📄 lightdemocanvas.java
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import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import javax.microedition.m3g.*;
class LightDemoCanvas extends GameCanvas implements Runnable,CommandListener{
private Graphics3D g3d; // Graphics object used to render the world.
private World world; // This world contains the camera and the pyramidMesh.
private Camera camera; // the camera in the scene
private Mesh icosahedronMesh; // the icosahedron in the scene
private Light light;
private int lightIndex = 0;
private javax.microedition.midlet.MIDlet midlet;
private Image SwitchImage = null;
private final int SCREEN_WIDTH;
private final int SCREEN_HEIGHT;
private Command AMBIENT_Cmd = new Command("环境光", Command.SCREEN, 1);
private Command DIRECTIONAL_Cmd = new Command("镜面光", Command.SCREEN, 1);
private Command OMNI_Cmd = new Command("漫射光", Command.SCREEN, 1);
private Command SPOT_Cmd = new Command("散射光", Command.SCREEN, 1);
private Command EXIT_Cmd = new Command("退出", Command.SCREEN, 1);
public LightDemoCanvas(javax.microedition.midlet.MIDlet m){
super(false);
midlet = m;
this.addCommand(AMBIENT_Cmd);
this.addCommand(DIRECTIONAL_Cmd);
this.addCommand(OMNI_Cmd);
this.addCommand(SPOT_Cmd);
this.addCommand(EXIT_Cmd);
this.setCommandListener(this);
SCREEN_WIDTH = getWidth();
SCREEN_HEIGHT = getHeight();
g3d = Graphics3D.getInstance();
world = new World();
camera = new Camera();
world.addChild(camera); // add the camera to the world.
light = new Light(); // Create a new light
light.translate(0.0f, 0.0f, -1.0f); // The light position
light.setMode(Light.AMBIENT); // Light Mode
light.setColor(0x000000); // The color of the light 'WHITE'
light.setSpotExponent(10.0f); // splot light concentration 0 to 128
world.addChild(light); // Add the light to the world to be rendered.
// Constructs a perspective projection matrix and sets that as the current projection matrix.
camera.setPerspective(60.0f, (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 50f);
icosahedronMesh = createIcosahedron(); // create our Icosahedron.
icosahedronMesh.setTranslation(0.0f, 0.0f, -3.0f); // move the icosahedron 3 units into the screen.
world.addChild(icosahedronMesh);
world.setActiveCamera(camera);
Thread t = new Thread(this);
t.start();
}
/*
* Change the Light Mode to be used.
*/
public void nextLight(){
switch(lightIndex){
case 0:
light.setMode(Light.AMBIENT);
break;
case 1:
light.setMode(Light.DIRECTIONAL);
break;
case 2:
light.setMode(Light.OMNI);
break;
case 3:
light.setMode(Light.SPOT);
break;
}
}
public void draw3D(Graphics g){
g.setColor(0x0000FF);
g.fillRect(0, 0, getWidth(), getHeight());
try{
g3d.bindTarget(g); // Binds the given Graphics or mutable Image2D as the rendering target of this Graphics3D
g3d.render(world); // Render the world
}finally{
g3d.releaseTarget();
}
}
private void draw2D(Graphics g){
g.setColor(0xFFFFFF);
switch(lightIndex){
case 0:
g.drawString("环境光(Ambient)", 0, 0, 0);
