                    indices[index + 0] = n + 1;
                    indices[index + 1] = n + phiCol + 1;
                    indices[index + 2] = n + phiRow + phiCol + 1;
                    indices[index + 3] = n + phiRow + 1;
                    index += 4;
                }
            }
        }

        // Edges
        if (doThickness) {
            for (int j = 0; j < nPhi - 1; j++) {
                n = j * phiCol;
                indices[index + 0] = n;
                indices[index + 1] = n + phiCol;
                indices[index + 2] = n + phiCol + 1;
                indices[index + 3] = n + 1;
                index += 4;
            }
            for (int j = 0; j < nPhi - 1; j++) {
                n = (nTheta - 1) * phiRow + j * phiCol;
                indices[index + 0] = n;
                indices[index + 1] = n + 1;
                indices[index + 2] = n + phiCol + 1;
                indices[index + 3] = n + phiCol;
                index += 4;
            }
        }

        polys.setCoordinateIndices(0, indices);
        polys.setNormalIndices(0, indices);
        polys.setTextureCoordinateIndices(0, indices);

        //
        //  Build a shape
        //
        arch = new Shape3D();
        arch.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
        arch.setGeometry(polys);
        arch.setAppearance(app);
        addChild(arch);
    }

    public void setAppearance(Appearance app) {
        if (arch != null)
            arch.setAppearance(app);
    }
}

/**
 * The Example class is a base class extended by example applications. The class
 * provides basic features to create a top-level frame, add a menubar and
 * Canvas3D, build the universe, set up "examine" and "walk" style navigation
 * behaviors, and provide hooks so that subclasses can add 3D content to the
 * example's universe.
 * <P>
 * Using this Example class simplifies the construction of example applications,
 * enabling the author to focus upon 3D content and not the busywork of creating
 * windows, menus, and universes.
 * 
 * @version 1.0, 98/04/16
 * @author David R. Nadeau, San Diego Supercomputer Center
 */

class Java3DFrame extends Applet implements WindowListener, ActionListener, ItemListener, CheckboxMenuListener {
    //  Navigation types
    public final static int Walk = 0;

    public final static int Examine = 1;

    //  Should the scene be compiled?
    private boolean shouldCompile = true;

    //  GUI objects for our subclasses
    protected Java3DFrame example = null;

    protected Frame exampleFrame = null;

    protected MenuBar exampleMenuBar = null;

    protected Canvas3D exampleCanvas = null;

    protected TransformGroup exampleViewTransform = null;

    protected TransformGroup exampleSceneTransform = null;

    protected boolean debug = false;

    //  Private GUI objects and state
    private boolean headlightOnOff = true;

    private int navigationType = Examine;

    private CheckboxMenuItem headlightMenuItem = null;

    private CheckboxMenuItem walkMenuItem = null;

    private CheckboxMenuItem examineMenuItem = null;

    private DirectionalLight headlight = null;

    private ExamineViewerBehavior examineBehavior = null;

    private WalkViewerBehavior walkBehavior = null;

    //--------------------------------------------------------------
    //  ADMINISTRATION
    //--------------------------------------------------------------

    /**
     * The main program entry point when invoked as an application. Each example
     * application that extends this class must define their own main.
     * 
     * @param args
     *            a String array of command-line arguments
     */
    public static void main(String[] args) {
        Java3DFrame ex = new Java3DFrame();
        ex.initialize(args);
        ex.buildUniverse();
        ex.showFrame();
    }

    /**
     * Constructs a new Example object.
     * 
     * @return a new Example that draws no 3D content
     */
    public Java3DFrame() {
        // Do nothing
    }

    /**
     * Initializes the application when invoked as an applet.
     */
    public void init() {
        // Collect properties into String array
        String[] args = new String[2];
        // NOTE: to be done still...

        this.initialize(args);
        this.buildUniverse();
        this.showFrame();

        // NOTE: add something to the browser page?
    }

    /**
     * Initializes the Example by parsing command-line arguments, building an
     * AWT Frame, constructing a menubar, and creating the 3D canvas.
     * 
     * @param args
     *            a String array of command-line arguments
     */
    protected void initialize(String[] args) {
        example = this;

        // Parse incoming arguments
        parseArgs(args);

        // Build the frame
        if (debug)
            System.err.println("Building GUI...");
        exampleFrame = new Frame();
        exampleFrame.setSize(640, 480);
        exampleFrame.setTitle("Java 3D Example");
        exampleFrame.setLayout(new BorderLayout());

        // Set up a close behavior
        exampleFrame.addWindowListener(this);

        // Create a canvas
        exampleCanvas = new Canvas3D(null);
        exampleCanvas.setSize(630, 460);
        exampleFrame.add("Center", exampleCanvas);

        // Build the menubar
        exampleMenuBar = this.buildMenuBar();
        exampleFrame.setMenuBar(exampleMenuBar);

        // Pack
        exampleFrame.pack();
        exampleFrame.validate();
        //      exampleFrame.setVisible( true );
    }

    /**
     * Parses incoming command-line arguments. Applications that subclass this
     * class may override this method to support their own command-line
     * arguments.
     * 
     * @param args
     *            a String array of command-line arguments
     */
    protected void parseArgs(String[] args) {
        for (int i = 0; i < args.length; i++) {
            if (args[i].equals("-d"))
                debug = true;
        }
    }

    //--------------------------------------------------------------
    //  SCENE CONTENT
    //--------------------------------------------------------------

    /**
     * Builds the 3D universe by constructing a virtual universe (via
     * SimpleUniverse), a view platform (via SimpleUniverse), and a view (via
     * SimpleUniverse). A headlight is added and a set of behaviors initialized
     * to handle navigation types.
     */
    protected void buildUniverse() {
        //
        //  Create a SimpleUniverse object, which builds:
        //
        //    - a Locale using the given hi-res coordinate origin
        //
        //    - a ViewingPlatform which in turn builds:
        //          - a MultiTransformGroup with which to move the
        //            the ViewPlatform about
        //
        //          - a ViewPlatform to hold the view
        //
        //          - a BranchGroup to hold avatar geometry (if any)
        //
        //          - a BranchGroup to hold view platform
        //            geometry (if any)
        //
        //    - a Viewer which in turn builds:
        //          - a PhysicalBody which characterizes the user's
        //            viewing preferences and abilities
        //
        //          - a PhysicalEnvironment which characterizes the
        //            user's rendering hardware and software
        //
        //          - a JavaSoundMixer which initializes sound
        //            support within the 3D environment
        //
        //          - a View which renders the scene into a Canvas3D
        //
        //  All of these actions could be done explicitly, but
        //  using the SimpleUniverse utilities simplifies the code.
        //
        if (debug)
            System.err.println("Building scene graph...");
        SimpleUniverse universe = new SimpleUniverse(null, // Hi-res coordinate
                // for the origin -
                // use default
                1, // Number of transforms in MultiTransformGroup
                exampleCanvas, // Canvas3D into which to draw
                null); // URL for user configuration file - use defaults

        //
        //  Get the viewer and create an audio device so that
        //  sound will be enabled in this content.
        //
        Viewer viewer = universe.getViewer();
        viewer.createAudioDevice();

        //
        //  Get the viewing platform created by SimpleUniverse.
        //  From that platform, get the inner-most TransformGroup
        //  in the MultiTransformGroup. That inner-most group
        //  contains the ViewPlatform. It is this inner-most
        //  TransformGroup we need in order to:
        //
        //    - add a "headlight" that always aims forward from
        //       the viewer
        //
        //    - change the viewing direction in a "walk" style
        //
        //  The inner-most TransformGroup's transform will be
        //  changed by the walk behavior (when enabled).
        //
        ViewingPlatform viewingPlatform = universe.getViewingPlatform();
        exampleViewTransform = viewingPlatform.getViewPlatformTransform();

