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+/*
+ * $RCSfile$
+ *
+ * Copyright (c) 2004 Sun Microsystems, Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * - Redistribution of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * - Redistribution in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in
+ * the documentation and/or other materials provided with the
+ * distribution.
+ *
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * This software is provided "AS IS," without a warranty of any
+ * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
+ * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
+ * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
+ * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
+ * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
+ * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGES.
+ *
+ * You acknowledge that this software is not designed, licensed or
+ * intended for use in the design, construction, operation or
+ * maintenance of any nuclear facility.
+ *
+ * $Revision$
+ * $Date$
+ * $State$
+ */
+
+import com.sun.j3d.utils.geometry.ColorCube;
+import com.sun.j3d.utils.geometry.*;
+import com.sun.j3d.utils.behaviors.mouse.MouseTranslate;
+import com.sun.j3d.utils.universe.*;
+import javax.media.j3d.*;
+import javax.vecmath.*;
+import java.applet.Applet;
+import com.sun.j3d.utils.applet.MainFrame;
+import java.awt.*;
+
+/**
+ * This class demonstrates the use of the Universe builder for stand-alone
+ * applications along with the use of the PlatformGeometry node that is
+ * present in the Java 3D Universe Builder utility. The standard
+ * HelloWorld application is brought up. A transparent cylinder has been
+ * added to the PlatfromGeometry node of the ViewingPlatform and the
+ * MouseTranslate utility has been used to allow this sphere to be dragged
+ * around the canvas.
+ */
+public class SimpleGeometry extends Applet {
+
+ SimpleUniverse u = null;
+
+ public BranchGroup createSceneGraph() {
+ // Create the root of the branch graph
+ BranchGroup objRoot = new BranchGroup();
+
+ // Create a Transformgroup to scale all objects so they
+ // appear in the scene.
+ TransformGroup objScale = new TransformGroup();
+ Transform3D t3d = new Transform3D();
+ t3d.setScale(0.4);
+ objScale.setTransform(t3d);
+ objRoot.addChild(objScale);
+
+ // Create the transform group node and initialize it to the
+ // identity. Enable the TRANSFORM_WRITE capability so that
+ // our behavior code can modify it at runtime. Add it to the
+ // root of the subgraph.
+ TransformGroup objTrans = new TransformGroup();
+ objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
+ objScale.addChild(objTrans);
+
+ // Create a simple shape leaf node, add it to the scene graph.
+ objTrans.addChild(new ColorCube());
+
+ // Create a new Behavior object that will perform the desired
+ // operation on the specified transform object and add it into
+ // the scene graph.
+ Transform3D yAxis = new Transform3D();
+ Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE,
+ 0, 0,
+ 4000, 0, 0,
+ 0, 0, 0);
+
+ RotationInterpolator rotator =
+ new RotationInterpolator(rotationAlpha, objTrans, yAxis,
+ 0.0f, (float) Math.PI*2.0f);
+ BoundingSphere bounds =
+ new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
+ rotator.setSchedulingBounds(bounds);
+ objTrans.addChild(rotator);
+
+
+ // Have Java 3D perform optimizations on this scene graph.
+ objRoot.compile();
+
+ return objRoot;
+ }
+
+ /*
+ * Create the geometry to add to the platform geometry.
+ */
+ PlatformGeometry createAimer() {
+
+ PlatformGeometry pg = new PlatformGeometry();
+
+ // This TransformGroup will be used by the MouseTranslate
+ // utiltiy to move the cylinder around the canvas. when the
+ // the user holds down mouse button 3.
+ TransformGroup moveTG = new TransformGroup();
+ moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
+ moveTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
+ MouseTranslate mouseT = new MouseTranslate(moveTG);
+ moveTG.addChild(mouseT);
+ BoundingSphere bounds =
+ new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
+ mouseT.setSchedulingBounds(bounds);
+ pg.addChild(moveTG);
+
+ // This TransformGroup is used to place the cylinder in the scene.
+ // The cylinder will be rotated 90 degrees so it will appear as
+ // a circle on the screen (could be made into a nice gun site...).
+ // The cylinder is also displaced a little in Z so it is in front
+ // of the viewer.
+ Transform3D xForm = new Transform3D();
+ xForm.rotX(Math.PI/2.0);
+ xForm.setTranslation(new Vector3d(0.0, 0.0, -0.7));
+ TransformGroup placementTG = new TransformGroup(xForm);
+ moveTG.addChild(placementTG);
+
+ // Create the cylinder - make it thin and transparent.
+ Appearance cylinderAppearance = new Appearance();
+ TransparencyAttributes transAttrs =
+ new TransparencyAttributes(TransparencyAttributes.FASTEST, 0.5f);
+ // cylinderAppearance.setTransparencyAttributes(transAttrs);
+ Cylinder aimer = new Cylinder(0.06f, 0.005f, 0, cylinderAppearance);
+ placementTG.addChild(aimer);
+
+ return pg;
+ }
+
+ public void init() {
+
+ setLayout(new BorderLayout());
+ GraphicsConfiguration config =
+ SimpleUniverse.getPreferredConfiguration();
+
+ Canvas3D c = new Canvas3D(config);
+ add("Center", c);
+
+ // Create a simple scene and attach it to the virtual universe
+ BranchGroup scene = createSceneGraph();
+
+ u = new SimpleUniverse(c);
+
+ PlatformGeometry pg = createAimer();
+
+ // Now set the just created PlatformGeometry.
+ ViewingPlatform vp = u.getViewingPlatform();
+ vp.setPlatformGeometry(pg);
+
+ // This will move the ViewPlatform back a bit so the
+ // objects in the scene can be viewed.
+ u.getViewingPlatform().setNominalViewingTransform();
+
+ // Add everthing to the scene graph - it will now be displayed.
+ u.addBranchGraph(scene);
+ }
+
+ public SimpleGeometry(String[] args) {
+ }
+
+ public SimpleGeometry() {
+ }
+
+ public void destroy() {
+ u.cleanup();
+ }
+
+ public static void main(String[] args) {
+ new MainFrame(new SimpleGeometry(args), 256, 256);
+ }
+}