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📄 jcanvas3d.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: JCanvas3D.java,v $ * * Copyright (c) 2007 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: 1.10 $ * $Date: 2007/04/11 02:08:56 $ * $State: Exp $ */package com.sun.j3d.exp.swing;import com.sun.j3d.exp.swing.impl.AutoOffScreenCanvas3D;import java.awt.Dimension;import java.awt.EventQueue;import java.awt.GraphicsConfigTemplate;import java.awt.GraphicsConfiguration;import java.awt.GraphicsDevice;import java.awt.GraphicsEnvironment;import java.awt.Rectangle;import java.awt.image.BufferedImage;import java.lang.reflect.InvocationTargetException;import javax.media.j3d.Canvas3D;import javax.media.j3d.GraphicsConfigTemplate3D;import javax.swing.JPanel;import javax.swing.event.AncestorListener;/** * This class provides a lightweight capability to Java 3D. The component * handles bidirectional messaging between swing and Java 3D so that repaint * ordonned by swing are sent to the universe if necessary and refreshes from * the universe are painted accordingly. In order to get responsive interfaces * during layout changes, the canvas has a feature (disabled by default) that * lets true resizes occur only after a timer expires. Images between real * resizes can eventually be slightly wrong and pixelated, but their display * will be stutterless.<br> * Lightweight canvas also handles redirection to heavyweight canvas for the * following events:<br> * - InputMethodEvent<br> * - KeyEvent<br> * - FocusEvent<br> * - ComponentKeyEvent<br> * - MouseWheelEvent<br> * - MouseEvent<br> * - MouseMotionEvent<br> * <br> * <br> * When Swing is waiting for a canvas to be retrieved and that canvas is in * rendering stage,a loop takes place, which includes small calls to wait(). * The canvas status is tested for readiness before and after the wait(). If * the canvas is not ready to be retrieved after the wait(), counter is * decremented and control is given back to awt thread, which will repaint old * buffer. If the loop goes over a certain amount of iterations, the canvas is * declared 'crashed' and won't be updated anymore. This was done so that a * crashed canvas/universe does not remove control over your GUI and does not * leave you with a frozen application. In current implementation, the delay * before a canvas is declared crashed is of :<br> * <code>30  Math.max(20.0, getView().getMinimumFrameCycleTime() )</code> * * @author Frederic 'pepe' Barachant * * @see getLightweightComponent() * @see setResizeValidationDelay() * @see setResizeMode() * * @since Java 3D 1.5 */public class JCanvas3D extends JPanel implements AncestorListener {    /**     * Resizing the canvas or component will be done immediately. This     * operation might take some time and make the application look sluggish.     *     * @see setResizeMode()     */    public final static int RESIZE_IMMEDIATELY = 0;    /**     * Resizing the canvas or component will be done if no resizing     * occurs after expiration of a certain delay. Rendering will be     * eventually stretched or deformed. It can be useful on certain     * applications where smooth update of UI during layout is needed or     * desired.     *     * @see setResizeMode()     */    public final static int RESIZE_DELAYED = 1;    //TODO: FBA: this had been taken from javax.media.j3d.Screen3D. When/IF proper dpi handling comes one day, that part will have to be changed also for consistency    /** size of a pixel */    private static double METERS_PER_PIXEL = 0.0254 / 90.0;    /** the template to be used for this canvas */    private GraphicsConfigTemplate3D template;        /** the graphics configuration used for this canvas */    private GraphicsConfiguration graphicsConfig;    /** The canvas that is linked to the component. */    private InternalCanvas3D canvas;        /** flag indicating that the JCanvas3D has been added to a container */    private boolean hasBeenAdded = false;    /** The resize mode currently being used. */    int resizeMode;    /**     * the idle delay that will trigger a real resize. ('idle' being     * the lack of resizing action from the user)     */    int resizeValidationDelay;    /** the device to be used by this canvas */    private GraphicsDevice device;    //TODO: FBA: the constructor below should be callable. Code should be changed so that it is possible, in order for the canvas to be useable into netbeans.    //TODO: FBA: create a netbeans module that installs J3D as a library and the JCanvas3D as a new item in a new J3D category of the swing palette (take from the java.net swash project)    /**     * Constructs and initializes a new JCanvas3D object that Java 3D     * can render into. The screen device is obtained from     * <code>GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice()</code>,     * which might not be the one you should use if you are in a multiscreen environment.     * The JCanvas3D is constructed using the following default parameters:<br>     * resize mode : RESIZE_IMMEDIATELY<br>     * validation delay : 100ms<br>     * double buffer enable : false<br>     * stereo enable : false<br>     */    public JCanvas3D() {        this(null, GraphicsEnvironment.getLocalGraphicsEnvironment().                getDefaultScreenDevice());    }    /**     * Constructs and initializes a new Canvas3D object that Java 3D     * can render into, using the specified graphics device.     *     * @param device the screen graphics device that will be used to construct     *        a GraphicsConfiguration.     */    public JCanvas3D(GraphicsDevice device) {        this(null, device);    }    /**     * Constructs and initializes a new Canvas3D object that Java 3D     * can render into, using the specified template.     * The screen device is obtained from     * <code>GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice()</code>,     * which might not be the one you should use if you are     * in a multiscreen environment.     *     * @param template The template that will be used to construct a     *        GraphicsConfiguration. The stereo and doublebuffer properties     *        are forced to UNNECESSARY.     */    public JCanvas3D(GraphicsConfigTemplate3D template) {        this(template, GraphicsEnvironment.getLocalGraphicsEnvironment().                getDefaultScreenDevice());    }    /**     * Constructs and initializes a new Canvas3D object that Java 3D     * can render into, using the specified template and graphics device.     *     * @param template The template that will be used to construct a     *        GraphicsConfiguration. The stereo and doublebuffer properties     *        are forced to UNNECESSARY.     * @param device the screen graphics device that will be used to construct     *        a GraphicsConfiguration in conjunction with the template.     */    public JCanvas3D(GraphicsConfigTemplate3D template, GraphicsDevice device) {        this.device = device;        this.template = new GraphicsConfigTemplate3D();        if (template != null) {            // Clone template (it would be easier if GCT3D were cloneable)            this.template.setRedSize(template.getRedSize());            this.template.setGreenSize(template.getGreenSize());            this.template.setBlueSize(template.getBlueSize());            this.template.setDepthSize(template.getDepthSize());            this.template.setSceneAntialiasing(template.getSceneAntialiasing());            this.template.setStencilSize(template.getStencilSize());//            this.template.setDoubleBuffer(template.getDoubleBuffer());//            this.template.setStereo(template.getStereo());        }        // Force double-buffer and stereo to UNNECESSARY        this.template.setStereo(GraphicsConfigTemplate.UNNECESSARY);        this.template.setDoubleBuffer(GraphicsConfigTemplate.UNNECESSARY);        graphicsConfig = this.device.getBestConfiguration(this.template);        addAncestorListener(this);        setDoubleBuffered(false);        setResizeMode(RESIZE_IMMEDIATELY);        setResizeValidationDelay(100);        // so that key events and such can be received.        setFocusable(true);    }    /**     * {@inheritDoc}     *     * @param event {@inheritDoc}     */    public void ancestorAdded(javax.swing.event.AncestorEvent event) {        //        if ( true == isVisible(  ) ) // check if the component itself is visible.        {            Dimension sz = getSize();            if (0 == sz.width) {                sz.width = 100;            }            if (0 == sz.height) {                sz.height = 100;            }            createCanvas(sz.width, sz.height);            canvas.addNotifyFlag = true; // make it so that i can call addNotify() without being rejected.            canvas.addNotify();            hasBeenAdded = true;        }    }    /**     * {@inheritDoc}     *     * @param event {@inheritDoc}     */    public void ancestorMoved(javax.swing.event.AncestorEvent event) {    }    /**     * {@inheritDoc}     *     * @param event {@inheritDoc}     */    public void ancestorRemoved(javax.swing.event.AncestorEvent event) {        hasBeenAdded = false;        canvas.removeNotify();    }    /**     * Computes the physical dimensions of the screen in space.     */    private void computePhysicalDimensions() {        // Fix to Issue : 433 - JCanvas3D crashed when using jogl pipe.        Rectangle screenRect = this.graphicsConfig.getBounds();        int screenWidth = (int) screenRect.getWidth();        int screenHeight = (int) screenRect.getHeight();        canvas.getScreen3D().setSize(screenWidth, screenHeight);        canvas.getScreen3D()              .setPhysicalScreenWidth(((double) screenWidth) * METERS_PER_PIXEL);        canvas.getScreen3D()              .setPhysicalScreenHeight(((double) screenHeight) * METERS_PER_PIXEL);    }    /**     * Creates a heavyweight canvas and initializes it, or changes the     * size of the current one if present. Current heavyweight canvas is     * changed only if size is different from the actual one. No canvas is     * created if this component has no parent, that is, was not added to a     * container.     *     * @param width the width of the canvas to create.     * @param height the height of the canvas to create.     */    void createCanvas(int width, int height) {        if (getParent() == null) {            return;        }        if (null != canvas) {            // i had a canvas, i need to check if i really need to change it            if ((width != canvas.getWidth()) || (height != canvas.getHeight())) {                if ((null != canvas.getOffScreenBuffer()) &&                        (null != canvas.getOffScreenBuffer().getImage())) {                    canvas.getOffScreenBuffer().getImage().flush(); // flushing so that eventual resources are freed.                }            } else {                return;            }        } else {            // no canvas, i have to create it.            canvas = new InternalCanvas3D(this.graphicsConfig, this);        }        createOffScreenBuffer(width, height); // whatever happened right above, i need to create the offscreen buffer.

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