        //
        //  Create a "headlight" as a forward-facing directional light.
        //  Set the light's bounds to huge. Since we want the light
        //  on the viewer's "head", we need the light within the
        //  TransformGroup containing the ViewPlatform. The
        //  ViewingPlatform class creates a handy hook to do this
        //  called "platform geometry". The PlatformGeometry class is
        //  subclassed off of BranchGroup, and is intended to contain
        //  a description of the 3D platform itself... PLUS a headlight!
        //  So, to add the headlight, create a new PlatformGeometry group,
        //  add the light to it, then add that platform geometry to the
        //  ViewingPlatform.
        //
        BoundingSphere allBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100000.0);

        PlatformGeometry pg = new PlatformGeometry();
        headlight = new DirectionalLight();
        headlight.setColor(White);
        headlight.setDirection(new Vector3f(0.0f, 0.0f, -1.0f));
        headlight.setInfluencingBounds(allBounds);
        headlight.setCapability(Light.ALLOW_STATE_WRITE);
        pg.addChild(headlight);
        viewingPlatform.setPlatformGeometry(pg);

        //
        //  Create the 3D content BranchGroup, containing:
        //
        //    - a TransformGroup who's transform the examine behavior
        //      will change (when enabled).
        //
        //    - 3D geometry to view
        //
        // Build the scene root
        BranchGroup sceneRoot = new BranchGroup();

        // Build a transform that we can modify
        exampleSceneTransform = new TransformGroup();
        exampleSceneTransform.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
        exampleSceneTransform.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        exampleSceneTransform.setCapability(Group.ALLOW_CHILDREN_EXTEND);

        //
        //  Build the scene, add it to the transform, and add
        //  the transform to the scene root
        //
        if (debug)
            System.err.println("  scene...");
        Group scene = this.buildScene();
        exampleSceneTransform.addChild(scene);
        sceneRoot.addChild(exampleSceneTransform);

        //
        //  Create a pair of behaviors to implement two navigation
        //  types:
        //
        //    - "examine": a style where mouse drags rotate about
        //      the scene's origin as if it is an object under
        //      examination. This is similar to the "Examine"
        //      navigation type used by VRML browsers.
        //
        //    - "walk": a style where mouse drags rotate about
        //      the viewer's center as if the viewer is turning
        //      about to look at a scene they are in. This is
        //      similar to the "Walk" navigation type used by
        //      VRML browsers.
        //
        //  Aim the examine behavior at the scene's TransformGroup
        //  and add the behavior to the scene root.
        //
        //  Aim the walk behavior at the viewing platform's
        //  TransformGroup and add the behavior to the scene root.
        //
        //  Enable one (and only one!) of the two behaviors
        //  depending upon the current navigation type.
        //
        examineBehavior = new ExamineViewerBehavior(exampleSceneTransform, // Transform
                // gorup
                // to
                // modify
                exampleFrame); // Parent frame for cusor changes
        examineBehavior.setSchedulingBounds(allBounds);
        sceneRoot.addChild(examineBehavior);

        walkBehavior = new WalkViewerBehavior(exampleViewTransform, // Transform
                // group to
                // modify
                exampleFrame); // Parent frame for cusor changes
        walkBehavior.setSchedulingBounds(allBounds);
        sceneRoot.addChild(walkBehavior);

        if (navigationType == Walk) {
            examineBehavior.setEnable(false);
            walkBehavior.setEnable(true);
        } else {
            examineBehavior.setEnable(true);
            walkBehavior.setEnable(false);
        }

        //
        //  Compile the scene branch group and add it to the
        //  SimpleUniverse.
        //
        if (shouldCompile)
            sceneRoot.compile();
        universe.addBranchGraph(sceneRoot);

        reset();
    }

    /**
     * Builds the scene. Example application subclasses should replace this
     * method with their own method to build 3D content.
     * 
     * @return a Group containing 3D content to display
     */
    public Group buildScene() {
        // Build the scene group containing nothing
        Group scene = new Group();
        return scene;
    }

    //--------------------------------------------------------------
    //  SET/GET METHODS
    //--------------------------------------------------------------

    /**
     * Sets the headlight on/off state. The headlight faces forward in the
     * direction the viewer is facing. Example applications that add their own
     * lights will typically turn the headlight off. A standard menu item
     * enables the headlight to be turned on and off via user control.
     * 
     * @param onOff
     *            a boolean turning the light on (true) or off (false)
     */
    public void setHeadlightEnable(boolean onOff) {
        headlightOnOff = onOff;
        if (headlight != null)
            headlight.setEnable(headlightOnOff);
        if (headlightMenuItem != null)
            headlightMenuItem.setState(headlightOnOff);
    }

    /**
     * Gets the headlight on/off state.
     * 
     * @return a boolean indicating if the headlight is on or off
     */
    public boolean getHeadlightEnable() {
        return headlightOnOff;
    }

    /**
     * Sets the navigation type to be either Examine or Walk. The Examine
     * navigation type sets up behaviors that use mouse drags to rotate and
     * translate scene content as if it is an object held at arm's length and
     * under examination. The Walk navigation type uses mouse drags to rotate
     * and translate the viewer as if they are walking through the content. The
     * Examine type is the default.
     * 
     * @param nav
     *            either Walk or Examine
     */
    public void setNavigationType(int nav) {
        if (nav == Walk) {
            navigationType = Walk;
            if (walkMenuItem != null)
                walkMenuItem.setState(true);
            if (examineMenuItem != null)
                examineMenuItem.setState(false);
            if (walkBehavior != null)
                walkBehavior.setEnable(true);
            if (examineBehavior != null)
                examineBehavior.setEnable(false);
        } else {
            navigationType = Examine;
            if (walkMenuItem != null)
                walkMenuItem.setState(false);
            if (examineMenuItem != null)
                examineMenuItem.setState(true);
            if (walkBehavior != null)
                walkBehavior.setEnable(false);
            if (examineBehavior != null)
                examineBehavior.setEnable(true);
        }
    }

    /**
     * Gets the current navigation type, returning either Walk or Examine.
     * 
     * @return either Walk or Examine
     */
    public int getNavigationType() {
        return navigationType;
    }

    /**
     * Sets whether the scene graph should be compiled or not. Normally this is
     * always a good idea. For some example applications that use this Example
     * framework, it is useful to disable compilation - particularly when nodes
     * and node components will need to be made un-live in order to make
     * changes. Once compiled, such components can be made un-live, but they are
     * still unchangable unless appropriate capabilities have been set.
     * 
     * @param onOff
     *            a boolean turning compilation on (true) or off (false)
     */
    public void setCompilable(boolean onOff) {
        shouldCompile = onOff;
    }

    /**
     * Gets whether the scene graph will be compiled or not.
     * 
     * @return a boolean indicating if scene graph compilation is on or off
     */
    public boolean getCompilable() {
        return shouldCompile;
    }

    //These methods will be replaced
    //  Set the view position and direction
    public void setViewpoint(Point3f position, Vector3f direction) {
        Transform3D t = new Transform3D();
        t.set(new Vector3f(position));
        exampleViewTransform.setTransform(t);
        // how to set direction?
    }

    //  Reset transforms
    public void reset() {
        Transform3D trans = new Transform3D();
        exampleSceneTransform.setTransform(trans);
        trans.set(new Vector3f(0.0f, 0.0f, 10.0f));
        exampleViewTransform.setTransform(trans);
        setNavigationType(navigationType);
    }

    //
    //  Gets the URL (with file: prepended) for the current directory.
    //  This is a terrible hack needed in the Alpha release of Java3D
    //  in order to build a full path URL for loading sounds with
    //  MediaContainer. When MediaContainer is fully implemented,
    //  it should handle relative path names, but not yet.
    //
    public String getCurrentDirectory() {
        // Create a bogus file so that we can query it's path
        File dummy = new File("dummy.tmp");
        String dummyPath = dummy.getAbsolutePath();

