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📄 j-java3d-10-5.html

📁 本教程是为没有任何 3D 编程经验的 Java 程序员而编写的。我们将从一些基本的 3D 概念入手
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<code style="font-family: Courier New, Courier, monospace; font-size: 12">
/*
 *
 * Copyright (c) 1996-2001 Sun Microsystems, Inc. All Rights Reserved.
 *
 * Sun grants you ("Licensee") a non-exclusive, royalty free, license to use,
 * modify and redistribute this software in source and binary code form,
 * provided that i) this copyright notice and license appear on all copies of
 * the software; and ii) Licensee does not utilize the software in a manner
 * which is disparaging to Sun.
 *
 * 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 AND ITS LICENSORS SHALL NOT BE
 * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
 * OR DISTRIBUTING THE 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 SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGES.
 *
 * This software is not designed or intended for use in on-line control of
 * aircraft, air traffic, aircraft navigation or aircraft communications; or in
 * the design, construction, operation or maintenance of any nuclear
 * facility. Licensee represents and warrants that it will not use or
 * redistribute the Software for such purposes.
 */

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.*;
import com.sun.j3d.utils.universe.*;
import com.sun.j3d.utils.image.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import com.sun.j3d.utils.behaviors.vp.*;



/**
   Color Interpolator example

   Very similar to texture mapping example, 
   will interpolate the color values of the
   earth.

*/




public class ColorInterp extends Applet {

    private SimpleUniverse universe ;
    private BranchGroup scene;
    private Canvas3D canvas;
    private BoundingSphere bounds =
            new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 1000.0);
    
    



    public Primitive  createGeometry(int filter,  java.net.URL texImage, Appearance appearance) {
        /** 
        Create Sphere and texture it
        */


        TextureLoader tex = 
            new TextureLoader(texImage, TextureLoader.GENERATE_MIPMAP , this);
        Texture texture = tex.getTexture();
        texture.setMinFilter(filter) ;
        appearance.setTexture(texture);


        TextureAttributes texAttr = new TextureAttributes();
        texAttr.setTextureMode(TextureAttributes.MODULATE);
        appearance.setTextureAttributes(texAttr);


        Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
        Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
        Color3f gray = new Color3f(0.3f, 0.3f, 0.3f);
        Color3f ltgray = new Color3f(0.6f, 0.6f, 0.6f);

        // Set up the material properties
        appearance.setMaterial(new Material(white, black, ltgray, ltgray, 32.0f));

        Sphere sphere = 
            new Sphere(.4f,Primitive.GENERATE_NORMALS|
                           Primitive.GENERATE_TEXTURE_COORDS,appearance);

        return sphere;
    }

    public void setupView() {
        /** Add some view related things to view branch side 
        of scene graph */
        // add mouse interaction to the ViewingPlatform
        OrbitBehavior orbit = new OrbitBehavior(canvas,
                OrbitBehavior.REVERSE_ALL|OrbitBehavior.STOP_ZOOM);
        orbit.setSchedulingBounds(bounds);
        
        ViewingPlatform viewingPlatform = universe.getViewingPlatform();
        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        viewingPlatform.setNominalViewingTransform();
        viewingPlatform.setViewPlatformBehavior(orbit);

        }

    public BranchGroup createSceneGraph() {
        // Create the root of the branch graph
        BranchGroup objRoot = new BranchGroup();

        // Create a simple Shape3D node; add it to the scene graph.
        // Set up the texture map
        java.net.URL texImage = null;
        // the path to the image
        try {
            texImage = new java.net.URL("file:../images/earth.jpg");
        }
        catch (java.net.MalformedURLException ex) {
            System.out.println(ex.getMessage());
            System.exit(1);
        }

        Appearance app= new Appearance();
        Primitive geo = createGeometry( Texture.MULTI_LEVEL_LINEAR,texImage,app);
        
        //spinGroup will be hooked into the interpolator
        TransformGroup spinGroup = new TransformGroup();
        spinGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        spinGroup.addChild(geo);

        // Create a new Behavior object that will perform the
        // desired operation on the specified transform and add
        // it into the scene graph.
        Alpha rotationAlpha = new Alpha(-1, 4000);

        RotationInterpolator rotator =
            new RotationInterpolator(rotationAlpha, spinGroup);
        rotator.setSchedulingBounds(bounds);


        //we'll need the Material to Interpolate the diffuse color
        //set capability bit to allow interpolator to change at render time
        Material mat = app.getMaterial();
        mat.setCapability(Material.ALLOW_COMPONENT_WRITE);
        Alpha colorAlpha = new Alpha(-1, 2000);

        //We interpolate from black to white, looping indefinitely
        Color3f endColor = new Color3f(1.0f,1.0f,1.0f);
        Color3f startColor = new Color3f(0.0f,0.0f,0.0f);
        ColorInterpolator colorInterp =
            new ColorInterpolator(colorAlpha, mat,startColor,endColor);
        colorInterp.setSchedulingBounds(bounds);

        //throw in some light so we aren't stumbling 
        //around in the dark
        Color3f lightColor = new Color3f(.5f,.5f,.5f);
        AmbientLight ambientLight= new AmbientLight(lightColor);
        ambientLight.setInfluencingBounds(bounds);
        DirectionalLight directionalLight = new DirectionalLight();
        directionalLight.setColor(lightColor);
        directionalLight.setInfluencingBounds(bounds);

        objRoot.addChild(rotator); //behavior gets attached at the top
        objRoot.addChild(colorInterp); //behavior gets attached at the top
        objRoot.addChild(spinGroup); //TransformGroup and sphere
        objRoot.addChild(directionalLight);
        objRoot.addChild(ambientLight);

        return objRoot;

    }

    public ColorInterp() {
    }

    public void init() {
        BranchGroup scene = createSceneGraph();

        setLayout(new BorderLayout());
        GraphicsConfiguration config =
           SimpleUniverse.getPreferredConfiguration();
        canvas = new Canvas3D(config);
        add("Center", canvas);

        // Create a simple scene and attach it to the virtual universe
        universe = new SimpleUniverse(canvas);
        setupView();

        universe.addBranchGraph(scene);
    }

    public void destroy() {
        universe.removeAllLocales();
    }

    //
    // The following allows ColorInterp to be run as an application
    // as well as an applet
    //
    public static void main(String[] args) {
        new MainFrame(new ColorInterp(), 256, 256);
    }
}
</code>
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