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kennyluo:
网页上发布的代码上缺少了"//",注意&q ...
apply a Texture Image to a Cube -
kyng:
图片放到目录下。。。修改对应名称 。。怎么还出错!!!
Ex ...
apply a Texture Image to a Cube
Dynamic texture coordinate generation using the TexCoordGeneration class
- 博客分类:
- JAVA 3D
This example illustrates dynamic texture coordinate generation using the TexCoordGeneration class. The OBJECT_LINEAR, EYE_LINEAR and SPHERE_MAP modes are illustrated. The application creates a DEM landscape (from a sin/cos curve) and uses dynamic texture coordinate generation to map contours onto the landscape - either relative to its relative position (OBJECT_LINEAR) or absolute position (EYE_LINEAR). SPHERE_MAP maps the contours onto the landscape as a environment map. The "Rotate" and "Translate" buttons toggle two Interpolators that rotate and translate the entire scene respectivly.
import java.applet.Applet; import java.awt.BorderLayout; import java.awt.Button; import java.awt.GraphicsConfigTemplate; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Panel; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.io.File; import java.net.URL; import javax.media.j3d.Alpha; import javax.media.j3d.AmbientLight; import javax.media.j3d.Appearance; import javax.media.j3d.AudioDevice; import javax.media.j3d.Background; import javax.media.j3d.BoundingSphere; import javax.media.j3d.Bounds; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.DirectionalLight; import javax.media.j3d.GraphicsConfigTemplate3D; import javax.media.j3d.Group; import javax.media.j3d.Locale; import javax.media.j3d.Material; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.PositionInterpolator; import javax.media.j3d.RotationInterpolator; import javax.media.j3d.Shape3D; import javax.media.j3d.TexCoordGeneration; import javax.media.j3d.Texture; import javax.media.j3d.TextureAttributes; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Color3f; import javax.vecmath.Point2f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import javax.vecmath.Vector3f; import javax.vecmath.Vector4f; import com.sun.j3d.audioengines.javasound.JavaSoundMixer; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.GeometryInfo; import com.sun.j3d.utils.geometry.NormalGenerator; import com.sun.j3d.utils.image.TextureLoader; /** * This example illustrates dynamic texture coordinate generation using the * TexCoordGeneration class. The OBJECT_LINEAR, EYE_LINEAR and SPHERE_MAP modes * are illustrated. The application creates a DEM landscape (from a sin/cos * curve) and uses dynamic texture coordinate generation to map contours onto * the landscape - either relative to its relative position (OBJECT_LINEAR) or * absolute position (EYE_LINEAR). SPHERE_MAP maps the contours onto the * landscape as a environment map. The "Rotate" and "Translate" buttons toggle * two Interpolators that rotate and translate the entire scene respectivly. */ public class TexCoordTest extends Java3dApplet implements ActionListener { private static int m_kWidth = 500; private static int m_kHeight = 400; // we need to track these as we modify them inside // the actionPerformed method Appearance m_Appearance = null; TexCoordGeneration m_TexGen = null; PositionInterpolator m_PositionInterpolator = null; RotationInterpolator m_RotationInterpolator = null; public TexCoordTest() { initJava3d(); } protected void addCanvas3D(Canvas3D c3d) { setLayout(new BorderLayout()); add(c3d, BorderLayout.CENTER); Panel controlPanel = new Panel(); // creates some GUI components so we can modify the // scene and texure coordinate generation at runtime Button eyeButton = new Button("EYE_LINEAR"); eyeButton.addActionListener(this); controlPanel.add(eyeButton); Button objectButton = new Button("OBJECT_LINEAR"); objectButton.addActionListener(this); controlPanel.add(objectButton); Button sphereButton = new Button("SPHERE_MAP"); sphereButton.addActionListener(this); controlPanel.add(sphereButton); Button rotateButton = new Button("Rotate"); rotateButton.addActionListener(this); controlPanel.add(rotateButton); Button translateButton = new Button("Translate"); translateButton.addActionListener(this); controlPanel.add(translateButton); add(controlPanel, BorderLayout.SOUTH); doLayout(); } // overidden as we don't want a background