        // strip "/dummy.tmp" from end of dummyPath and put into 'path'
        if (dummyPath.endsWith(File.separator + "dummy.tmp")) {
            int index = dummyPath.lastIndexOf(File.separator + "dummy.tmp");
            if (index >= 0) {
                int pathLength = index + 5; // pre-pend 'file:'
                char[] charPath = new char[pathLength];
                dummyPath.getChars(0, index, charPath, 5);
                String path = new String(charPath, 0, pathLength);
                path = "file:" + path.substring(5, pathLength);
                return path + File.separator;
            }
        }
        return dummyPath + File.separator;
    }

    //--------------------------------------------------------------
    //  USER INTERFACE
    //--------------------------------------------------------------

    /**
     * Builds the example AWT Frame menubar. Standard menus and their options
     * are added. Applications that subclass this class should build their
     * menubar additions within their initialize method.
     * 
     * @return a MenuBar for the AWT Frame
     */
    private MenuBar buildMenuBar() {
        // Build the menubar
        MenuBar menuBar = new MenuBar();

        // File menu
        Menu m = new Menu("File");
        m.addActionListener(this);

        m.add("Exit");

        menuBar.add(m);

        // View menu
        m = new Menu("View");
        m.addActionListener(this);

        m.add("Reset view");

        m.addSeparator();

        walkMenuItem = new CheckboxMenuItem("Walk");
        walkMenuItem.addItemListener(this);
        m.add(walkMenuItem);

        examineMenuItem = new CheckboxMenuItem("Examine");
        examineMenuItem.addItemListener(this);
        m.add(examineMenuItem);

        if (navigationType == Walk) {
            walkMenuItem.setState(true);
            examineMenuItem.setState(false);
        } else {
            walkMenuItem.setState(false);
            examineMenuItem.setState(true);
        }

        m.addSeparator();

        headlightMenuItem = new CheckboxMenuItem("Headlight on/off");
        headlightMenuItem.addItemListener(this);
        headlightMenuItem.setState(headlightOnOff);
        m.add(headlightMenuItem);

        menuBar.add(m);

        return menuBar;
    }

    /**
     * Shows the application's frame, making it and its menubar, 3D canvas, and
     * 3D content visible.
     */
    public void showFrame() {
        exampleFrame.show();
    }

    /**
     * Quits the application.
     */
    public void quit() {
        System.exit(0);
    }

    /**
     * Handles menu selections.
     * 
     * @param event
     *            an ActionEvent indicating what menu action requires handling
     */
    public void actionPerformed(ActionEvent event) {
        String arg = event.getActionCommand();
        if (arg.equals("Reset view"))
            reset();
        else if (arg.equals("Exit"))
            quit();
    }

    /**
     * Handles checkbox items on a CheckboxMenu. The Example class has none of
     * its own, but subclasses may have some.
     * 
     * @param menu
     *            which CheckboxMenu needs action
     * @param check
     *            which CheckboxMenu item has changed
     */
    public void checkboxChanged(CheckboxMenu menu, int check) {
        // None for us
    }

    /**
     * Handles on/off checkbox items on a standard menu.
     * 
     * @param event
     *            an ItemEvent indicating what requires handling
     */
    public void itemStateChanged(ItemEvent event) {
        Object src = event.getSource();
        boolean state;
        if (src == headlightMenuItem) {
            state = headlightMenuItem.getState();
            headlight.setEnable(state);
        } else if (src == walkMenuItem)
            setNavigationType(Walk);
        else if (src == examineMenuItem)
            setNavigationType(Examine);
    }

    /**
     * Handles a window closing event notifying the application that the user
     * has chosen to close the application without selecting the "Exit" menu
     * item.
     * 
     * @param event
     *            a WindowEvent indicating the window is closing
     */
    public void windowClosing(WindowEvent event) {
        quit();
    }

    public void windowClosed(WindowEvent event) {
    }

    public void windowOpened(WindowEvent event) {
    }

    public void windowIconified(WindowEvent event) {
    }

    public void windowDeiconified(WindowEvent event) {
    }

    public void windowActivated(WindowEvent event) {
    }

    public void windowDeactivated(WindowEvent event) {
    }

    //  Well known colors, positions, and directions
    public final static Color3f White = new Color3f(1.0f, 1.0f, 1.0f);

    public final static Color3f Gray = new Color3f(0.7f, 0.7f, 0.7f);

    public final static Color3f DarkGray = new Color3f(0.2f, 0.2f, 0.2f);

    public final static Color3f Black = new Color3f(0.0f, 0.0f, 0.0f);

    public final static Color3f Red = new Color3f(1.0f, 0.0f, 0.0f);

    public final static Color3f DarkRed = new Color3f(0.3f, 0.0f, 0.0f);

    public final static Color3f Yellow = new Color3f(1.0f, 1.0f, 0.0f);

    public final static Color3f DarkYellow = new Color3f(0.3f, 0.3f, 0.0f);

    public final static Color3f Green = new Color3f(0.0f, 1.0f, 0.0f);

    public final static Color3f DarkGreen = new Color3f(0.0f, 0.3f, 0.0f);

    public final static Color3f Cyan = new Color3f(0.0f, 1.0f, 1.0f);

    public final static Color3f Blue = new Color3f(0.0f, 0.0f, 1.0f);

    public final static Color3f DarkBlue = new Color3f(0.0f, 0.0f, 0.3f);

    public final static Color3f Magenta = new Color3f(1.0f, 0.0f, 1.0f);

    public final static Vector3f PosX = new Vector3f(1.0f, 0.0f, 0.0f);

    public final static Vector3f NegX = new Vector3f(-1.0f, 0.0f, 0.0f);

    public final static Vector3f PosY = new Vector3f(0.0f, 1.0f, 0.0f);

    public final static Vector3f NegY = new Vector3f(0.0f, -1.0f, 0.0f);

    public final static Vector3f PosZ = new Vector3f(0.0f, 0.0f, 1.0f);

    public final static Vector3f NegZ = new Vector3f(0.0f, 0.0f, -1.0f);

    public final static Point3f Origin = new Point3f(0.0f, 0.0f, 0.0f);

    public final static Point3f PlusX = new Point3f(0.75f, 0.0f, 0.0f);

    public final static Point3f MinusX = new Point3f(-0.75f, 0.0f, 0.0f);

    public final static Point3f PlusY = new Point3f(0.0f, 0.75f, 0.0f);

    public final static Point3f MinusY = new Point3f(0.0f, -0.75f, 0.0f);

    public final static Point3f PlusZ = new Point3f(0.0f, 0.0f, 0.75f);

    public final static Point3f MinusZ = new Point3f(0.0f, 0.0f, -0.75f);
}

//
//INTERFACE
//CheckboxMenuListener - listen for checkbox change events
//
//DESCRIPTION
//The checkboxChanged method is called by users of this class
//to notify the listener when a checkbox choice has changed on
//a CheckboxMenu class menu.
//

interface CheckboxMenuListener extends EventListener {
    public void checkboxChanged(CheckboxMenu menu, int check);
}

