📄 wrapflocking3d.java
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// WrapFlocking3D.java// Andrew Davison, April 2005, ad@fivedots.coe.psu.ac.th// Sirinart Sakarin, March 2003, s4210315@calvin.coe.psu.ac.th/* The flocking predators and prey are created and added to the scene in addFlockingBoids(). Obstacles for the boids are also created there. The rest of the code is standard. */import javax.swing.*;import java.awt.*;import java.util.*;import com.sun.j3d.utils.universe.*;import com.sun.j3d.utils.geometry.*;import javax.media.j3d.*;import javax.vecmath.*;import com.sun.j3d.utils.behaviors.vp.*;public class WrapFlocking3D extends JPanel// Holds the 3D canvas where the loaded image is displayed{ private static final int PWIDTH = 512; // size of panel private static final int PHEIGHT = 512; private static final int BOUNDSIZE = 100; // larger than world private static final Point3d USERPOSN = new Point3d(0,5,20); // initial user position private SimpleUniverse su; private BranchGroup sceneBG; private BoundingSphere bounds; // for environment nodes public WrapFlocking3D(int numPreds, int numPrey, int numObs) // A panel holding a 3D canvas: the usual way of linking Java 3D to Swing { setLayout( new BorderLayout() ); setOpaque( false ); setPreferredSize( new Dimension(PWIDTH, PHEIGHT)); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D canvas3D = new Canvas3D(config); add("Center", canvas3D); canvas3D.setFocusable(true); // give focus to the canvas canvas3D.requestFocus(); su = new SimpleUniverse(canvas3D); createSceneGraph(numPreds, numPrey, numObs); initUserPosition(); // set user's viewpoint orbitControls(canvas3D); // controls for moving the viewpoint su.addBranchGraph( sceneBG ); } // end of WrapFlocking3D() private void createSceneGraph(int numPreds, int numPrey, int numObs) // initilise the scene { sceneBG = new BranchGroup(); bounds = new BoundingSphere(new Point3d(0,0,0), BOUNDSIZE); lightScene(); // add the lights addBackground(); // add the sky sceneBG.addChild( new CheckerFloor().getBG() ); // add the floor addFlockingBoids(numPreds, numPrey, numObs); } // end of createSceneGraph() private void lightScene() /* One ambient light, 2 directional lights */ { Color3f white = new Color3f(1.0f, 1.0f, 1.0f); // Set up the ambient light AmbientLight ambientLightNode = new AmbientLight(white); ambientLightNode.setInfluencingBounds(bounds); sceneBG.addChild(ambientLightNode); // Set up the directional lights Vector3f light1Direction = new Vector3f(-1.0f, -1.0f, -1.0f); // left, down, backwards Vector3f light2Direction = new Vector3f(1.0f, -1.0f, 1.0f); // right, down, forwards DirectionalLight light1 = new DirectionalLight(white, light1Direction); light1.setInfluencingBounds(bounds); sceneBG.addChild(light1); DirectionalLight light2 = new DirectionalLight(white, light2Direction); light2.setInfluencingBounds(bounds); sceneBG.addChild(light2); } // end of lightScene() private void addBackground() // A blue sky { Background back = new Background(); back.setApplicationBounds( bounds ); back.setColor(0.17f, 0.65f, 0.92f); // sky colour sceneBG.addChild( back ); } // end of addBackground() private void orbitControls(Canvas3D c) /* OrbitBehaviour allows the user to rotate around the scene, and to zoom in and out. */ { OrbitBehavior orbit = new OrbitBehavior(c, OrbitBehavior.REVERSE_ALL); orbit.setSchedulingBounds(bounds); ViewingPlatform vp = su.getViewingPlatform(); vp.setViewPlatformBehavior(orbit); } // end of orbitControls() private void initUserPosition() // Set the user's initial viewpoint using lookAt() { ViewingPlatform vp = su.getViewingPlatform(); TransformGroup steerTG = vp.getViewPlatformTransform(); Transform3D t3d = new Transform3D(); steerTG.getTransform(t3d); // args are: viewer posn, where looking, up direction t3d.lookAt( USERPOSN, new Point3d(0,0,0), new Vector3d(0,1,0)); t3d.invert(); steerTG.setTransform(t3d); } // end of initUserPosition() // ---------------------- flocking boids ----------------- private void addFlockingBoids(int numPreds, int numPrey, int numObs) { // create obstacles Obstacles obs = new Obstacles(numObs); sceneBG.addChild( obs.getObsBG() ); // add obstacles to the scene // make the predator manager PredatorBehavior predBeh = new PredatorBehavior(numPreds, obs); predBeh.setSchedulingBounds(bounds); sceneBG.addChild( predBeh.getBoidsBG() ); // add predators to the scene // make the prey manager PreyBehavior preyBeh = new PreyBehavior(numPrey, obs); preyBeh.setSchedulingBounds(bounds); sceneBG.addChild( preyBeh.getBoidsBG() ); // add prey to the scene // tell behaviours about each other predBeh.setPreyBeh( preyBeh ); preyBeh.setPredBeh( predBeh ); } // end of addFlockingBoids()} // end of WrapFlocking3D class
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