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📄 load3ds.java

📁 包括了JAVA3D(全世界都能看到的网络三维动画)的源代码部分! 很多基础但是却很精彩的例子!有什么不明白的也可以和我交流MSN:guorui0728@hotmail.com
💻 JAVA
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        m.set( orientation );
        m.setTranslation( translation );

        Transform3D     transform   = new Transform3D( m );
        TransformGroup  instance    = new TransformGroup( transform );
        SharedGroup     shared      = null;

        if ( instanceName == null )     // Use the node name.
        {
            System.out.println( "Instancing '" + nodeName + "'" );
            instanceTable.put( nodeName, instance );
        }
        else
        {
            System.out.println( "Instancing '" + instanceName  + "' (->'" +
                                nodeName + "')" );
            instanceTable.put( instanceName, instance );
        }

        shared = findObject( nodeName );

        if ( shared == null )
        {
            throw new IOException( "Can't locate referenced object." );
        }

        Link    link        = new Link( shared );

        instance.addChild( link );
        root.addChild( instance );
        instanceName = null;
    }


    //
    // Processed out of curiosity.
    //

    void processMasterScale( RandomAccessFile in )
                throws IOException
    {
        float   scale = readFloat( in );

        if ( verbosity > 2 )
        {
            System.out.println( "== Master scale: " + scale );
        }
    }


    //
    // Read in the list of vertices.
    //

    void processPointArray( RandomAccessFile in )
                throws IOException
    {
        int i;

        noofVertices = readUnsignedShort( in );
        vertices     = new Point3f[noofVertices];
        sharedFaces  = new Vector[noofVertices];

        System.out.println( "    " + noofVertices + " vertices." );
        totalVertices += noofVertices;

        for ( i = 0; i < noofVertices; i++ )
        {

            vertices[i] = new Point3f( readFloat( in ), readFloat( in ),
                                       readFloat( in ) );

/*
            // Reverse the Y and Z coordinates, negate Z coordinates

            float temp = vertices[i].z;

            vertices[i].z = -vertices[i].y;
            vertices[i].y = temp;
*/

            sharedFaces[i] = new Vector();      // Filled in processFaceArray()
        }
    }


    //
    // Read in the list of polygons and allocate a TriangleArray
    // big enough to contain them.  Don't fill it in yet though,
    // we want to one surface at a time.
    //

    void processFaceArray( RandomAccessFile in )
                throws IOException
    {
        int i;
        int vertexFormat = GeometryArray.COORDINATES | GeometryArray.NORMALS;

        if ( textureCoords != null )
        {
            if ( verbosity > 1 )
            {
                System.out.println( "    Object is TEXTURED" );
            }
            vertexFormat |= GeometryArray.TEXTURE_COORDINATE_2;
        }

        noofFaces   = readUnsignedShort( in );
        faces       = new Face[noofFaces];
        geometry    = new TriangleArray( noofFaces * 3, vertexFormat );

        System.out.println( "    " + noofFaces + " faces." );
        totalPolygons   += noofFaces;

        for ( i = 0; i < noofFaces; i++ )
        {
            int a       = readUnsignedShort( in );
            int b       = readUnsignedShort( in );
            int c       = readUnsignedShort( in );
            int flags   = readUnsignedShort( in );

            faces[i]    = new Face( a, b, c );
        }

        if ( verbosity > 1 )
        {
            System.out.println( "== Adding geometry to shape" );
        }

        shape.setGeometry( geometry );
    }


    //
    // In 3DS a face is constructed by listing vertices in
    // anti-clockwise order.
    //

    Vector3f calculateFaceNormal( int a, int b, int c )
    {
        Vector3f    vertexA = new Vector3f( vertices[a].x, vertices[a].y,
                                            vertices[a].z );
        Vector3f    vertexB = new Vector3f( vertices[b].x, vertices[b].y,
                                            vertices[b].z );
        Vector3f    vertexC = new Vector3f( vertices[c].x, vertices[c].y,
                                            vertices[c].z );
        Vector3f    normal  = new Vector3f();

        vertexB.sub( vertexA );
        vertexC.sub( vertexA );

        normal.cross( vertexB, vertexC );
        normal.normalize();

        return normal;
    }


    //
    // Read in the transformation matrix and inverse transform
    // the vertex coordinates so they are back where they were
    // when 3DS initially created the object.  They are
    // transformed back again with the information found in
    // the position, rotation and scale keyframe tracks.
    //

    void processMeshMatrix( RandomAccessFile in )
                throws IOException
    {
        Matrix4f    m = new Matrix4f();
        int         x, y;

        for ( y = 0; y < 4; y++ )
        {
            for ( x = 0; x < 3; x++ )
            {
                if ( y == 3 )
                {
                    m.setElement( x, y, readFloat( in ) );
                }
                else
                {
                    m.setElement( x, y, readFloat( in ) );
                }
            }
        }

        m.setElement( 3, 3, 1.0f );

        float   transY = m.getElement( 1, 3 );
        float   transZ = m.getElement( 2, 3 );

/*
        //
        // Reverse the Y and Z coordinates, negate Z coordinates
        //


//        m.setElement( 1, 3, transZ );
//        m.setElement( 2, 3, -transY );
*/

        Transform3D t = new Transform3D( m );

        if ( verbosity > 1 )
        {
            System.out.println( "    Transform: " + t );
        }

        t.invert();

        for ( x = 0; x < noofVertices; x++ )
        {
            t.transform( vertices[x] );
        }
    }