/**
 * ExamineViewerBehavior
 * 
 * @version 1.0, 98/04/16
 */

/**
 * Wakeup on mouse button presses, releases, and mouse movements and generate
 * transforms in an "examination style" that enables the user to rotate,
 * translation, and zoom an object as if it is held at arm's length. Such an
 * examination style is similar to the "Examine" navigation type used by VRML
 * browsers.
 * 
 * The behavior maps mouse drags to different transforms depending upon the
 * mosue button held down:
 * 
 * Button 1 (left) Horizontal movement --> Y-axis rotation Vertical movement -->
 * X-axis rotation
 * 
 * Button 2 (middle) Horizontal movement --> nothing Vertical movement -->
 * Z-axis translation
 * 
 * Button 3 (right) Horizontal movement --> X-axis translation Vertical movement
 * --> Y-axis translation
 * 
 * To support systems with 2 or 1 mouse buttons, the following alternate
 * mappings are supported while dragging with any mouse button held down and
 * zero or more keyboard modifiers held down:
 * 
 * No modifiers = Button 1 ALT = Button 2 Meta = Button 3 Control = Button 3
 * 
 * The behavior automatically modifies a TransformGroup provided to the
 * constructor. The TransformGroup's transform can be set at any time by the
 * application or other behaviors to cause the examine rotation and translation
 * to be reset.
 */

// This class is inspired by the MouseBehavior, MouseRotate,
// MouseTranslate, and MouseZoom utility behaviors provided with
// Java 3D. This class differs from those utilities in that it:
//
//    (a) encapsulates all three behaviors into one in order to
//        enforce a specific "Examine" symantic
//
//    (b) supports set/get of the rotation and translation factors
//        that control the speed of movement.
//
//    (c) supports the "Control" modifier as an alternative to the
//        "Meta" modifier not present on PC, Mac, and most non-Sun
//        keyboards. This makes button3 behavior usable on PCs,
//        Macs, and other systems with fewer than 3 mouse buttons.

class ExamineViewerBehavior extends ViewerBehavior {
    // Previous cursor location
    protected int previousX = 0;

    protected int previousY = 0;

    // Saved standard cursor
    protected Cursor savedCursor = null;

    /**
     * Construct an examine behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into a
     * transform group given later with the setTransformGroup( ) method.
     */
    public ExamineViewerBehavior() {
        super();
    }

    /**
     * Construct an examine behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into a
     * transform group given later with the setTransformGroup( ) method.
     * 
     * @param parent
     *            The AWT Component that contains the area generating mouse
     *            events.
     */
    public ExamineViewerBehavior(Component parent) {
        super(parent);
    }

    /**
     * Construct an examine behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into the
     * given transform group.
     * 
     * @param transformGroup
     *            The transform group to be modified by the behavior.
     */
    public ExamineViewerBehavior(TransformGroup transformGroup) {
        super();
        subjectTransformGroup = transformGroup;
    }

    /**
     * Construct an examine behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into the
     * given transform group.
     * 
     * @param transformGroup
     *            The transform group to be modified by the behavior.
     * @param parent
     *            The AWT Component that contains the area generating mouse
     *            events.
     */
    public ExamineViewerBehavior(TransformGroup transformGroup, Component parent) {
        super(parent);
        subjectTransformGroup = transformGroup;
    }

    /**
     * Respond to a button1 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public void onButton1(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position
            previousX = x;
            previousY = y;

            // Change to a "move" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.HAND_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: do nothing

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        //
        // Mouse moved while button down: create a rotation
        //
        // Compute the delta in X and Y from the previous
        // position. Use the delta to compute rotation
        // angles with the mapping:
        //
        //   positive X mouse delta --> positive Y-axis rotation
        //   positive Y mouse delta --> positive X-axis rotation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        int deltaX = x - previousX;
        int deltaY = y - previousY;

        if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA
                || deltaY < -UNUSUAL_YDELTA) {
            // Deltas are too huge to be believable. Probably a glitch.
            // Don't record the new XY location, or do anything.
            return;
        }

        double xRotationAngle = deltaY * XRotationFactor;
        double yRotationAngle = deltaX * YRotationFactor;

        //
        // Build transforms
        //
        transform1.rotX(xRotationAngle);
        transform2.rotY(yRotationAngle);

        // Get and save the current transform matrix
        subjectTransformGroup.getTransform(currentTransform);
        currentTransform.get(matrix);
        translate.set(matrix.m03, matrix.m13, matrix.m23);

        // Translate to the origin, rotate, then translate back
        currentTransform.setTranslation(origin);
        currentTransform.mul(transform1, currentTransform);
        currentTransform.mul(transform2, currentTransform);
        currentTransform.setTranslation(translate);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);

        previousX = x;
        previousY = y;
    }

    /**
     * Respond to a button2 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public void onButton2(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position
            previousX = x;
            previousY = y;

            // Change to a "move" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.MOVE_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: do nothing

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        //
        // Mouse moved while button down: create a translation
        //
        // Compute the delta in Y from the previous
        // position. Use the delta to compute translation
        // distances with the mapping:
        //
        //   positive Y mouse delta --> positive Y-axis translation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        int deltaY = y - previousY;

        if (deltaY > UNUSUAL_YDELTA || deltaY < -UNUSUAL_YDELTA) {
            // Deltas are too huge to be believable. Probably a glitch.
            // Don't record the new XY location, or do anything.
            return;
        }

        double zTranslationDistance = deltaY * ZTranslationFactor;

        //
        // Build transforms
        //
        translate.set(0.0, 0.0, zTranslationDistance);
        transform1.set(translate);

        // Get and save the current transform
        subjectTransformGroup.getTransform(currentTransform);

        // Translate as needed
        currentTransform.mul(transform1, currentTransform);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);

        previousX = x;
        previousY = y;
    }

    /**
     * Respond to a button3 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public void onButton3(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position
            previousX = x;
            previousY = y;

            // Change to a "move" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.MOVE_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: do nothing

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        //
        // Mouse moved while button down: create a translation
        //
        // Compute the delta in X and Y from the previous
        // position. Use the delta to compute translation
        // distances with the mapping:
        //
        //   positive X mouse delta --> positive X-axis translation
        //   positive Y mouse delta --> negative Y-axis translation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        int deltaX = x - previousX;
        int deltaY = y - previousY;

        if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA
                || deltaY < -UNUSUAL_YDELTA) {
            // Deltas are too huge to be believable. Probably a glitch.
            // Don't record the new XY location, or do anything.
            return;
        }

        double xTranslationDistance = deltaX * XTranslationFactor;
        double yTranslationDistance = -deltaY * YTranslationFactor;

        //
        // Build transforms
        //
        translate.set(xTranslationDistance, yTranslationDistance, 0.0);
        transform1.set(translate);

        // Get and save the current transform
        subjectTransformGroup.getTransform(currentTransform);

        // Translate as needed
        currentTransform.mul(transform1, currentTransform);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);

        previousX = x;
        previousY = y;
    }

    /**
     * Respond to an elapsed frames event (assuming subclass has set up a wakeup
     * criterion for it).
     * 
     * @param time
     *            A WakeupOnElapsedFrames criterion to respond to.
     */
    public void onElapsedFrames(WakeupOnElapsedFrames timeEvent) {
        // Can't happen
    }
}

