📄 house.java
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package cn.bz.branchGroup;
import java.awt.BorderLayout;
import java.util.Vector;
import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Material;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.swing.JPanel;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
import cn.bz.util.NodeManager;
import com.sun.j3d.utils.behaviors.mouse.MouseRotate;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.SimpleUniverse;
public class House extends JPanel{
BranchGroup House_buttom;
BranchGroup bg_bottom;
NodeManager nodeManager = new NodeManager();
public House() {
setLayout(new BorderLayout());
// 设置一个BorderLayout
Canvas3D c=new Canvas3D(null);
// 构造一个图形环境
add("Center",c);
// 将图形环境放入BorderLayout的中心位置
SimpleUniverse u=new SimpleUniverse(c);
// 生成虚拟空间
u.getViewingPlatform().setNominalViewingTransform();
// 设置观察者的位置为缺省位置
//BranchGroup scene=new sphere().sphere();
BranchGroup scene=createSceneGraph();
// 生成一个场景图分支,在其中定义分支的形体、材质、灯光等信息
new NodeManager().addNote(u, scene);
// 把场景放入虚拟空间中
}
public BranchGroup createHouse(String filename) {
House_buttom = nodeManager.getObj(filename);
return House_buttom ;
}
public BranchGroup createSceneGraph() {
// 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);
MouseRotate myMR = new MouseRotate();
myMR.setTransformGroup(sceneTG);
myMR.setSchedulingBounds(new BoundingSphere());
sceneRoot.addChild(myMR);
// Load the object
TransformGroup objTG = new TransformGroup();
Transform3D objTrans = new Transform3D();
objTG.getTransform(objTrans);
objTrans.setScale( 0.6 );
objTG.setTransform(objTrans);
sceneTG.addChild(objTG);
objTG.addChild(createHouse("model/bottom.obj"));
return sceneRoot;
}
}
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