Java/3D/Collision
Содержание
Intersect Test
<source lang="java">
/*
* @(#)IntersectTest.java 1.10 02/10/21 13:48:59 * * Copyright (c) 1996-2002 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: - * Redistributions 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 AND ITS LICENSORS SHALL NOT BE * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING * OR DISTRIBUTING THE 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 SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. * * You acknowledge that Software is not designed,licensed or intended for use in * the design, construction, operation or maintenance of any nuclear facility. */
import java.applet.Applet; import java.awt.AWTEvent; import java.awt.BorderLayout; import java.awt.GraphicsConfiguration; import java.awt.event.MouseEvent; import java.util.Enumeration; import javax.media.j3d.AmbientLight; import javax.media.j3d.Appearance; import javax.media.j3d.Behavior; import javax.media.j3d.BoundingSphere; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.DirectionalLight; import javax.media.j3d.GeometryArray; import javax.media.j3d.Group; import javax.media.j3d.LineArray; import javax.media.j3d.Material; import javax.media.j3d.Node; import javax.media.j3d.PointArray; import javax.media.j3d.PolygonAttributes; import javax.media.j3d.QuadArray; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.TriangleArray; import javax.media.j3d.View; import javax.media.j3d.WakeupCriterion; import javax.media.j3d.WakeupOnAWTEvent; import javax.vecmath.Color3f; import javax.vecmath.Color4f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import javax.vecmath.Vector3f; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.behaviors.keyboard.KeyNavigatorBehavior; import com.sun.j3d.utils.geometry.Sphere; import com.sun.j3d.utils.picking.PickCanvas; import com.sun.j3d.utils.picking.PickIntersection; import com.sun.j3d.utils.picking.PickResult; import com.sun.j3d.utils.picking.PickTool; import com.sun.j3d.utils.universe.SimpleUniverse; public class IntersectTest extends Applet {
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 1000.0); private SimpleUniverse u = null; public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Set up the ambient light Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); // Set up the directional lights Color3f light1Color = new Color3f(1.0f, 1.0f, 0.9f); 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); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); objRoot.addChild(light2); Transform3D t3 = new Transform3D(); // Shapes for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { for (int z = 0; z < 3; z++) { t3.setTranslation(new Vector3d(-4 + x * 4.0, -4 + y * 4.0, -20 - z * 4.0)); TransformGroup objTrans = new TransformGroup(t3); objRoot.addChild(objTrans); // Create a simple shape leaf node, add it to the scene // graph. GeometryArray geom = null; if (((x + y + z) % 2) == 0) { geom = new RandomColorCube(); } else { geom = new RandomColorTetrahedron(); } Shape3D shape = new Shape3D(geom); // use the utility method to set the capabilities PickTool.setCapabilities(shape, PickTool.INTERSECT_FULL); objTrans.addChild(shape); } } } // Lines Point3f[] verts = { new Point3f(-2.0f, 0.0f, 0.0f), new Point3f(2.0f, 0.0f, 0.0f) }; Color3f grey = new Color3f(0.7f, 0.7f, 0.7f); Color3f[] colors = { grey, grey }; for (int y = 0; y < 5; y++) { for (int z = 0; z < 5; z++) { t3.setTranslation(new Vector3d(7.0, -4 + y * 2.0, -20.0 - z * 2.0)); TransformGroup objTrans = new TransformGroup(t3); objRoot.addChild(objTrans); LineArray la = new LineArray(verts.length, LineArray.COORDINATES | LineArray.COLOR_3); la.setCoordinates(0, verts); la.setColors(0, colors); Shape3D shape = new Shape3D(); shape.setGeometry(la); // use the utility method to set the capabilities PickTool.setCapabilities(shape, PickTool.INTERSECT_FULL); objTrans.addChild(shape); } } // Points for (double x = -2.0; x <= 