/*
 * 
 * Copyright (c) 1998 David R. Nadeau
 *  
 */

/**
 * WalkViewerBehavior is a utility class that creates a "walking style"
 * navigation symantic.
 * 
 * The behavior wakes up on mouse button presses, releases, and mouse movements
 * and generates transforms in a "walk style" that enables the user to walk
 * through a scene, translating and turning about as if they are within the
 * scene. Such a walk style is similar to the "Walk" navigation type used by
 * VRML browsers.
 * <P>
 * The behavior maps mouse drags to different transforms depending upon the
 * mouse button held down:
 * <DL>
 * <DT>Button 1 (left)
 * <DD>Horizontal movement --> Y-axis rotation
 * <DD>Vertical movement --> Z-axis translation
 * 
 * <DT>Button 2 (middle)
 * <DD>Horizontal movement --> Y-axis rotation
 * <DD>Vertical movement --> X-axis rotation
 * 
 * <DT>Button 3 (right)
 * <DD>Horizontal movement --> X-axis translation
 * <DD>Vertical movement --> Y-axis translation
 * </DL>
 * 
 * To support systems with 2 or 1 mouse buttons, the following alternate
 * mappings are supported while dragging with any mouse button held down and
 * zero or more keyboard modifiers held down:
 * <UL>
 * <LI>No modifiers = Button 1
 * <LI>ALT = Button 2
 * <LI>Meta = Button 3
 * <LI>Control = Button 3
 * </UL>
 * The behavior automatically modifies a TransformGroup provided to the
 * constructor. The TransformGroup's transform can be set at any time by the
 * application or other behaviors to cause the walk rotation and translation to
 * be reset.
 * <P>
 * While a mouse button is down, the behavior automatically changes the cursor
 * in a given parent AWT Component. If no parent Component is given, no cursor
 * changes are attempted.
 * 
 * @version 1.0, 98/04/16
 * @author David R. Nadeau, San Diego Supercomputer Center
 */

class WalkViewerBehavior extends ViewerBehavior {
    // This class is inspired by the MouseBehavior, MouseRotate,
    // MouseTranslate, and MouseZoom utility behaviors provided with
    // Java 3D. This class differs from those utilities in that it:
    //
    //    (a) encapsulates all three behaviors into one in order to
    //        enforce a specific "Walk" symantic
    //
    //    (b) supports set/get of the rotation and translation factors
    //        that control the speed of movement.
    //
    //    (c) supports the "Control" modifier as an alternative to the
    //        "Meta" modifier not present on PC, Mac, and most non-Sun
    //        keyboards. This makes button3 behavior usable on PCs,
    //        Macs, and other systems with fewer than 3 mouse buttons.

    // Previous and initial cursor locations
    protected int previousX = 0;

    protected int previousY = 0;

    protected int initialX = 0;

    protected int initialY = 0;

    // Deadzone size (delta from initial XY for which no
    // translate or rotate action is taken
    protected static final int DELTAX_DEADZONE = 10;

    protected static final int DELTAY_DEADZONE = 10;

    // Keep a set of wakeup criterion for animation-generated
    // event types.
    protected WakeupCriterion[] mouseAndAnimationEvents = null;

    protected WakeupOr mouseAndAnimationCriterion = null;

    protected WakeupOr savedMouseCriterion = null;

    // Saved standard cursor
    protected Cursor savedCursor = null;

    /**
     * Default Rotation and translation scaling factors for animated movements
     * (Button 1 press).
     */
    public static final double DEFAULT_YROTATION_ANIMATION_FACTOR = 0.0002;

    public static final double DEFAULT_ZTRANSLATION_ANIMATION_FACTOR = 0.01;

    protected double YRotationAnimationFactor = DEFAULT_YROTATION_ANIMATION_FACTOR;

    protected double ZTranslationAnimationFactor = DEFAULT_ZTRANSLATION_ANIMATION_FACTOR;

    /**
     * Constructs a new walk behavior that converts mouse actions into rotations
     * and translations. Rotations and translations are written into a
     * TransformGroup that must be set using the setTransformGroup method. The
     * cursor will be changed during mouse actions if the parent frame is set
     * using the setParentComponent method.
     * 
     * @return a new WalkViewerBehavior that needs its TransformGroup and parent
     *         Component set
     */
    public WalkViewerBehavior() {
        super();
    }

    /**
     * Constructs a new walk behavior that converts mouse actions into rotations
     * and translations. Rotations and translations are written into a
     * TransformGroup that must be set using the setTransformGroup method. The
     * cursor will be changed within the given AWT parent Component during mouse
     * drags.
     * 
     * @param parent
     *            a parent AWT Component within which the cursor will change
     *            during mouse drags
     * 
     * @return a new WalkViewerBehavior that needs its TransformGroup and parent
     *         Component set
     */
    public WalkViewerBehavior(Component parent) {
        super(parent);
    }

    /**
     * Constructs a new walk behavior that converts mouse actions into rotations
     * and translations. Rotations and translations are written into the given
     * TransformGroup. The cursor will be changed during mouse actions if the
     * parent frame is set using the setParentComponent method.
     * 
     * @param transformGroup
     *            a TransformGroup whos transform is read and written by the
     *            behavior
     * 
     * @return a new WalkViewerBehavior that needs its TransformGroup and parent
     *         Component set
     */
    public WalkViewerBehavior(TransformGroup transformGroup) {
        super();
        subjectTransformGroup = transformGroup;
    }

    /**
     * Constructs a new walk behavior that converts mouse actions into rotations
     * and translations. Rotations and translations are written into the given
     * TransformGroup. The cursor will be changed within the given AWT parent
     * Component during mouse drags.
     * 
     * @param transformGroup
     *            a TransformGroup whos transform is read and written by the
     *            behavior
     * 
     * @param parent
     *            a parent AWT Component within which the cursor will change
     *            during mouse drags
     * 
     * @return a new WalkViewerBehavior that needs its TransformGroup and parent
     *         Component set
     */
    public WalkViewerBehavior(TransformGroup transformGroup, Component parent) {
        super(parent);
        subjectTransformGroup = transformGroup;
    }

    /**
     * Initializes the behavior.
     */
    public void initialize() {
        super.initialize();
        savedMouseCriterion = mouseCriterion; // from parent class
        mouseAndAnimationEvents = new WakeupCriterion[4];
        mouseAndAnimationEvents[0] = new WakeupOnAWTEvent(MouseEvent.MOUSE_DRAGGED);
        mouseAndAnimationEvents[1] = new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED);
        mouseAndAnimationEvents[2] = new WakeupOnAWTEvent(MouseEvent.MOUSE_RELEASED);
        mouseAndAnimationEvents[3] = new WakeupOnElapsedFrames(0);
        mouseAndAnimationCriterion = new WakeupOr(mouseAndAnimationEvents);
        // Don't use the above criterion until a button 1 down event
    }

    /**
     * Sets the Y rotation animation scaling factor for Y-axis rotations. This
     * scaling factor is used to control the speed of Y rotation when button 1
     * is pressed and dragged.
     * 
     * @param factor
     *            the double Y rotation scaling factor
     */
    public void setYRotationAnimationFactor(double factor) {
        YRotationAnimationFactor = factor;
    }

    /**
     * Gets the current Y animation rotation scaling factor for Y-axis
     * rotations.
     * 
     * @return the double Y rotation scaling factor
     */
    public double getYRotationAnimationFactor() {
        return YRotationAnimationFactor;
    }

    /**
     * Sets the Z animation translation scaling factor for Z-axis translations.
     * This scaling factor is used to control the speed of Z translation when
     * button 1 is pressed and dragged.
     * 
     * @param factor
     *            the double Z translation scaling factor
     */
    public void setZTranslationAnimationFactor(double factor) {
        ZTranslationAnimationFactor = factor;
    }

    /**
     * Gets the current Z animation translation scaling factor for Z-axis
     * translations.
     * 
     * @return the double Z translation scaling factor
     */
    public double getZTranslationAnimationFactor() {
        return ZTranslationAnimationFactor;
    }

    /**
     * Responds to an elapsed frames event. Such an event is generated on every
     * frame while button 1 is held down. On each call, this method computes new
     * Y-axis rotation and Z-axis translation values and writes them to the
     * behavior's TransformGroup. The translation and rotation amounts are
     * computed based upon the distance between the current cursor location and
     * the cursor location when button 1 was pressed. As this distance
     * increases, the translation or rotation amount increases.
     * 
     * @param time
     *            the WakeupOnElapsedFrames criterion to respond to
     */
    public void onElapsedFrames(WakeupOnElapsedFrames timeEvent) {
        //
        // Time elapsed while button down: create a rotation and
        // a translation.
        //
        // Compute the delta in X and Y from the initial position to
        // the previous position. Multiply the delta times a scaling
        // factor to compute an offset to add to the current translation
        // and rotation. Use the mapping:
        //
        //   positive X mouse delta --> negative Y-axis rotation
        //   positive Y mouse delta --> positive Z-axis translation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        if (buttonPressed != BUTTON1)
            return;
        int deltaX = previousX - initialX;
        int deltaY = previousY - initialY;

        double yRotationAngle = -deltaX * YRotationAnimationFactor;
        double zTranslationDistance = deltaY * ZTranslationAnimationFactor;