break;
case 1:
g.drawString("镜面光(Directional)", 0, 0, 0);
break;
case 2:
g.drawString("漫射光(Omni)", 0, 0, 0);
break;
case 3:
g.drawString("散射光(Spot)", 0, 0, 0);
break;
}
}
public void run() {
Graphics g = getGraphics();
while(true){
icosahedronMesh.postRotate(1.0f, 0.0f, 1.0f, 0.0f);
light.postRotate(1.0f, 1.0f, 0.0f, 0.0f); //enable this to make the light rotate around it's x-axis
draw3D(g);
draw2D(g);
flushGraphics();
}
}
public void commandAction(Command cmd, Displayable disp) {
if(cmd == EXIT_Cmd){
midlet.notifyDestroyed();
}else if(cmd == AMBIENT_Cmd){
lightIndex = 0;
nextLight();
}else if(cmd == DIRECTIONAL_Cmd){
lightIndex = 1;
nextLight();
}else if(cmd == OMNI_Cmd){
lightIndex = 2;
nextLight();
}else if(cmd == SPOT_Cmd){
lightIndex = 3;
nextLight();
}
}
private Mesh createIcosahedron(){
final short X = 525;
final short Z = 850;
short[]ORG_POINTS = new short[] {-X, 0, Z, X, 0, Z, -X, 0, -Z, X, 0, -Z,
0, Z, X, 0, Z, -X, 0, -Z, X, 0, -Z, -X,
Z, X, 0, -Z, X, 0, Z, -X, 0, -Z, -X, 0};
int []ORG_INDICES = new int[] {0,4, 1, 0,9,4, 9,5,4, 4,5,8, 4,8,1,
8,10,1, 8,3,10, 5,3,8, 5,2,3, 2,7,3,
7,10,3, 7,6,10, 7,11,6, 11,0,6, 0,1,6,
6,1,10, 9,0,11, 9,11,2, 9,2,5, 7,2,11};
short[]POINTS = new short[72*3];
int []INDICES = new int[80*3+80];
for(int i=0; i<36; i++){
POINTS[i] = ORG_POINTS[i];
}
for(int i=0; i<60; i++){
INDICES[i] = ORG_INDICES[i];
}
// Start sub deviding
// every triangle should become 4 triangles.
VEK v12, v23, v31;
int pointIndex = 36;
int numPoints = 12;
int indiceIndex = 60;
for(int i=0; i<60; i+=3){
VEK v1 = new VEK(POINTS[INDICES[i]*3], POINTS[INDICES[i]*3+1], POINTS[INDICES[i]*3+2]);
VEK v2 = new VEK(POINTS[INDICES[i+1]*3], POINTS[INDICES[i+1]*3+1], POINTS[INDICES[i+1]*3+2]);
VEK v3 = new VEK(POINTS[INDICES[i+2]*3], POINTS[INDICES[i+2]*3+1], POINTS[INDICES[i+2]*3+2]);
v12 = new VEK(v1.X + v2.X, v1.Y + v2.Y, v1.Z+v2.Z);
v23 = new VEK(v2.X + v3.X, v2.Y + v3.Y, v2.Z+v3.Z);
v31 = new VEK(v3.X + v1.X, v3.Y + v1.Y, v3.Z+v1.Z);
v12 = MATH.vekNormalizePoint(v12);
v23 = MATH.vekNormalizePoint(v23);
v31 = MATH.vekNormalizePoint(v31);
// 3 new points
POINTS[pointIndex] = v12.X; // numPoints
POINTS[pointIndex+1] = v12.Y;
POINTS[pointIndex+2] = v12.Z;
POINTS[pointIndex+3] = v23.X; // numPoints + 1
POINTS[pointIndex+4] = v23.Y;
POINTS[pointIndex+5] = v23.Z;
POINTS[pointIndex+6] = v31.X; // numPoints + 2
POINTS[pointIndex+7] = v31.Y;
POINTS[pointIndex+8] = v31.Z;
pointIndex+=9;
// 4 new triangles
INDICES[indiceIndex] = INDICES[i];
INDICES[indiceIndex+1] = numPoints;
INDICES[indiceIndex+2] = numPoints+2;
INDICES[indiceIndex+3] = INDICES[i+1];
INDICES[indiceIndex+4] = numPoints+1;
INDICES[indiceIndex+5] = numPoints;
INDICES[indiceIndex+6] = INDICES[i+2];
INDICES[indiceIndex+7] = numPoints+2;
INDICES[indiceIndex+8] = numPoints+1;
INDICES[indiceIndex+9] = numPoints;
INDICES[indiceIndex+10] = numPoints+1;
INDICES[indiceIndex+11] = numPoints+2;
indiceIndex += 12;
numPoints +=3;
}
// a normal is created for every point.