2.0; x += 1.0) { for (double y = -2.0; y <= 2.0; y += 1.0) { for (double z = -2.0; z <= 2.0; z += 1.0) { t3.setTranslation(new Vector3d(-10.0 + 2.0 * x, 0.0 + 2.0 * y, -20.0 + 2.0 * z)); TransformGroup objTrans = new TransformGroup(t3); objRoot.addChild(objTrans); PointArray pa = new PointArray(1, PointArray.COORDINATES | PointArray.COLOR_3); pa.setCoordinate(0, new Point3d(0.0, 0.0, 0.0)); pa.setColor(0, grey); Shape3D shape = new Shape3D(); shape.setGeometry(pa); // use the utility method to set the capabilities PickTool.setCapabilities(shape, PickTool.INTERSECT_FULL); objTrans.addChild(shape); } } } return objRoot; } public IntersectTest() { } public void init() { 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(); u = new SimpleUniverse(c); // Add picking behavior IntersectInfoBehavior behavior = new IntersectInfoBehavior(c, scene, 0.05f); behavior.setSchedulingBounds(bounds); scene.addChild(behavior); TransformGroup vpTrans = u.getViewingPlatform() .getViewPlatformTransform(); KeyNavigatorBehavior keybehavior = new KeyNavigatorBehavior(vpTrans); keybehavior.setSchedulingBounds(bounds); scene.addChild(keybehavior); scene.setCapability(Group.ALLOW_CHILDREN_EXTEND); scene.rupile(); u.addBranchGraph(scene); View view = u.getViewer().getView(); view.setBackClipDistance(100000); } public void destroy() { u.cleanup(); } // // The following allows IntersectTest to be run as an application // as well as an applet // public static void main(String[] args) { String s = "\n\nIntersectTest:\n-----------\n"; s += "Pick with the mouse over the primitives\n"; s += "- A sphere will be placed to indicate the picked point.\n"; s += "If color information is available, the sphere will change color to reflect\n"; s += "the interpolated color.\n"; s += "- Other spheres will be placed to show the vertices of the selected polygon\n"; s += "- Information will be displayed about the picking operation\n\n\n"; System.out.println(s); new MainFrame(new IntersectTest(), 640, 640); }
} class RandomColorTetrahedron extends TriangleArray {
RandomColorTetrahedron() { super(12, GeometryArray.COORDINATES | GeometryArray.COLOR_3); Point3f verts[] = new Point3f[4]; Color3f colors[] = new Color3f[4]; verts[0] = new Point3f(0.5f, 0.5f, 0.5f); verts[1] = new Point3f(0.5f, -0.5f, -0.5f); verts[2] = new Point3f(-0.5f, -0.5f, 0.5f); verts[3] = new Point3f(-0.5f, 0.5f, -0.5f); colors[0] = new Color3f(1.0f, 0.0f, 0.0f); colors[1] = new Color3f(0.0f, 1.0f, 0.0f); colors[2] = new Color3f(0.0f, 0.0f, 1.0f); Point3f pnts[] = new Point3f[12]; Color3f clrs[] = new Color3f[12]; pnts[0] = verts[2]; clrs[0] = colors[(int) (Math.random() * 3.0)]; pnts[1] = verts[1]; clrs[1] = colors[(int) (Math.random() * 3.0)]; pnts[2] = verts[0]; clrs[2] = colors[(int) (Math.random() * 3.0)]; pnts[3] = verts[3]; clrs[3] = colors[(int) (Math.random() * 3.0)]; pnts[4] = verts[2]; clrs[4] = colors[(int) (Math.random() * 3.0)]; pnts[5] = verts[0]; clrs[5] = colors[(int) (Math.random() * 3.0)]; pnts[6] = verts[1]; clrs[6] = colors[(int) (Math.random() * 3.0)]; pnts[7] = verts[2]; clrs[7] = colors[(int) (Math.random() * 3.0)]; pnts[8] = verts[3]; clrs[8] = colors[(int) (Math.random() * 3.0)]; pnts[9] = verts[1]; clrs[9] = colors[(int) (Math.random() * 3.0)]; pnts[10] = verts[3]; clrs[10] = colors[(int) (Math.random() * 3.0)]; pnts[11] = verts[0]; clrs[11] = colors[(int) (Math.random() * 3.0)]; setCoordinates(0, pnts); setColors(0, clrs); }
} class RandomColorCube extends QuadArray {