        //
        // Build transforms
        //
        transform1.rotY(yRotationAngle);
        translate.set(0.0, 0.0, zTranslationDistance);

        // Get and save the current transform matrix
        subjectTransformGroup.getTransform(currentTransform);
        currentTransform.get(matrix);

        // Translate to the origin, rotate, then translate back
        currentTransform.setTranslation(origin);
        currentTransform.mul(transform1, currentTransform);

        // Translate back from the origin by the original translation
        // distance, plus the new walk translation... but force walk
        // to travel on a plane by ignoring the Y component of a
        // transformed translation vector.
        currentTransform.transform(translate);
        translate.x += matrix.m03; // add in existing X translation
        translate.y = matrix.m13; // use Y translation
        translate.z += matrix.m23; // add in existing Z translation
        currentTransform.setTranslation(translate);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);
    }

    /**
     * Responds to a button1 event (press, release, or drag). On a press, the
     * method adds a wakeup criterion to the behavior's set, callling for the
     * behavior to be awoken on each frame. On a button prelease, this criterion
     * is removed from the set.
     * 
     * @param mouseEvent
     *            the MouseEvent to respond to
     */
    public void onButton1(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position and change
            // the wakeup criterion to include elapsed time wakeups
            // so we can animate.
            previousX = x;
            previousY = y;
            initialX = x;
            initialY = y;

            // Swap criterion... parent class will not reschedule us
            mouseCriterion = mouseAndAnimationCriterion;

            // Change to a "move" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.HAND_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: restore original wakeup
            // criterion which only includes mouse activity, not
            // elapsed time
            mouseCriterion = savedMouseCriterion;

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        previousX = x;
        previousY = y;
    }

    /**
     * Responds to a button2 event (press, release, or drag). On a press, the
     * method records the initial cursor location. On a drag, the difference
     * between the current and previous cursor location provides a delta that
     * controls the amount by which to rotate in X and Y.
     * 
     * @param mouseEvent
     *            the MouseEvent to respond to
     */
    public void onButton2(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position
            previousX = x;
            previousY = y;
            initialX = x;
            initialY = y;

            // Change to a "rotate" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.MOVE_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: do nothing

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        //
        // Mouse moved while button down: create a rotation
        //
        // Compute the delta in X and Y from the previous
        // position. Use the delta to compute rotation
        // angles with the mapping:
        //
        //   positive X mouse delta --> negative Y-axis rotation
        //   positive Y mouse delta --> negative X-axis rotation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        int deltaX = x - previousX;
        int deltaY = 0;

        if (Math.abs(y - initialY) > DELTAY_DEADZONE) {
            // Cursor has moved far enough vertically to consider
            // it intentional, so get it's delta.
            deltaY = y - previousY;
        }

        if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA
                || deltaY < -UNUSUAL_YDELTA) {
            // Deltas are too huge to be believable. Probably a glitch.
            // Don't record the new XY location, or do anything.
            return;
        }

        double xRotationAngle = -deltaY * XRotationFactor;
        double yRotationAngle = -deltaX * YRotationFactor;

        //
        // Build transforms
        //
        transform1.rotX(xRotationAngle);
        transform2.rotY(yRotationAngle);

        // Get and save the current transform matrix
        subjectTransformGroup.getTransform(currentTransform);
        currentTransform.get(matrix);
        translate.set(matrix.m03, matrix.m13, matrix.m23);

        // Translate to the origin, rotate, then translate back
        currentTransform.setTranslation(origin);
        currentTransform.mul(transform2, currentTransform);
        currentTransform.mul(transform1);
        currentTransform.setTranslation(translate);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);

        previousX = x;
        previousY = y;
    }

    /**
     * Responds to a button3 event (press, release, or drag). On a drag, the
     * difference between the current and previous cursor location provides a
     * delta that controls the amount by which to translate in X and Y.
     * 
     * @param mouseEvent
     *            the MouseEvent to respond to
     */
    public void onButton3(MouseEvent mev) {
        if (subjectTransformGroup == null)
            return;

        int x = mev.getX();
        int y = mev.getY();

        if (mev.getID() == MouseEvent.MOUSE_PRESSED) {
            // Mouse button pressed: record position
            previousX = x;
            previousY = y;

            // Change to a "move" cursor
            if (parentComponent != null) {
                savedCursor = parentComponent.getCursor();
                parentComponent.setCursor(Cursor.getPredefinedCursor(Cursor.MOVE_CURSOR));
            }
            return;
        }
        if (mev.getID() == MouseEvent.MOUSE_RELEASED) {
            // Mouse button released: do nothing

            // Switch the cursor back
            if (parentComponent != null)
                parentComponent.setCursor(savedCursor);
            return;
        }

        //
        // Mouse moved while button down: create a translation
        //
        // Compute the delta in X and Y from the previous
        // position. Use the delta to compute translation
        // distances with the mapping:
        //
        //   positive X mouse delta --> positive X-axis translation
        //   positive Y mouse delta --> negative Y-axis translation
        //
        // where positive X mouse movement is to the right, and
        // positive Y mouse movement is **down** the screen.
        //
        int deltaX = x - previousX;
        int deltaY = y - previousY;

        if (deltaX > UNUSUAL_XDELTA || deltaX < -UNUSUAL_XDELTA || deltaY > UNUSUAL_YDELTA
                || deltaY < -UNUSUAL_YDELTA) {
            // Deltas are too huge to be believable. Probably a glitch.
            // Don't record the new XY location, or do anything.
            return;
        }

        double xTranslationDistance = deltaX * XTranslationFactor;
        double yTranslationDistance = -deltaY * YTranslationFactor;

        //
        // Build transforms
        //
        translate.set(xTranslationDistance, yTranslationDistance, 0.0);
        transform1.set(translate);

        // Get and save the current transform
        subjectTransformGroup.getTransform(currentTransform);

        // Translate as needed
        currentTransform.mul(transform1);

        // Update the transform group
        subjectTransformGroup.setTransform(currentTransform);

        previousX = x;
        previousY = y;
    }
}

//
//CLASS
//CheckboxMenu - build a menu of grouped checkboxes
//
//DESCRIPTION
//The class creates a menu with one or more CheckboxMenuItem's
//and monitors that menu. When a menu checkbox is picked, the
//previous one is turned off (in radio-button style). Then,
//a given listener's checkboxChanged method is called, passing it
//the menu and the item checked.
//

class CheckboxMenu extends Menu implements ItemListener {
    // State
    protected CheckboxMenuItem[] checks = null;

    protected int current = 0;

    protected CheckboxMenuListener listener = null;

    //  Construct
    public CheckboxMenu(String name, NameValue[] items, CheckboxMenuListener listen) {
        this(name, items, 0, listen);
    }

    public CheckboxMenu(String name, NameValue[] items, int cur, CheckboxMenuListener listen) {
        super(name);
        current = cur;
        listener = listen;

        if (items == null)
            return;

        checks = new CheckboxMenuItem[items.length];
        for (int i = 0; i < items.length; i++) {
            checks[i] = new CheckboxMenuItem(items[i].name, false);
            checks[i].addItemListener(this);
            add(checks[i]);
        }
        checks[cur].setState(true);
    }