short[] NORMALS = new short[POINTS.length];
VEK a, b, c;
for(int i=0; i<NORMALS.length; i+=3){
a = new VEK(POINTS[i], POINTS[i+1], POINTS[i+2]);
VEK v = MATH.vekNormalizeNormal(a);
NORMALS[i] = v.X;
NORMALS[i+1] = v.Y;
NORMALS[i+2] = v.Z;
}
int []LENGTH = new int[100];// {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3};
for(int i=0; i<100; i++){
LENGTH[i] = 3;
}
VertexArray POSITION_ARRAY, NORMAL_ARRAY;
IndexBuffer INDEX_BUFFER;
// Create a VertexArray to be used by the VertexBuffer
POSITION_ARRAY = new VertexArray(POINTS.length / 3, 3, 2);
POSITION_ARRAY.set(0, POINTS.length / 3, POINTS);
NORMAL_ARRAY = new VertexArray(NORMALS.length / 3, 3, 2);
NORMAL_ARRAY.set(0, NORMALS.length / 3, NORMALS);
INDEX_BUFFER = new TriangleStripArray(INDICES, LENGTH);
// VertexBuffer holds references to VertexArrays that contain the positions, colors, normals,
// and texture coordinates for a set of vertices
VertexBuffer vertexBuffer = new VertexBuffer();
vertexBuffer.setPositions(POSITION_ARRAY,(1.0f/1000.0f), null);
vertexBuffer.setNormals(NORMAL_ARRAY);
// Create the 3D object defined as a polygonal surface
Mesh mesh = new Mesh(vertexBuffer, INDEX_BUFFER, null);
Appearance appearance = new Appearance(); // A set of component objects that define the rendering attributes of a Mesh
PolygonMode polygonMode = new PolygonMode(); // An Appearance component encapsulating polygon-level attributes
polygonMode.setPerspectiveCorrectionEnable(true);
polygonMode.setCulling(PolygonMode.CULL_FRONT); // Use CULL_FRONT for performance
appearance.setPolygonMode(polygonMode);
Material material = new Material();
material.setColor(Material.AMBIENT, 0xFF0000);
material.setVertexColorTrackingEnable(true);
appearance.setMaterial(material);
mesh.setAppearance(0, appearance); // Set the appearance to the 3D object
return mesh;
}
}
class VEK{
public short X;
public short Y;
public short Z;
public VEK(){
X=Y=Z=0;
}
public VEK(int x, int y, int z){
X = (short)x;
Y = (short)y;
Z = (short)z;
}
public String toString(){
return "X=" + X + " Y=" + Y + " Z=" + Z;
}
}
/*
* A few extra math methods used to create the Icosahedron
*/
class MATH{
public static VEK vekCalculateNormal(VEK v1, VEK v2, VEK v3) // calculate the normal for a triangle
{
VEK q = new VEK(v2.X - v1.X, v2.Y- v1.Y, v2.Z -v1.Z);
VEK p = new VEK(v3.X - v1.X, v3.Y- v1.Y, v3.Z -v1.Z);
VEK c = new VEK(p.Y*q.Z - p.Z * q.Y, p.Z*q.X - p.X*q.Z, p.X*q.Y - p.Y*q.X);
return c;
}
public static double vekLength(VEK u) // return the length of the vektor
{
return Math.sqrt((u.X*u.X) + (u.Y*u.Y) + (u.Z*u.Z));
}
public static VEK vekNormalizeNormal(VEK u) // Normalize a NORMAL
{
double length = vekLength(u);
if(length==0){
u.X=u.Y=u.Z=0;
return u;
}
double a, b, c;
a = u.X / length;
b = u.Y / length;
c = u.Z / length;
a *= 127;
b *= 127;
c *= 127;
u.X = (short)(a);
u.Y = (short)(b);
u.Z = (short)(c);
return u;
}
public static VEK vekNormalizePoint(VEK u) // Normalize a POINT
{
double length = vekLength(u);
if(length==0){
u.X=u.Y=u.Z=0;
return u;
}
double a, b, c;
a = u.X / length;
b = u.Y / length;
c = u.Z / length;
a *= 1000;
b *= 1000;
c *= 1000;
u.X = (short)(a);
u.Y = (short)(b);
u.Z = (short)(c);
return u;
}
}
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