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📄 mycanvas.java

📁 java 3d编程的一些例子源代码
💻 JAVA
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/* * $RCSfile: MyCanvas.java,v $ * * Copyright (c) 2006 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: 1.1 $ * $Date: 2006/03/01 07:07:36 $ * $State: Exp $ */package org.jdesktop.j3d.examples.dot3;import java.awt.*;import java.awt.image.*;import java.awt.event.*;import javax.swing.*;import javax.swing.event.MouseInputListener;/** * A mouse interactive canvas for lightMap image */public class MyCanvas extends JPanel implements MouseInputListener {    BufferedImage lightMask = null;    BufferedImage textureImage = null;    Graphics2D gr = null;    Point location = new Point();    // default color light map    Color bgColor = new Color(147, 147, 147);        int x = 0;    int y = 0;    int z = 142;    // texture image size    private static final int textureSize = 256;    boolean mouseOut = true;    //flag about image is ready or not for use    boolean imageReady = false;    // allows mask be dragged with mouse    boolean dragMask = false;    boolean updateLightDir = false;    boolean updateMaskPosition = false;        /**     * Creates a MyCanvas object with a image lightMask.     * Also creates a default ImageLight map     * @param mask light lightMask used     */    public MyCanvas(BufferedImage mask) {        super();        this.lightMask = mask;        // create a light map        setTextureImage(new BufferedImage(textureSize, textureSize,                BufferedImage.TYPE_INT_RGB));        // Graphics used to update lightmap        gr = getTextureImage().createGraphics();                Dimension dimSize = new Dimension(textureSize, textureSize);        // lock size        this.setSize(dimSize);        this.setMaximumSize(dimSize);        this.setMinimumSize(dimSize);                this.setDoubleBuffered(true);        this.setOpaque(true);        this.addMouseMotionListener(this);        this.addMouseListener(this);    }        /**     * Handles mouse click event.     * Get mouse coords call repaint for proper imageLight update     * @param ev mouse event     */    public void mouseClicked(MouseEvent ev) {        x = ev.getX();        y = this.getHeight() -  ev.getY();        updateLightDir = true;        repaint();    }        public void mousePressed(MouseEvent e) {    }        public void mouseReleased(MouseEvent e) {    }        /**     * Handles mouse drag event.     * get current mouse position and calls repaint for proper imageLight update     * @param ev     */    public void mouseDragged(MouseEvent ev) {        if (!mouseOut) {            x = ev.getX();            y = this.getHeight() - ev.getY();                        //changes lightDir            if ((ev.getModifiers()& MouseEvent.BUTTON1_MASK) ==                    MouseEvent.BUTTON1_MASK) {                updateLightDir = true;                updateMaskPosition = false;            }            //updates light mask position            if ((ev.getModifiers() & ev.BUTTON2_MASK) == ev.BUTTON2_MASK ||                    (ev.getModifiers() & ev.BUTTON3_MASK) == ev.BUTTON3_MASK) {                updateLightDir = false;                updateMaskPosition = true;            }            repaint();        }    }        public void mouseMoved(MouseEvent ev) {        // disable updates on lightMap        updateLightDir = false;        updateMaskPosition = false;    }        public void mouseEntered(MouseEvent e) {        mouseOut = false;    }        public void mouseExited(MouseEvent e) {        mouseOut = true;    }        /**     * updates imageLight using current setings     * @param g     */    public void paintComponent(Graphics g) {        imageReady = false;        Graphics2D g2d = (Graphics2D)g;                // ligthDir has changed, we must update bgColor li        if(updateLightDir) {            int blue = bgColor.getBlue();            //clamp values to 255            y = y>255?255:y;            x = x>255?255:x;            bgColor = new Color(y,x,blue);        }        // paint lightMap        gr.setColor(bgColor);        gr.fillRect(0, 0, textureSize, textureSize);                // draw mask on mouse position        if (dragMask || updateMaskPosition) {            int maskWH = lightMask.getWidth()/2;            int mx = x - maskWH ;            int my = textureSize - y - maskWH ; // y value is inverted            // clamp mouse position, to avoid drawing outside imageLigh bounds            mx = mx > textureSize ? textureSize : mx;            my = my > textureSize ? textureSize : my;            // draw light mask            gr.drawImage(lightMask, mx, my, this);        }                g2d.drawImage(getTextureImage(), 0, 0, this);        imageReady = true;    }        /**     *     * @return true if exists a new texture image available     */    public boolean hasTextureImageReady() {        return imageReady;    }        /**     * Returns a texture image.<br>     * You can avoid calling the same image several times     *  by checking  hasTextureImageReady() first.     * @return latest texture image available     */    public BufferedImage getTextureImage() {        // sign as texture used for next call;        imageReady = false;        //return image        return textureImage;    }            public Image getMask() {        return lightMask;    }        public void setLightMask(BufferedImage mask) {        this.lightMask = mask;    }        public Color getBgColor() {        return bgColor;    }        public void setBgColor(Color bgColor) {        this.bgColor = bgColor;    }        public void setTextureImage(BufferedImage textureImage) {        this.textureImage = textureImage;    }        }

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