    //  Handle checkbox changed events
    public void itemStateChanged(ItemEvent event) {
        Object src = event.getSource();

        for (int i = 0; i < checks.length; i++) {
            if (src == checks[i]) {
                // Update the checkboxes
                checks[current].setState(false);
                current = i;
                checks[current].setState(true);

                if (listener != null)
                    listener.checkboxChanged(this, i);
                return;
            }
        }
    }

    // Methods to get and set state
    public int getCurrent() {
        return current;
    }

    public void setCurrent(int cur) {
        if (cur < 0 || cur >= checks.length)
            return; // ignore out of range choices
        if (checks == null)
            return;
        checks[current].setState(false);
        current = cur;
        checks[current].setState(true);
    }

    public CheckboxMenuItem getSelectedCheckbox() {
        if (checks == null)
            return null;
        return checks[current];
    }

    public void setSelectedCheckbox(CheckboxMenuItem item) {
        if (checks == null)
            return;
        for (int i = 0; i < checks.length; i++) {
            if (item == checks[i]) {
                checks[i].setState(false);
                current = i;
                checks[i].setState(true);
            }
        }
    }
}

/**
 * ViewerBehavior
 * 
 * @version 1.0, 98/04/16
 */

/**
 * Wakeup on mouse button presses, releases, and mouse movements and generate
 * transforms for a transform group. Classes that extend this class impose
 * specific symantics, such as "Examine" or "Walk" viewing, similar to the
 * navigation types used by VRML browsers.
 * 
 * To support systems with 2 or 1 mouse buttons, the following alternate
 * mappings are supported while dragging with any mouse button held down and
 * zero or more keyboard modifiers held down:
 * 
 * No modifiers = Button 1 ALT = Button 2 Meta = Button 3 Control = Button 3
 * 
 * The behavior automatically modifies a TransformGroup provided to the
 * constructor. The TransformGroup's transform can be set at any time by the
 * application or other behaviors to cause the viewer's rotation and translation
 * to be reset.
 */

// This class is inspired by the MouseBehavior, MouseRotate,
// MouseTranslate, and MouseZoom utility behaviors provided with
// Java 3D. This class differs from those utilities in that it:
//
//    (a) encapsulates all three behaviors into one in order to
//        enforce a specific viewing symantic
//
//    (b) supports set/get of the rotation and translation factors
//        that control the speed of movement.
//
//    (c) supports the "Control" modifier as an alternative to the
//        "Meta" modifier not present on PC, Mac, and most non-Sun
//        keyboards. This makes button3 behavior usable on PCs,
//        Macs, and other systems with fewer than 3 mouse buttons.

abstract class ViewerBehavior extends Behavior {
    // Keep track of the transform group who's transform we modify
    // during mouse motion.
    protected TransformGroup subjectTransformGroup = null;

    // Keep a set of wakeup criterion for different mouse-generated
    // event types.
    protected WakeupCriterion[] mouseEvents = null;

    protected WakeupOr mouseCriterion = null;

    // Track which button was last pressed
    protected static final int BUTTONNONE = -1;

    protected static final int BUTTON1 = 0;

    protected static final int BUTTON2 = 1;

    protected static final int BUTTON3 = 2;

    protected int buttonPressed = BUTTONNONE;

    // Keep a few Transform3Ds for use during event processing. This
    // avoids having to allocate new ones on each event.
    protected Transform3D currentTransform = new Transform3D();

    protected Transform3D transform1 = new Transform3D();

    protected Transform3D transform2 = new Transform3D();

    protected Matrix4d matrix = new Matrix4d();

    protected Vector3d origin = new Vector3d(0.0, 0.0, 0.0);

    protected Vector3d translate = new Vector3d(0.0, 0.0, 0.0);

    // Unusual X and Y delta limits.
    protected static final int UNUSUAL_XDELTA = 400;

    protected static final int UNUSUAL_YDELTA = 400;

    protected Component parentComponent = null;

    /**
     * Construct a viewer behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into a
     * transform group given later with the setTransformGroup( ) method.
     */
    public ViewerBehavior() {
        super();
    }

    /**
     * Construct a viewer behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into a
     * transform group given later with the setTransformGroup( ) method.
     * 
     * @param parent
     *            The AWT Component that contains the area generating mouse
     *            events.
     */
    public ViewerBehavior(Component parent) {
        super();
        parentComponent = parent;
    }

    /**
     * Construct a viewer behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into the
     * given transform group.
     * 
     * @param transformGroup
     *            The transform group to be modified by the behavior.
     */
    public ViewerBehavior(TransformGroup transformGroup) {
        super();
        subjectTransformGroup = transformGroup;
    }

    /**
     * Construct a viewer behavior that listens to mouse movement and button
     * presses to generate rotation and translation transforms written into the
     * given transform group.
     * 
     * @param transformGroup
     *            The transform group to be modified by the behavior.
     * @param parent
     *            The AWT Component that contains the area generating mouse
     *            events.
     */
    public ViewerBehavior(TransformGroup transformGroup, Component parent) {
        super();
        subjectTransformGroup = transformGroup;
        parentComponent = parent;
    }

    /**
     * Set the transform group modified by the viewer behavior. Setting the
     * transform group to null disables the behavior until the transform group
     * is again set to an existing group.
     * 
     * @param transformGroup
     *            The new transform group to be modified by the behavior.
     */
    public void setTransformGroup(TransformGroup transformGroup) {
        subjectTransformGroup = transformGroup;
    }

    /**
     * Get the transform group modified by the viewer behavior.
     */
    public TransformGroup getTransformGroup() {
        return subjectTransformGroup;
    }

    /**
     * Sets the parent component who's cursor will be changed during mouse
     * drags. If no component is given is given to the constructor, or set via
     * this method, no cursor changes will be done.
     * 
     * @param parent
     *            the AWT Component, such as a Frame, within which cursor
     *            changes should take place during mouse drags
     */
    public void setParentComponent(Component parent) {
        parentComponent = parent;
    }

    /*
     * Gets the parent frame within which the cursor changes during mouse drags.
     * 
     * @return the AWT Component, such as a Frame, within which cursor changes
     * should take place during mouse drags. Returns null if no parent is set.
     */
    public Component getParentComponent() {
        return parentComponent;
    }

    /**
     * Initialize the behavior.
     */
    public void initialize() {
        // Wakeup when the mouse is dragged or when a mouse button
        // is pressed or released.
        mouseEvents = new WakeupCriterion[3];
        mouseEvents[0] = new WakeupOnAWTEvent(MouseEvent.MOUSE_DRAGGED);
        mouseEvents[1] = new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED);
        mouseEvents[2] = new WakeupOnAWTEvent(MouseEvent.MOUSE_RELEASED);
        mouseCriterion = new WakeupOr(mouseEvents);
        wakeupOn(mouseCriterion);
    }

    /**
     * Process a new wakeup. Interpret mouse button presses, releases, and mouse
     * drags.
     * 
     * @param criteria
     *            The wakeup criteria causing the behavior wakeup.
     */
    public void processStimulus(Enumeration criteria) {
        WakeupCriterion wakeup = null;
        AWTEvent[] event = null;
        int whichButton = BUTTONNONE;

        // Process all pending wakeups
        while (criteria.hasMoreElements()) {
            wakeup = (WakeupCriterion) criteria.nextElement();
            if (wakeup instanceof WakeupOnAWTEvent) {
                event = ((WakeupOnAWTEvent) wakeup).getAWTEvent();

                // Process all pending events
                for (int i = 0; i < event.length; i++) {
                    if (event[i].getID() != MouseEvent.MOUSE_PRESSED
                            && event[i].getID() != MouseEvent.MOUSE_RELEASED
                            && event[i].getID() != MouseEvent.MOUSE_DRAGGED)
                        // Ignore uninteresting mouse events
                        continue;

