JAVA3D做这个人多么 好研究不
想做一些东西 需要JAVA3D实现 做这个的人多不 如果没有好研究不
// JFrame import javax.swing.JFrame; // BorderLayout stuff import java.awt.*; import javax.swing.*; // Canvas3D import javax.media.j3d.Canvas3D; // The Universe import com.sun.j3d.utils.universe.SimpleUniverse; // The BranchGroup import javax.media.j3d.BranchGroup; // For the Box import com.sun.j3d.utils.geometry.Box; import javax.vecmath.*; // The directional light import javax.media.j3d.DirectionalLight; // For the bouding sphere of the light source import javax.media.j3d.BoundingSphere; import javax.media.j3d.Appearance; import javax.media.j3d.Material; // Transformgroup import javax.media.j3d.TransformGroup; import com.sun.j3d.utils.behaviors.mouse.*; public class BasicConstruct extends JFrame { /** * The SimpleUniverse object */ protected SimpleUniverse simpleU; /** * The root BranchGroup Object. */ protected BranchGroup rootBranchGroup; /** * Constructor that consturcts the window with the given * name. * * @param name The name of the window, in String format */ public BasicConstruct(String name) { // The next line will construct the window and name it // with the given name super(name); // Perform the initial setup, just once initial_setup(); } /** * Perform the essential setups for the Java3D */ protected void initial_setup() { // A JFrame is a Container -- something that can hold // other things, e.g a button, a textfield, etc.. // however, for a container to hold something, you need // to specify the layout of the storage. For our // example, we would like to use a BorderLayout. // The next line does just this: getContentPane().setLayout(new BorderLayout()); // The next step is to setup graphics configuration // for Java3D. Since different machines/OS have differnt // configuration for displaying stuff, therefore, for // java3D to work, it is important to obtain the correct // graphics configuration first. GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); // Since we are doing stuff via java3D -- meaning we // cannot write pixels directly to the screen, we need // to construct a "canvas" for java3D to "paint". And // this "canvas" will be constructed with the graphics // information we just obtained. Canvas3D canvas3D = new Canvas3D(config); // And we need to add the "canvas to the centre of our // window.. getContentPane().add("Center", canvas3D); // Creates the universe simpleU = new SimpleUniverse(canvas3D); // First create the BranchGroup object rootBranchGroup = new BranchGroup(); } /** * Adds a light source to the universe * * @param direction The inverse direction of the * light * @param color The color of the light */ public void addDirectionalLight(Vector3f direction, Color3f color) { // Creates a bounding sphere for the lights BoundingSphere bounds = new BoundingSphere(); bounds.setRadius(1000d); // Then create a directional light with the given // direction and color DirectionalLight lightD = new DirectionalLight(color, direction); lightD.setInfluencingBounds(bounds); // Then add it to the root BranchGroup rootBranchGroup.addChild(lightD); } /** * Adds a box to the universe * * @param x The x dimension of the box * @param y The y dimension of the box * @param z The z dimension of the box */ public void addBox(float x, float y, float z, Color3f diffuse, Color3f spec) { // Add a box with the given dimension // First setup an appearance for the box Appearance app = new Appearance(); Material mat = new Material(); mat.setDiffuseColor(diffuse); mat.setSpecularColor(spec); mat.setShininess(5.0f); app.setMaterial(mat); Box box = new Box(x, y, z, app); // Create a TransformGroup and make it the parent of the box TransformGroup tg = new TransformGroup(); tg.addChild(box); // Then add it to the rootBranchGroup rootBranchGroup.addChild(tg); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); MouseRotate myMouseRotate = new MouseRotate(); myMouseRotate.setTransformGroup(tg); myMouseRotate.setSchedulingBounds(new BoundingSphere()); rootBranchGroup.addChild(myMouseRotate); MouseTranslate myMouseTranslate = new MouseTranslate(); myMouseTranslate.setTransformGroup(tg); myMouseTranslate.setSchedulingBounds(new BoundingSphere()); rootBranchGroup.addChild(myMouseTranslate); MouseZoom myMouseZoom = new MouseZoom(); myMouseZoom.setTransformGroup(tg); myMouseZoom.setSchedulingBounds(new BoundingSphere()); rootBranchGroup.addChild(myMouseZoom); } /** * Finalise everything to get ready */ public void finalise() { // Then add the branch group into the Universe simpleU.addBranchGraph(rootBranchGroup); // And set up the camera position simpleU.getViewingPlatform().setNominalViewingTransform(); } public static void main(String[] argv) { BasicConstruct bc = new BasicConstruct("Foo"); bc.setSize(250, 250); bc.addBox(0.4f, 0.5f, 0.6f, new Color3f(1, 0, 0), new Color3f(1, 0, 0)); bc.addDirectionalLight(new Vector3f(0f, 0f, -1), new Color3f(1f, 1f, 0f)); bc.finalise(); bc.show(); return; } }
<HTML> <HEAD> </HEAD> <BODY> <applet code="ch.randelshofer.rubik.RubikPlayer.class" archive="rubikplayer.jar" codebase="http://www. width="300" height="300"> <param name="colortable" value="0xf8f8f8,0x00732f,0xff4400,0xffd200,0x003373,0x8c000f,0x858585"> <param name="scrptLanguage" value="SupersetENG"> <param name="scrpt" value="R U R'"> <param name="scriptProgress" value="0"> <param name="stickersFront" value="6,6,3,6,3,6,6,3,6"> <param name="stickersRight" value="1,6,6,6,2,6,6,2,6"> <param name="stickersDown" value="6,1,6,1,1,1,6,1,6"> <param name="stickersBack" value="6,2,6,6,6,6,6,6,6"> <param name="stickersLeft" value="6,6,6,6,6,6,6,6,6"> <param name="stickersUp" value="6,3,6,6,6,6,6,6,2"> </applet> </BODY> </HTML>某个魔方网站的JAVA Applet例子