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📄 rendererconfigurationcontroller.java

📁 基于java的3d开发库。对坐java3d的朋友有很大的帮助。
💻 JAVA
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package vsdk.toolkit.gui;import java.awt.event.KeyEvent;import vsdk.toolkit.common.RendererConfiguration;public class RendererConfigurationController extends Controller {  private RendererConfiguration qualitySelection;  public RendererConfigurationController() {  }  public RendererConfigurationController(RendererConfiguration qualitySelection) {    this.qualitySelection = qualitySelection;  }  public void setRendererConfiguration(RendererConfiguration q)  {      qualitySelection = q;  }  public boolean processKeyPressedEventAwt(KeyEvent keyEvent) {    boolean updated = false;    char unicode_id;    int keycode;    int st;    unicode_id = keyEvent.getKeyChar();    keycode = keyEvent.getKeyCode();    if (unicode_id == keyEvent.CHAR_UNDEFINED) {      switch (keycode) {        case KeyEvent.VK_F1:          qualitySelection.changePoints();          updated = true;          break;        case KeyEvent.VK_F2:          qualitySelection.changeWires();          updated = true;          break;        case KeyEvent.VK_F3:          qualitySelection.changeSurfaces();          updated = true;          break;        case KeyEvent.VK_F4:          qualitySelection.changeBoundingVolume();          updated = true;          break;        case KeyEvent.VK_F5:          qualitySelection.changeNormals();          updated = true;          break;        case KeyEvent.VK_F6:          qualitySelection.changeTrianglesNormals();          updated = true;          break;        case KeyEvent.VK_F7:          st = qualitySelection.getShadingType();          if ( st == qualitySelection.SHADING_TYPE_NOLIGHT ) {              st = qualitySelection.SHADING_TYPE_FLAT;            }            else if ( st == qualitySelection.SHADING_TYPE_FLAT ) {              st = qualitySelection.SHADING_TYPE_GOURAUD;            }            else if ( st == qualitySelection.SHADING_TYPE_GOURAUD ) {              st = qualitySelection.SHADING_TYPE_PHONG;            }            else {              st = qualitySelection.SHADING_TYPE_NOLIGHT;            }          ;          qualitySelection.setShadingType(st);          updated = true;          break;        case KeyEvent.VK_F8:          qualitySelection.changeTexture();          updated = true;          break;        case KeyEvent.VK_F9:          qualitySelection.changeBumpMap();          updated = true;          break;      }    }    return updated;  }  public boolean processKeyReleasedEventAwt(KeyEvent keyEvent) {    return false;  }}

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