for this example protected Background createBackground() { return null; } // we are using a big landscape so we have to scale it down protected double getScale() { return 0.05; } // handle event from the GUI components we created public void actionPerformed(ActionEvent event) { if (event.getActionCommand().equals("EYE_LINEAR") != false) m_TexGen.setGenMode(TexCoordGeneration.EYE_LINEAR); else if (event.getActionCommand().equals("OBJECT_LINEAR") != false) m_TexGen.setGenMode(TexCoordGeneration.OBJECT_LINEAR); else if (event.getActionCommand().equals("SPHERE_MAP") != false) m_TexGen.setGenMode(TexCoordGeneration.SPHERE_MAP); else if (event.getActionCommand().equals("Rotate") != false) m_RotationInterpolator.setEnable(!m_RotationInterpolator .getEnable()); else if (event.getActionCommand().equals("Translate") != false) m_PositionInterpolator.setEnable(!m_PositionInterpolator .getEnable()); // apply any changes to the TexCoordGeneration and copy into the // appearance TexCoordGeneration texCoordGeneration = new TexCoordGeneration(); texCoordGeneration = (TexCoordGeneration) m_TexGen .cloneNodeComponent(true); m_Appearance.setTexCoordGeneration(texCoordGeneration); } // position the viewer in the scene public TransformGroup[] getViewTransformGroupArray() { TransformGroup[] tgArray = new TransformGroup[1]; tgArray[0] = new TransformGroup(); // move the camera BACK a little... // note that we have to invert the matrix as // we are moving the viewer Transform3D t3d = new Transform3D(); t3d.rotX(0.4); t3d.setScale(getScale()); t3d.setTranslation(new Vector3d(0.0, 0, -20.0)); t3d.invert(); tgArray[0].setTransform(t3d); return tgArray; } // we create a scene composed of two nested interpolators // one for translation, one for rotation that control // a DEM landscape created from a single Shape3D containing // a QuadArray. protected BranchGroup createSceneBranchGroup() { BranchGroup objRoot = super.createSceneBranchGroup(); TransformGroup objPosition = new TransformGroup(); objPosition.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); TransformGroup objRotate = new TransformGroup(); objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D axisTranslate = new Transform3D(); axisTranslate.rotZ(Math.toRadians(90)); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 6000, 0, 0, 0, 0, 0); m_PositionInterpolator = new PositionInterpolator(rotationAlpha, objPosition, axisTranslate, 0, 70); m_PositionInterpolator.setSchedulingBounds(createApplicationBounds()); objPosition.addChild(m_PositionInterpolator); m_PositionInterpolator.setEnable(false); m_RotationInterpolator = new RotationInterpolator(rotationAlpha, objRotate, new Transform3D(), 0.0f, (float) Math.PI * 2.0f); m_RotationInterpolator.setSchedulingBounds(getApplicationBounds()); objRotate.addChild(m_RotationInterpolator); m_RotationInterpolator.setEnable(true); TransformGroup tgLand = new TransformGroup(); Transform3D t3dLand = new Transform3D(); t3dLand.setTranslation(new Vector3d(0, -30, 0)); tgLand.setTransform(t3dLand); tgLand.addChild(createDemLandscape()); objRotate.addChild(tgLand); objPosition.addChild(objRotate); objRoot.addChild(objPosition); // create some lights for the scene Color3f lColor1 = new Color3f(0.3f, 0.3f, 0.3f); Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f alColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight aLgt = new AmbientLight(alColor); aLgt.setInfluencingBounds(getApplicationBounds()); DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); lgt1.setInfluencingBounds(getApplicationBounds()); // add the lights to the parent BranchGroup objRoot.addChild(aLgt); objRoot.addChild(lgt1); return objRoot; } // create the Appearance for the landscape Shape3D // and initialize all the texture generation paramters // the yMaxHeight paramters is the maximum height of the // landscape. It defines a scale factor to convert from // landscape Y coordinates to texture coordinates // (in the range 0 to 1). void createAppearance(double yMaxHeight) { // create an Appearance and assign a Material m_Appearance = new Appearance(); m_Appearance.setCapability(Appearance.ALLOW_TEXGEN_WRITE); Color3f black = new Color3f(0, 0.2f, 0); Color3f objColor = new Color3f(0.1f, 0.7f, 0.2f); m_Appearance.setMaterial(new