    //
    // Associate material with the object.
    //

    void processMaterial( RandomAccessFile in )
                throws IOException
    {
        String      name    = readName( in );
        Appearance  m       = (Appearance)mats.get( name );

        if ( m == null )
        {
            System.err.println( "** Can't find referenced material" );
            return;
        }

        System.out.println( "    Attaching material '" + name + "'" );
        if ( verbosity > 0 )
        {
            System.out.println( "        " + m.getMaterial() );
        }

        shape.setAppearance( m );

        int         faceCount = readUnsignedShort( in );
        int         i;

        for ( i = 0; i < faceCount; i++ )
        {
            int dummy = readUnsignedShort( in );
        }
    }


    //
    // Contains a list of smoothed surfaces.  Construct each surface
    // at a time, specifying vertex normals and texture coordinates
    // (if present).
    //

    void processSmoothGroup( RandomAccessFile in )
                throws IOException
    {
        double  log2    = Math.log( 2 );
        int     i;

        surfaces = new Surface[MAX_SURFACES];

        for ( i = 0; i < MAX_SURFACES; i++ )
        {
            surfaces[i] = new Surface();
        }

        for ( i = 0; i < noofFaces; i++ )
        {
            int     group   = readInt( in );
            long    b = 0x1;
            int     index;

            for ( index = 0; index < 32; index++ )
            {
                if ( (group & b) > 0 )
                {
                    break;
                }
            }

            //System.out.println( "==   group " + Long.toHexString( group ) + ", index = " + index );

            faces[i].group = (int)group;
            surfaces[index].add( faces[i] );
        }

        int surface;

        i = 0;

        for ( surface = 0; surface < MAX_SURFACES; surface++ )
        {
            if ( verbosity > 1 && surfaces[surface].noofFaces() > 0 )
            {
                System.out.println( "    Constructing surface " + surface );
            }

            Enumeration     iter = surfaces[surface].faces();

            while ( iter.hasMoreElements() )
            {
                Face   f = (Face)iter.nextElement();


                Vector3f    normalA = calculateVertexNormal( f.a, f, surfaces[surface] );
                Vector3f    normalB = calculateVertexNormal( f.b, f, surfaces[surface] );
                Vector3f    normalC = calculateVertexNormal( f.c, f, surfaces[surface] );

                //System.out.println( "Face [" + f.a + "] " + f.a() + ", [" + f.b + "] " +
                //                    f.b() + ", [" + f.c + "] " + f.c() );
                //System.out.println( "Norm " + normalA + ", " + normalB + ", " +
                //                    normalC );

                geometry.setCoordinate( i * 3, f.a() );
                geometry.setCoordinate( (i * 3) + 1, f.b() );
                geometry.setCoordinate( (i * 3) + 2, f.c() );

                geometry.setNormal( i * 3, normalA );
                geometry.setNormal( (i * 3) + 1, normalB );
                geometry.setNormal( (i * 3) + 2, normalC );

                if ( textureCoords != null )
                {
                    //System.out.println( "==     Tex Coords: " + textureCoords[f.a] +
                    //                    ", " + textureCoords[f.b] + ", " +
                    //                    textureCoords[f.c] );
                    geometry.setTextureCoordinate( i * 3, textureCoords[f.a] );
                    geometry.setTextureCoordinate( (i * 3) + 1, textureCoords[f.b] );
                    geometry.setTextureCoordinate( (i * 3) + 2, textureCoords[f.c] );
                }

                i++;
            }
        }

        surfacesCreated = true;
    }


    //
    // Fill the TriangleArray with the raw polygon information,
    // don't calculate vertex normals but do give texture coordinates
    // if present.
    //

    void createUnsmoothedFaces()
    {
        int     i;

        for ( i = 0; i < noofFaces; i++ )
        {
            Face   f = faces[i];

            //System.out.println( "Face [" + f.a + "], [" + f.b + "], [" + f.c + "]" );

            geometry.setCoordinate( i * 3, f.a() );
            geometry.setCoordinate( (i * 3) + 1, f.b() );
            geometry.setCoordinate( (i * 3) + 2, f.c() );

            geometry.setNormal( i * 3, f.normal );
            geometry.setNormal( (i * 3) + 1, f.normal );
            geometry.setNormal( (i * 3) + 2, f.normal );

            if ( textureCoords != null )
            {
                //System.out.println( "==     Tex Coords: " + textureCoords[f.a] +
                //                    ", " + textureCoords[f.b] + ", " +
                //                    textureCoords[f.c] );
                geometry.setTextureCoordinate( i * 3, textureCoords[f.a] );
                geometry.setTextureCoordinate( (i * 3) + 1, textureCoords[f.b] );
                geometry.setTextureCoordinate( (i * 3) + 2, textureCoords[f.c] );
            }
        }
    }


    //
    // Checks if <vertex> is used by <face>.
    //

    boolean sharesVertex( Face face, int vertex )
    {
        return face.a == vertex || face.b == vertex || face.c == vertex;
    }


    //
    // Calculates a normalised vertex normal for <vertex> in
    // <thisFace> within <surface>.
    //

    Vector3f calculateVertexNormal( int vertex, Face thisFace, Surface surface )
    {
        Enumeration otherFaces  = surface.faces();
        Vector3f    normal      = new Vector3f( thisFace.normal );
        int         noofNormals = 1;

        while ( otherFaces.hasMoreElements() )
        {
            Face    otherFace = (Face)otherFaces.nextElement();

            if ( sharesVertex( otherFace, vertex ) )

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