BasicConstruct.java Source code

Java tutorial

Introduction

Here is the source code for BasicConstruct.java

Source

// JFrame

import javax.swing.JFrame;

// BorderLayout stuff
import java.awt.*;
import javax.swing.*;

// Canvas3D
import javax.media.j3d.Canvas3D;

// The Universe
import com.sun.j3d.utils.universe.SimpleUniverse;

// The BranchGroup
import javax.media.j3d.BranchGroup;

// For the Box
import com.sun.j3d.utils.geometry.Box;
import javax.vecmath.*;

// The directional light
import javax.media.j3d.DirectionalLight;

// For the bouding sphere of the light source
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.Appearance;
import javax.media.j3d.Material;

// Transformgroup
import javax.media.j3d.TransformGroup;
import com.sun.j3d.utils.behaviors.mouse.*;

public class BasicConstruct extends JFrame {
    /**
     * The SimpleUniverse object
     */
    protected SimpleUniverse simpleU;

    /**
     * The root BranchGroup Object.
     */
    protected BranchGroup rootBranchGroup;

    /**
     * Constructor that consturcts the window with the given name.
     * 
     * @param name
     *            The name of the window, in String format
     */
    public BasicConstruct(String name) {
        // The next line will construct the window and name it
        // with the given name
        super(name);

        // Perform the initial setup, just once
        initial_setup();
    }

    /**
     * Perform the essential setups for the Java3D
     */
    protected void initial_setup() {
        // A JFrame is a Container -- something that can hold
        // other things, e.g a button, a textfield, etc..
        // however, for a container to hold something, you need
        // to specify the layout of the storage. For our
        // example, we would like to use a BorderLayout.
        // The next line does just this:
        getContentPane().setLayout(new BorderLayout());

        // The next step is to setup graphics configuration
        // for Java3D. Since different machines/OS have differnt
        // configuration for displaying stuff, therefore, for
        // java3D to work, it is important to obtain the correct
        // graphics configuration first.
        GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();

        // Since we are doing stuff via java3D -- meaning we
        // cannot write pixels directly to the screen, we need
        // to construct a "canvas" for java3D to "paint". And
        // this "canvas" will be constructed with the graphics
        // information we just obtained.
        Canvas3D canvas3D = new Canvas3D(config);

        // And we need to add the "canvas to the centre of our
        // window..
        getContentPane().add("Center", canvas3D);

        // Creates the universe
        simpleU = new SimpleUniverse(canvas3D);

        // First create the BranchGroup object
        rootBranchGroup = new BranchGroup();
    }

    /**
     * Adds a light source to the universe
     * 
     * @param direction
     *            The inverse direction of the light
     * @param color
     *            The color of the light
     */
    public void addDirectionalLight(Vector3f direction, Color3f color) {
        // Creates a bounding sphere for the lights
        BoundingSphere bounds = new BoundingSphere();
        bounds.setRadius(1000d);

        // Then create a directional light with the given
        // direction and color
        DirectionalLight lightD = new DirectionalLight(color, direction);
        lightD.setInfluencingBounds(bounds);

        // Then add it to the root BranchGroup
        rootBranchGroup.addChild(lightD);
    }

    /**
     * Adds a box to the universe
     * 
     * @param x
     *            The x dimension of the box
     * @param y
     *            The y dimension of the box
     * @param z
     *            The z dimension of the box
     */
    public void addBox(float x, float y, float z, Color3f diffuse, Color3f spec) {
        // Add a box with the given dimension

        // First setup an appearance for the box
        Appearance app = new Appearance();
        Material mat = new Material();
        mat.setDiffuseColor(diffuse);
        mat.setSpecularColor(spec);
        mat.setShininess(5.0f);

        app.setMaterial(mat);
        Box box = new Box(x, y, z, app);

        // Create a TransformGroup and make it the parent of the box
        TransformGroup tg = new TransformGroup();
        tg.addChild(box);

        // Then add it to the rootBranchGroup
        rootBranchGroup.addChild(tg);

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

        MouseRotate myMouseRotate = new MouseRotate();
        myMouseRotate.setTransformGroup(tg);
        myMouseRotate.setSchedulingBounds(new BoundingSphere());
        rootBranchGroup.addChild(myMouseRotate);

        MouseTranslate myMouseTranslate = new MouseTranslate();
        myMouseTranslate.setTransformGroup(tg);
        myMouseTranslate.setSchedulingBounds(new BoundingSphere());
        rootBranchGroup.addChild(myMouseTranslate);

        MouseZoom myMouseZoom = new MouseZoom();
        myMouseZoom.setTransformGroup(tg);
        myMouseZoom.setSchedulingBounds(new BoundingSphere());
        rootBranchGroup.addChild(myMouseZoom);
    }

    /**
     * Finalise everything to get ready
     */
    public void finalise() {
        // Then add the branch group into the Universe
        simpleU.addBranchGraph(rootBranchGroup);

        // And set up the camera position
        simpleU.getViewingPlatform().setNominalViewingTransform();
    }

    public static void main(String[] argv) {
        BasicConstruct bc = new BasicConstruct("Foo");

        bc.setSize(250, 250);
        bc.addBox(0.4f, 0.5f, 0.6f, new Color3f(1, 0, 0), new Color3f(1, 0, 0));
        bc.addDirectionalLight(new Vector3f(0f, 0f, -1), new Color3f(1f, 1f, 0f));
        bc.finalise();

        bc.show();

        return;
    }
}