RandomColorCube() { super(24, GeometryArray.COORDINATES | GeometryArray.COLOR_3); Point3f verts[] = new Point3f[8]; Color3f colors[] = new Color3f[3]; verts[0] = new Point3f(0.5f, 0.5f, 0.5f); verts[1] = new Point3f(-0.5f, 0.5f, 0.5f); verts[2] = new Point3f(-0.5f, -0.5f, 0.5f); verts[3] = new Point3f(0.5f, -0.5f, 0.5f); verts[4] = new Point3f(0.5f, 0.5f, -0.5f); verts[5] = new Point3f(-0.5f, 0.5f, -0.5f); verts[6] = new Point3f(-0.5f, -0.5f, -0.5f); verts[7] = new Point3f(0.5f, -0.5f, -0.5f); colors[0] = new Color3f(1.0f, 0.0f, 0.0f); colors[1] = new Color3f(0.0f, 1.0f, 0.0f); colors[2] = new Color3f(0.0f, 0.0f, 1.0f); Point3f pnts[] = new Point3f[24]; Color3f clrs[] = new Color3f[24]; pnts[0] = verts[0]; clrs[0] = colors[(int) (Math.random() * 3.0)]; pnts[1] = verts[3]; clrs[1] = colors[(int) (Math.random() * 3.0)]; pnts[2] = verts[7]; clrs[2] = colors[(int) (Math.random() * 3.0)]; pnts[3] = verts[4]; clrs[3] = colors[(int) (Math.random() * 3.0)]; pnts[4] = verts[1]; clrs[4] = colors[(int) (Math.random() * 3.0)]; pnts[5] = verts[5]; clrs[5] = colors[(int) (Math.random() * 3.0)]; pnts[6] = verts[6]; clrs[6] = colors[(int) (Math.random() * 3.0)]; pnts[7] = verts[2]; clrs[7] = colors[(int) (Math.random() * 3.0)]; pnts[8] = verts[0]; clrs[8] = colors[(int) (Math.random() * 3.0)]; pnts[9] = verts[4]; clrs[9] = colors[(int) (Math.random() * 3.0)]; pnts[10] = verts[5]; clrs[10] = colors[(int) (Math.random() * 3.0)]; pnts[11] = verts[1]; clrs[11] = colors[(int) (Math.random() * 3.0)]; pnts[12] = verts[3]; clrs[12] = colors[(int) (Math.random() * 3.0)]; pnts[13] = verts[2]; clrs[13] = colors[(int) (Math.random() * 3.0)]; pnts[14] = verts[6]; clrs[14] = colors[(int) (Math.random() * 3.0)]; pnts[15] = verts[7]; clrs[15] = colors[(int) (Math.random() * 3.0)]; pnts[16] = verts[0]; clrs[16] = colors[(int) (Math.random() * 3.0)]; pnts[17] = verts[1]; clrs[17] = colors[(int) (Math.random() * 3.0)]; pnts[18] = verts[2]; clrs[18] = colors[(int) (Math.random() * 3.0)]; pnts[19] = verts[3]; clrs[19] = colors[(int) (Math.random() * 3.0)]; pnts[20] = verts[7]; clrs[20] = colors[(int) (Math.random() * 3.0)]; pnts[21] = verts[6]; clrs[21] = colors[(int) (Math.random() * 3.0)]; pnts[22] = verts[5]; clrs[22] = colors[(int) (Math.random() * 3.0)]; pnts[23] = verts[4]; clrs[23] = colors[(int) (Math.random() * 3.0)]; setCoordinates(0, pnts); setColors(0, clrs); }
} /**
* Class: IntersectInfoBehavior * * Description: Used to respond to mouse pick and drag events in the 3D window. * Displays information about the pick. * * Version: 1.0 * */
class IntersectInfoBehavior extends Behavior {
float size; PickCanvas pickCanvas; PickResult[] pickResult; Appearance oldlook, redlookwf, redlook, greenlook, bluelook; Node oldNode = null; GeometryArray oldGeom = null; Color3f redColor = new Color3f(1.0f, 0.0f, 0.0f); TransformGroup[] sphTrans = new TransformGroup[6]; Sphere[] sph = new Sphere[6]; Transform3D spht3 = new Transform3D(); public IntersectInfoBehavior(Canvas3D canvas3D, BranchGroup branchGroup, float size) { pickCanvas = new PickCanvas(canvas3D, branchGroup); pickCanvas.setTolerance(5.0f); pickCanvas.setMode(PickCanvas.GEOMETRY_INTERSECT_INFO); this.size = size; // Create an Appearance. redlook = new Appearance(); Color3f objColor = new Color3f(0.5f, 0.0f, 0.0f); Color3f black = new Color3f(0.0f, 0.0f, 0.0f); Color3f white = new Color3f(1.0f, 1.0f, 1.0f); redlook.setMaterial(new Material(objColor, black, objColor, white, 50.0f)); redlook.setCapability(Appearance.ALLOW_MATERIAL_WRITE); redlookwf = new Appearance(); redlookwf.setMaterial(new Material(objColor, black, objColor, white, 50.0f)); PolygonAttributes pa = new PolygonAttributes(); pa.setPolygonMode(pa.POLYGON_LINE); pa.setCullFace(pa.CULL_NONE); redlookwf.setPolygonAttributes(pa); oldlook = new Appearance(); objColor = new Color3f(1.0f, 1.0f, 1.0f); oldlook.setMaterial(new Material(objColor, black, objColor, white, 50.0f)); greenlook = new Appearance(); objColor = new Color3f(0.0f, 0.8f, 0.0f); greenlook.setMaterial(new Material(objColor, black, objColor, white, 50.0f)); bluelook = new Appearance(); objColor = new Color3f(0.0f, 0.0f, 0.8f); bluelook.setMaterial(new Material(objColor, black, objColor, white, 50.0f)); for (int i = 0; i < 6; i++) { switch (i) { case 0: sph[i] = new Sphere(size * 1.15f, redlook); break; case 1: sph[i] = new Sphere(size * 1.1f, greenlook); break; default: sph[i] = new