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📄 spheremotion.java

📁 JAVA编程百例书中各章节的所有例子的源代码,包括套接字编程
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package ch06.section10;

/*
 *	@(#)SphereMotion.java 1.36 02/02/07 14:48:00
 *
 * Copyright (c) 1996-2002 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:
 *
 * - Redistributions 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 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.
 *
 * You acknowledge that Software is not designed,licensed or intended
 * for use in the design, construction, operation or maintenance of
 * any nuclear facility.
 */

import java.applet.Applet;
import java.awt.*;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import java.util.Enumeration;

public class SphereMotion
    extends Applet {

  // 构建光线类型参数
  private static final int DIRECTIONAL_LIGHT = 0;
  private static final int POINT_LIGHT = 1;
  private static final int SPOT_LIGHT = 2;

  // 标志使用光线类型的参数
  private static int lightType = POINT_LIGHT;

  private SimpleUniverse u = null;

  public BranchGroup createSceneGraph(SimpleUniverse u) {
    Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f);
    Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f);
    Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f);
    Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f);
    Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f);
    Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
    Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);

    Transform3D t;

    // 创建根节点
    BranchGroup objRoot = new BranchGroup();

    // 创建一个包含所有所有对象的转换节点并将此节点添加到场景种
    TransformGroup objScale = new TransformGroup();
    Transform3D t3d = new Transform3D();
    t3d.setScale(0.4);
    objScale.setTransform(t3d);
    objRoot.addChild(objScale);

    // 设置背景和灯光的范围
    BoundingSphere bounds =
        new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);

    // 设置背景颜色
    Background bg = new Background(bgColor);
    bg.setApplicationBounds(bounds);
    objScale.addChild(bg);

    // 创建一个球体并添加到场景中
    Material m = new Material(objColor, eColor, objColor, sColor, 100.0f);
    Appearance a = new Appearance();
    m.setLightingEnable(true);
    a.setMaterial(m);
    Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 80, a);
    objScale.addChild(sph);

    // 创建一个用于包含灯光的节点,并将此节点添加到场景中
    TransformGroup l1RotTrans = new TransformGroup();
    l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objScale.addChild(l1RotTrans);

    TransformGroup l2RotTrans = new TransformGroup();
    l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    objScale.addChild(l2RotTrans);

    // 创建点光源
    t = new Transform3D();
    Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0);
    t.set(lPos1);
    TransformGroup l1Trans = new TransformGroup(t);
    l1RotTrans.addChild(l1Trans);

    t = new Transform3D();
    Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0);
    t.set(lPos2);
    TransformGroup l2Trans = new TransformGroup(t);
    l2RotTrans.addChild(l2Trans);

    // 为点光源创建对象
    ColoringAttributes caL1 = new ColoringAttributes();
    ColoringAttributes caL2 = new ColoringAttributes();
    caL1.setColor(lColor1);
    caL2.setColor(lColor2);
    Appearance appL1 = new Appearance();
    Appearance appL2 = new Appearance();
    appL1.setColoringAttributes(caL1);
    appL2.setColoringAttributes(caL2);
    l1Trans.addChild(new Sphere(0.05f, appL1));
    l2Trans.addChild(new Sphere(0.05f, appL2));

    // 建立灯光
    AmbientLight aLgt = new AmbientLight(alColor);

    Light lgt1 = null;
    Light lgt2 = null;

    Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f);
    Point3f atten = new Point3f(1.0f, 0.0f, 0.0f);
    Vector3f lDirect1 = new Vector3f(lPos1);
    Vector3f lDirect2 = new Vector3f(lPos2);
    lDirect1.negate();
    lDirect2.negate();

    switch (lightType) {
      case DIRECTIONAL_LIGHT:
        lgt1 = new DirectionalLight(lColor1, lDirect1);
        lgt2 = new DirectionalLight(lColor2, lDirect2);
        break;
      case POINT_LIGHT:
        lgt1 = new PointLight(lColor1, lPoint, atten);
        lgt2 = new PointLight(lColor2, lPoint, atten);
        break;
      case SPOT_LIGHT:
        lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1,
                             25.0f * (float) Math.PI / 180.0f, 10.0f);
        lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2,
                             25.0f * (float) Math.PI / 180.0f, 10.0f);
        break;
    }