Material(objColor, black, objColor, black, 0.8f)); // load the texture image TextureLoader texLoader = new TextureLoader("stripes.gif", Texture.RGB, this); // clamp the coordinates in the S dimension, that way they // will not wrap when the calculated texture coordinate falls outside // the range 0 to 1. When the texture coordinate is outside this range // no texture coordinate will be used Texture tex = texLoader.getTexture(); tex.setBoundaryModeS(Texture.CLAMP); // assign the texute image to the appearance m_Appearance.setTexture(tex); // create the TexCoordGeneration object. // we are only using 1D texture coordinates (S) - texture coordinates // are calculated from a vertex's distance from the Y = 0 plane // the 4th parameter to the Vector4f is the distance in *texture // coordinates* // that we shift the texture coordinates by (i.e. Y = 0 corresponds to S // = 0.5) TexCoordGeneration texGen = new TexCoordGeneration( TexCoordGeneration.OBJECT_LINEAR, TexCoordGeneration.TEXTURE_COORDINATE_2, new Vector4f(0, (float) (1.0 / (2 * yMaxHeight)), 0, 0.5f), new Vector4f(0, 0, 0, 0), new Vector4f(0, 0, 0, 0)); // create our "non-live" TexCoordGeneration object so we // can update the "genMode" parameter after we go live. m_TexGen = (TexCoordGeneration) texGen.cloneNodeComponent(true); // assign the TexCoordGeneration to the Appearance m_Appearance.setTexCoordGeneration(texGen); // we just glue the texture image to the surface, we are not // blending or modulating the texture image based on material // attributes. You can experiment with MODULATE or BLEND. TextureAttributes texAttribs = new TextureAttributes(); texAttribs.setTextureMode(TextureAttributes.DECAL); m_Appearance.setTextureAttributes(texAttribs); } // create the Shape3D and geometry for the DEM landscape BranchGroup createDemLandscape() { final double LAND_WIDTH = 200; final double LAND_LENGTH = 200; final double nTileSize = 10; final double yMaxHeight = LAND_WIDTH / 8; // calculate how many vertices we need to store all the "tiles" that // compose the QuadArray. final int nNumTiles = (int) (((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2)); final int nVertexCount = 4 * nNumTiles; Point3f[] coordArray = new Point3f[nVertexCount]; Point2f[] texCoordArray = new Point2f[nVertexCount]; // create the Appearance for the landscape and initialize all // the texture coordinate generation parameters createAppearance(yMaxHeight); // create the parent BranchGroup BranchGroup bg = new BranchGroup(); // create the geometry and populate a QuadArray // we use a simple sin/cos function to create an undulating surface // in the X/Z dimensions. Y dimension is the distance "above sea-level". int nItem = 0; double yValue0 = 0; double yValue1 = 0; double yValue2 = 0; double yValue3 = 0; final double xFactor = LAND_WIDTH / 5; final double zFactor = LAND_LENGTH / 3; // loop over all the tiles in the environment for (double x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) { for (double z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) { // if we are not on the last row or column create a "tile" // and add to the QuadArray. Use CCW winding if (z < LAND_LENGTH && x < LAND_WIDTH) { yValue0 = yMaxHeight * Math.sin(x / xFactor) * Math.cos(z / zFactor); yValue1 = yMaxHeight * Math.sin(x / xFactor) * Math.cos((z + nTileSize) / zFactor); yValue2 = yMaxHeight * Math.sin((x + nTileSize) / xFactor) * Math.cos((z + nTileSize) / zFactor); yValue3 = yMaxHeight * Math.sin((x + nTileSize) / xFactor) * Math.cos(z / zFactor); // note, we do not assign any texture coordinates! coordArray[nItem++] = new Point3f((float) x, (float) yValue0, (float) z); coordArray[nItem++] = new Point3f((float) x, (float) yValue1, (float) (z + nTileSize)); coordArray[nItem++] = new Point3f((float) (x + nTileSize), (float) yValue2, (float) (z + nTileSize)); coordArray[nItem++] = new Point3f((float) (x + nTileSize), (float) yValue3, (float) z); } } } // create a GeometryInfo and assign the coordinates GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY); gi.setCoordinates(coordArray); // generate Normal vectors for the QuadArray that was populated. NormalGenerator normalGenerator = new NormalGenerator(); normalGenerator.generateNormals(gi); // wrap the GeometryArray in a Shape3D Shape3D shape = new Shape3D(gi.getGeometryArray(), m_Appearance); // add the Shape3D to a BranchGroup and return bg.addChild(shape); return bg; } public static void main(String[] args) { TexCoordTest texCoordTest = new TexCoordTest(); texCoordTest.saveCommandLineArguments(args); new MainFrame(texCoordTest, m_kWidth, m_kHeight); } } /******************************************************************************* * Copyright (C) 2001 Daniel Selman * * First distributed with the book "Java 3D Programming" by Daniel Selman and * published by Manning Publications. http://manning.com/selman * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, version 2. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * The license can be found on the WWW at: http://www.fsf.org/copyleft/gpl.html * * Or by writing to: Free Software Foundation, Inc., 59 Temple Place - Suite * 330, Boston, MA 02111-1307, USA. * * Authors can be contacted at: Daniel Selman: daniel@selman.orgThis e-mail address is being protected from spam bots, you need JavaScript enabled to view it * * If you make changes you think others would like, please contact one of the * authors or someone at the www.j3d.org web site. ******************************************************************************/ //***************************************************************************** /** * Java3dApplet * * Base class for defining a Java 3D applet. Contains some useful methods for * defining views and scenegraphs etc. * * @author Daniel Selman * @version 1.0 */ //***************************************************************************** abstract class Java3dApplet extends Applet { public static int m_kWidth = 300; public static int m_kHeight = 300; protected String[] m_szCommandLineArray = null; protected VirtualUniverse m_Universe = null; protected BranchGroup m_SceneBranchGroup = null; protected Bounds m_ApplicationBounds = null; // protected com.tornadolabs.j3dtree.Java3dTree m_Java3dTree = null; public Java3dApplet() { } public boolean isApplet() { try { System.getProperty("user.dir"); System.out.println("Running as Application."); return false; } catch (Exception e) { } System.out.println("Running as Applet."); return true; } public URL getWorkingDirectory() throws java.net.MalformedURLException { URL url = null; try { File file = new File(System.getProperty("user.dir")); System.out.println("Running as Application:"); System.out.println(" " + file.toURL()); return file.toURL(); } catch (Exception e) { } System.out.println("Running as Applet:"); System.out.println(" " + getCodeBase()); return getCodeBase(); } public VirtualUniverse getVirtualUniverse() { return m_Universe; } //public com.tornadolabs.j3dtree.Java3dTree getJ3dTree() { //return m_Java3dTree; // } public Locale getFirstLocale() { java.util.Enumeration e = m_Universe.getAllLocales(); if (e.hasMoreElements() != false) return (Locale) e.nextElement(); return null; } protected Bounds getApplicationBounds() { if (m_ApplicationBounds == null) m_ApplicationBounds = createApplicationBounds(); return m_ApplicationBounds; } protected Bounds createApplicationBounds() { m_ApplicationBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); return m_ApplicationBounds; } protected Background createBackground() { Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f)); back.setApplicationBounds(createApplicationBounds()); return back; } public void initJava3d() { // m_Java3dTree = new com.tornadolabs.j3dtree.Java3dTree(); m_Universe = createVirtualUniverse(); Locale locale = createLocale(m_Universe); BranchGroup sceneBranchGroup = createSceneBranchGroup(); ViewPlatform vp = createViewPlatform(); BranchGroup viewBranchGroup = createViewBranchGroup( getViewTransformGroupArray(), vp); createView(vp); Background background = createBackground(); if (background != null) sceneBranchGroup.addChild(background); // m_Java3dTree.recursiveApplyCapability(sceneBranchGroup); // m_Java3dTree.recursiveApplyCapability(viewBranchGroup); locale.addBranchGraph(sceneBranchGroup); addViewBranchGroup(locale, viewBranchGroup); onDoneInit(); } protected void onDoneInit() { // m_Java3dTree.updateNodes(m_Universe); } protected double getScale() { return 1.0; } public TransformGroup[] getViewTransformGroupArray() { TransformGroup[] tgArray = new TransformGroup[1]; tgArray[0] = new TransformGroup(); // move the camera BACK a little... // note that we have to invert the matrix as // we are moving the viewer Transform3D t3d = new Transform3D(); t3d.setScale(getScale()); t3d.setTranslation(new Vector3d(0.0, 0.0, -20.0)); t3d.invert(); tgArray[0].setTransform(t3d); return tgArray; } protected void addViewBranchGroup(Locale locale, BranchGroup bg) { locale.addBranchGraph(bg); } protected Locale createLocale(VirtualUniverse u) { return new Locale(u); } protected BranchGroup createSceneBranchGroup() { m_SceneBranchGroup = new BranchGroup(); return m_SceneBranchGroup; } protected View createView(ViewPlatform vp) { View view = new View(); PhysicalBody pb = createPhysicalBody(); PhysicalEnvironment pe = createPhysicalEnvironment(); AudioDevice audioDevice = createAudioDevice(pe); if (audioDevice != null) { pe.setAudioDevice(audioDevice); audioDevice.initialize(); } view.setPhysicalEnvironment(pe); view.setPhysicalBody(pb); if (vp != null) view.attachViewPlatform(vp); view.setBackClipDistance(getBackClipDistance()); view.setFrontClipDistance(getFrontClipDistance()); Canvas3D c3d = createCanvas3D(); view.addCanvas3D(c3d); addCanvas3D(c3d); return view; } protected PhysicalBody createPhysicalBody() { return new PhysicalBody(); } protected AudioDevice createAudioDevice(PhysicalEnvironment pe) { JavaSoundMixer javaSoundMixer = new JavaSoundMixer(pe); if (javaSoundMixer == null) System.out.println("create of audiodevice failed"); return javaSoundMixer; } protected PhysicalEnvironment createPhysicalEnvironment() { return new PhysicalEnvironment(); } protected float getViewPlatformActivationRadius() { return 100; } protected ViewPlatform createViewPlatform() { ViewPlatform vp = new ViewPlatform(); vp.setViewAttachPolicy(View.RELATIVE_TO_FIELD_OF_VIEW); vp.setActivationRadius(getViewPlatformActivationRadius()); return vp; } protected Canvas3D createCanvas3D() { GraphicsConfigTemplate3D gc3D = new GraphicsConfigTemplate3D(); gc3D.setSceneAntialiasing(GraphicsConfigTemplate.PREFERRED); GraphicsDevice gd[] = GraphicsEnvironment.getLocalGraphicsEnvironment() .getScreenDevices(); Canvas3D c3d = new Canvas3D(gd[0].getBestConfiguration(gc3D)); c3d.setSize(getCanvas3dWidth(c3d), getCanvas3dHeight(c3d)); return c3d; } protected int getCanvas3dWidth(Canvas3D c3d) { return m_kWidth; } protected int getCanvas3dHeight(Canvas3D c3d) { return m_kHeight; } protected double getBackClipDistance() { return 100.0; } protected double getFrontClipDistance() { return 1.0; } protected BranchGroup createViewBranchGroup(TransformGroup[] tgArray, ViewPlatform vp) { BranchGroup vpBranchGroup = new BranchGroup(); if (tgArray != null && tgArray.length > 0) { Group parentGroup = vpBranchGroup; TransformGroup curTg = null; for (int n = 0; n < tgArray.length; n++) { curTg = tgArray[n]; parentGroup.addChild(curTg); parentGroup = curTg; } tgArray[tgArray.length - 1].addChild(vp); } else vpBranchGroup.addChild(vp); return vpBranchGroup; } protected void addCanvas3D(Canvas3D c3d) { setLayout(new BorderLayout()); add(c3d, BorderLayout.CENTER); doLayout(); } protected VirtualUniverse createVirtualUniverse() { return new VirtualUniverse(); } protected void saveCommandLineArguments(String[] szArgs) { m_szCommandLineArray = szArgs; } protected String[] getCommandLineArguments() { return m_szCommandLineArray; } }
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apply a Texture Image to a Cube
2010-07-28 01:45 1629import java.applet.Applet; imp ... -
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Create a Swing based 3D book
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illustrate use of light influencing bounds, and bounding leaves
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ExDirectionalLight - illustrate use of directional lights
2010-07-28 01:12 958// //CLASS //ExDirectionalLig ... -
LightScopeApp creates a scene that is paritally light
2010-07-28 01:09 736import java.applet.Applet; imp ... -
Java3D的场景图结构
2010-07-28 01:07 1968Java3D的场景图结构 Java3D实际上是Java ... -
Java 3d 1.5.2 API Document
2010-03-09 16:17 1014Java 3d 1.5.2 API Document Jav ... -
基于直接光照的全局光照模拟
2010-02-21 11:34 16451、概述 近年来,随着计算机图形图像技术在游戏、影视动西 ...
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