                    //
                    // Regretably, Java event handling (or perhaps
                    // underlying OS event handling) doesn't always
                    // catch button bounces (redundant presses and
                    // releases), or order events so that the last
                    // drag event is delivered before a release.
                    // This means we can get stray events that we
                    // filter out here.
                    //
                    if (event[i].getID() == MouseEvent.MOUSE_PRESSED && buttonPressed != BUTTONNONE)
                        // Ignore additional button presses until a release
                        continue;

                    if (event[i].getID() == MouseEvent.MOUSE_RELEASED && buttonPressed == BUTTONNONE)
                        // Ignore additional button releases until a press
                        continue;

                    if (event[i].getID() == MouseEvent.MOUSE_DRAGGED && buttonPressed == BUTTONNONE)
                        // Ignore drags until a press
                        continue;

                    MouseEvent mev = (MouseEvent) event[i];
                    int modifiers = mev.getModifiers();

                    //
                    // Unfortunately, the underlying event handling
                    // doesn't do a "grab" operation when a mouse button
                    // is pressed. This means that once a button is
                    // pressed, if another mouse button or a keyboard
                    // modifier key is pressed, the delivered mouse event
                    // will show that a different button is being held
                    // down. For instance:
                    //
                    // Action Event
                    //  Button 1 press Button 1 press
                    //  Drag with button 1 down Button 1 drag
                    //  ALT press -
                    //  Drag with ALT & button 1 down Button 2 drag
                    //  Button 1 release Button 2 release
                    //
                    // The upshot is that we can get a button press
                    // without a matching release, and the button
                    // associated with a drag can change mid-drag.
                    //
                    // To fix this, we watch for an initial button
                    // press, and thenceforth consider that button
                    // to be the one held down, even if additional
                    // buttons get pressed, and despite what is
                    // reported in the event. Only when a button is
                    // released, do we end such a grab.
                    //

                    if (buttonPressed == BUTTONNONE) {
                        // No button is pressed yet, figure out which
                        // button is down now and how to direct events
                        if (((modifiers & InputEvent.BUTTON3_MASK) != 0)
                                || (((modifiers & InputEvent.BUTTON1_MASK) != 0)
                                        && ((modifiers & InputEvent.CTRL_MASK) == InputEvent.CTRL_MASK))) {
                            // Button 3 activity (META or CTRL down)
                            whichButton = BUTTON3;
                        } else if ((modifiers & InputEvent.BUTTON2_MASK) != 0) {
                            // Button 2 activity (ALT down)
                            whichButton = BUTTON2;
                        } else {
                            // Button 1 activity (no modifiers down)
                            whichButton = BUTTON1;
                        }

                        // If the event is to press a button, then
                        // record that that button is now down
                        if (event[i].getID() == MouseEvent.MOUSE_PRESSED)
                            buttonPressed = whichButton;
                    } else {
                        // Otherwise a button was pressed earlier and
                        // hasn't been released yet. Assign all further
                        // events to it, even if ALT, META, CTRL, or
                        // another button has been pressed as well.
                        whichButton = buttonPressed;
                    }

                    // Distribute the event
                    switch (whichButton) {
                    case BUTTON1:
                        onButton1(mev);
                        break;
                    case BUTTON2:
                        onButton2(mev);
                        break;
                    case BUTTON3:
                        onButton3(mev);
                        break;
                    default:
                        break;
                    }

                    // If the event is to release a button, then
                    // record that that button is now up
                    if (event[i].getID() == MouseEvent.MOUSE_RELEASED)
                        buttonPressed = BUTTONNONE;
                }
                continue;
            }

            if (wakeup instanceof WakeupOnElapsedFrames) {
                onElapsedFrames((WakeupOnElapsedFrames) wakeup);
                continue;
            }
        }

        // Reschedule us for another wakeup
        wakeupOn(mouseCriterion);
    }

    /**
     * Default X and Y rotation factors, and XYZ translation factors.
     */
    public static final double DEFAULT_XROTATION_FACTOR = 0.02;

    public static final double DEFAULT_YROTATION_FACTOR = 0.005;

    public static final double DEFAULT_XTRANSLATION_FACTOR = 0.02;

    public static final double DEFAULT_YTRANSLATION_FACTOR = 0.02;

    public static final double DEFAULT_ZTRANSLATION_FACTOR = 0.04;

    protected double XRotationFactor = DEFAULT_XROTATION_FACTOR;

    protected double YRotationFactor = DEFAULT_YROTATION_FACTOR;

    protected double XTranslationFactor = DEFAULT_XTRANSLATION_FACTOR;

    protected double YTranslationFactor = DEFAULT_YTRANSLATION_FACTOR;

    protected double ZTranslationFactor = DEFAULT_ZTRANSLATION_FACTOR;

    /**
     * Set the X rotation scaling factor for X-axis rotations.
     * 
     * @param factor
     *            The new scaling factor.
     */
    public void setXRotationFactor(double factor) {
        XRotationFactor = factor;
    }

    /**
     * Get the current X rotation scaling factor for X-axis rotations.
     */
    public double getXRotationFactor() {
        return XRotationFactor;
    }

    /**
     * Set the Y rotation scaling factor for Y-axis rotations.
     * 
     * @param factor
     *            The new scaling factor.
     */
    public void setYRotationFactor(double factor) {
        YRotationFactor = factor;
    }

    /**
     * Get the current Y rotation scaling factor for Y-axis rotations.
     */
    public double getYRotationFactor() {
        return YRotationFactor;
    }

    /**
     * Set the X translation scaling factor for X-axis translations.
     * 
     * @param factor
     *            The new scaling factor.
     */
    public void setXTranslationFactor(double factor) {
        XTranslationFactor = factor;
    }

    /**
     * Get the current X translation scaling factor for X-axis translations.
     */
    public double getXTranslationFactor() {
        return XTranslationFactor;
    }

    /**
     * Set the Y translation scaling factor for Y-axis translations.
     * 
     * @param factor
     *            The new scaling factor.
     */
    public void setYTranslationFactor(double factor) {
        YTranslationFactor = factor;
    }

    /**
     * Get the current Y translation scaling factor for Y-axis translations.
     */
    public double getYTranslationFactor() {
        return YTranslationFactor;
    }

    /**
     * Set the Z translation scaling factor for Z-axis translations.
     * 
     * @param factor
     *            The new scaling factor.
     */
    public void setZTranslationFactor(double factor) {
        ZTranslationFactor = factor;
    }

    /**
     * Get the current Z translation scaling factor for Z-axis translations.
     */
    public double getZTranslationFactor() {
        return ZTranslationFactor;
    }

    /**
     * Respond to a button1 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public abstract void onButton1(MouseEvent mouseEvent);

    /**
     * Respond to a button2 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public abstract void onButton2(MouseEvent mouseEvent);

    /**
     * Responed to a button3 event (press, release, or drag).
     * 
     * @param mouseEvent
     *            A MouseEvent to respond to.
     */
    public abstract void onButton3(MouseEvent mouseEvent);

    /**
     * Respond to an elapsed frames event (assuming subclass has set up a wakeup
     * criterion for it).
     * 
     * @param time
     *            A WakeupOnElapsedFrames criterion to respond to.
     */
    public abstract void onElapsedFrames(WakeupOnElapsedFrames timeEvent);
}

//
//CLASS
//NameValue - create a handy name-value pair
//
//DESCRIPTION
//It is frequently handy to have one or more name-value pairs
//with which to store named colors, named positions, named textures,
//and so forth. Several of the examples use this class.
//
//AUTHOR
//David R. Nadeau / San Diego Supercomputer Center
//

class NameValue {
    public String name;

    public Object value;

    public NameValue(String n, Object v) {
        name = n;
        value = v;
    }
}