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📄 objloader.java

📁 java 3d 系列源码
💻 JAVA
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import com.sun.j3d.loaders.objectfile.ObjectFile;
import com.sun.j3d.loaders.ParsingErrorException;
import com.sun.j3d.loaders.IncorrectFormatException;
import com.sun.j3d.loaders.Scene;
import java.awt.GraphicsConfiguration;

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.*;
import java.io.*;
import javax.media.j3d.*;
import javax.vecmath.*;

public class objLoader extends Applet {



  public BranchGroup createSceneGraph(String filename) {
    // Create the root of the branch graph
    BranchGroup sceneRoot = new BranchGroup();

    // Create a bounds for the background and lights
    BoundingSphere bounds =
      new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
    // Set up the background Color
    Color3f bgColor = new Color3f(1.0f, 1.0f, 1.0f);
    Background bg = new Background(bgColor);
    bg.setApplicationBounds(bounds);
    sceneRoot.addChild(bg);

    // Set up the global lights
    // First, define the color of the lights
    Color3f light1Color = new Color3f(0.0f, 1.0f,1.0f);
    Vector3f light1Direction  = new Vector3f(4.0f, -7.0f, -12.0f);
    Color3f light2Color = new Color3f(0.3f, 0.3f, 0.4f);
    Vector3f light2Direction  = new Vector3f(-6.0f, -2.0f, -1.0f);
    Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f);

    // Second, define the ambient light, and insert it in the branch
    AmbientLight ambientLight = new AmbientLight(ambientColor);
    ambientLight.setInfluencingBounds(bounds);
    sceneRoot.addChild(ambientLight);

    // Lastly, define the directional lights and insert it
    DirectionalLight light1
      = new DirectionalLight(light1Color, light1Direction);
    light1.setInfluencingBounds(bounds);
    sceneRoot.addChild(light1);

    DirectionalLight light2
      = new DirectionalLight(light2Color, light2Direction);
    light2.setInfluencingBounds(bounds);
    sceneRoot.addChild(light2);

    // Create the scene's transform group node (starts as
    // identity).  Enable the TRANSFORM_WRITE capability so that
    // our behavior code can modify it at runtime.  Note, we DO
    // NOT set the TRANSFORM_READ capability because we only do
    // writes. Add it to the root of the branch graph
    TransformGroup sceneTG = new TransformGroup();
    sceneTG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
    sceneRoot.addChild(sceneTG);

    // Create an Alpha object that goes from 0 to 1 in 8 seconds,
    // repeatedly.
    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE,
				    0, 0,
				    4000, 0, 0,
				    0, 0, 0);

    // Create a new Behavior object that will rotate the scene
    // add it into the scene graph.
    Transform3D yAxis = new Transform3D();
    RotationInterpolator rotator =
      new RotationInterpolator(rotationAlpha, sceneTG, yAxis,
			       0.0f, (float) Math.PI*2.0f);
    rotator.setSchedulingBounds(bounds);
    sceneTG.addChild(rotator);

    // Load the object
    TransformGroup objTG = new TransformGroup();
    Transform3D objTrans = new Transform3D();
    objTG.getTransform(objTrans);
    objTrans.setScale( 0.6 );
    objTG.setTransform(objTrans);
    sceneTG.addChild(objTG);

    int flags = ObjectFile.RESIZE;
    ObjectFile f =  new ObjectFile(flags, (float)(49.0 * Math.PI / 180.0));

    Scene s = null;
    try {
      s = f.load(filename);
	 
    }
    catch (FileNotFoundException e) {
	System.err.println(e);
	System.exit(1);
    }
    catch (ParsingErrorException e) {
	System.err.println(e);
	System.exit(1);
    }
    catch (IncorrectFormatException e) {
	System.err.println(e);
	System.exit(1);
    }

    //sceneTG.addChild(f);
    objTG.addChild(s.getSceneGroup());

    return sceneRoot;
  }

  public objLoader(String filename) {
    filename="galleon.obj";

    setLayout(new BorderLayout());
    GraphicsConfiguration config = 
               SimpleUniverse.getPreferredConfiguration();
    	Canvas3D c=new Canvas3D(config);
    add("Center", c);

    // Create a simple scene and attach it to the virtual universe
    BranchGroup scene = createSceneGraph(filename);
    SimpleUniverse u = new SimpleUniverse(c);

    u.getViewingPlatform().setNominalViewingTransform();
    u.addBranchGraph(scene);
  }

  public static void main(String[] args) {
      new MainFrame(new objLoader(null), 500, 400);
  }
}

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