    // 设置光的有效范围
    aLgt.setInfluencingBounds(bounds);
    lgt1.setInfluencingBounds(bounds);
    lgt2.setInfluencingBounds(bounds);

    // 将灯光添加到场景中
    objScale.addChild(aLgt);
    l1Trans.addChild(lgt1);
    l2Trans.addChild(lgt2);

    // 创建运动节点用于对象的转动.
    Transform3D yAxis = new Transform3D();
    Alpha rotor1Alpha = new Alpha( -1, Alpha.INCREASING_ENABLE,
                                  0, 0,
                                  4000, 0, 0,
                                  0, 0, 0);
    RotationInterpolator rotator1 =
        new RotationInterpolator(rotor1Alpha,
                                 l1RotTrans,
                                 yAxis,
                                 0.0f, (float) Math.PI * 2.0f);
    rotator1.setSchedulingBounds(bounds);
    l1RotTrans.addChild(rotator1);

    // 创建运动节点用于对象的转动.
    Alpha rotor2Alpha = new Alpha( -1, Alpha.INCREASING_ENABLE,
                                  0, 0,
                                  1000, 0, 0,
                                  0, 0, 0);
    RotationInterpolator rotator2 =
        new RotationInterpolator(rotor2Alpha,
                                 l2RotTrans,
                                 yAxis,
                                 0.0f, 0.0f);
    bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
    rotator2.setSchedulingBounds(bounds);
    l2RotTrans.addChild(rotator2);

    TransformGroup vpTrans =
        u.getViewingPlatform().getViewPlatformTransform();
    Transform3D axisOfTranslation = new Transform3D();
    Alpha transAlpha = new Alpha( -1,
                                 Alpha.INCREASING_ENABLE |
                                 Alpha.DECREASING_ENABLE,
                                 0, 0,
                                 5000, 0, 0,
                                 5000, 0, 0);
    axisOfTranslation.rotY( -Math.PI / 2.0);
    PositionInterpolator translator =
        new PositionInterpolator(transAlpha,
                                 vpTrans,
                                 axisOfTranslation,
                                 2.0f, 3.5f);
    translator.setSchedulingBounds(bounds);
    objScale.addChild(translator);

    objRoot.compile();

    return objRoot;
  }

  public SphereMotion() {
  }

  public void init() {
    setLayout(new BorderLayout());
    GraphicsConfiguration config =
        SimpleUniverse.getPreferredConfiguration();

    Canvas3D c = new Canvas3D(config);
    add("Center", c);

    u = new SimpleUniverse(c);
    BranchGroup scene = createSceneGraph(u);

    // 设置观察点
    u.getViewingPlatform().setNominalViewingTransform();

    u.addBranchGraph(scene);
  }

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

  public static void main(String[] args) {
    // Parse the Input Arguments
    String usage = "Usage: java SphereMotion [-point | -spot | -dir]";
    for (int i = 0; i < args.length; i++) {
      if (args[i].startsWith("-")) {
        if (args[i].equals("-point")) {
          System.out.println("Using point lights");
          lightType = POINT_LIGHT;
        }
        else if (args[i].equals("-spot")) {
          System.out.println("Using spot lights");
          lightType = SPOT_LIGHT;
        }
        else if (args[i].equals("-dir")) {
          System.out.println("Using directional lights");
          lightType = DIRECTIONAL_LIGHT;
        }
        else {
          System.out.println(usage);
          System.exit(0);
        }
      }
      else {
        System.out.println(usage);
        System.exit(0);
      }
    }

    new MainFrame(new SphereMotion(), 700, 700);
  }
}

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