Sphere(size, bluelook); break; } sph[i].setPickable(false); sphTrans[i] = new TransformGroup(); sphTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_READ); sphTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Add sphere, transform branchGroup.addChild(sphTrans[i]); sphTrans[i].addChild(sph[i]); } } public void initialize() { wakeupOn(new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED)); } public void processStimulus(Enumeration criteria) { WakeupCriterion wakeup; AWTEvent[] event; int eventId; while (criteria.hasMoreElements()) { wakeup = (WakeupCriterion) criteria.nextElement(); if (wakeup instanceof WakeupOnAWTEvent) { event = ((WakeupOnAWTEvent) wakeup).getAWTEvent(); for (int i = 0; i < event.length; i++) { eventId = event[i].getID(); if (eventId == MouseEvent.MOUSE_PRESSED) { int x = ((MouseEvent) event[i]).getX(); int y = ((MouseEvent) event[i]).getY(); pickCanvas.setShapeLocation(x, y); Point3d eyePos = pickCanvas.getStartPosition(); pickResult = pickCanvas.pickAllSorted(); // Use this to do picking benchmarks /* * long start = System.currentTimeMillis(); for (int * l=0;l <3;l++) { if (l == 0) System.out.print * ("BOUNDS: "); if (l == 1) System.out.print * ("GEOMETRY: "); if (l == 2) System.out.print * ("GEOMETRY_INTERSECT_INFO: "); * * for (int k=0;k <1000;k++) { if (l == 0) { * pickCanvas.setMode(PickTool.BOUNDS); pickResult = * pickCanvas.pickAllSorted(); } if (l == 1) { * pickCanvas.setMode(PickTool.GEOMETRY); pickResult = * pickCanvas.pickAllSorted(); } if (l == 2) { * pickCanvas.setMode(PickTool.GEOMETRY_INTERSECT_INFO); * pickResult = pickCanvas.pickAllSorted(); } } long * delta = System.currentTimeMillis() - start; * System.out.println ("\t"+delta+" ms / 1000 picks"); } */ if (pickResult != null) { // Get closest intersection results PickIntersection pi = pickResult[0] .getClosestIntersection(eyePos); GeometryArray curGeomArray = pi.getGeometryArray(); // Position sphere at intersection point Vector3d v = new Vector3d(); Point3d intPt = pi.getPointCoordinatesVW(); v.set(intPt); spht3.setTranslation(v); sphTrans[0].setTransform(spht3); // Position sphere at closest vertex Point3d closestVert = pi .getClosestVertexCoordinatesVW(); v.set(closestVert); spht3.setTranslation(v); sphTrans[1].setTransform(spht3); Point3d[] ptw = pi.getPrimitiveCoordinatesVW(); Point3d[] pt = pi.getPrimitiveCoordinates(); int[] coordidx = pi.getPrimitiveCoordinateIndices(); Point3d ptcoord = new Point3d(); for (int k = 0; k < pt.length; k++) { v.set(ptw[k]); spht3.setTranslation(v); sphTrans[k + 2].setTransform(spht3); } // Get interpolated color (if available) Color4f iColor4 = null; Color3f iColor = null; Vector3f iNormal = null; if (curGeomArray != null) { int vf = curGeomArray.getVertexFormat(); if (((vf & (GeometryArray.COLOR_3 | GeometryArray.COLOR_4)) != 0) && (null != (iColor4 = pi .getPointColor()))) { iColor = new Color3f(iColor4.x, iColor4.y, iColor4.z); // Change the point"s color redlook.setMaterial(new Material(iColor, new Color3f(0.0f, 0.0f, 0.0f), iColor, new Color3f(1.0f, 1.0f, 1.0f), 50.0f)); } if (((vf & GeometryArray.NORMALS) != 0) && (null != (iNormal = pi .getPointNormal()))) { System.out.println("Interpolated normal: " + iNormal); } } System.out.println("============="); System.out .println("Coordinates of intersection pt:" + intPt); System.out.println("Coordinates of vertices: "); for (int k = 0; k < pt.length; k++) { System.out.println(k + ":" + ptw[k].x + " " + ptw[k].y + " " + ptw[k].z); } System.out .println("Closest vertex: " + closestVert); if (iColor != null) { System.out.println("Interpolated color: " + iColor); } if (iNormal != null) { System.out.println("Interpolated normal: " + iNormal); } } } } } } wakeupOn(new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED)); }
}
</source>
The use of the CollisionDetector
<source lang="java">
import java.awt.BorderLayout; import java.awt.Button; import java.awt.Frame; import java.awt.Panel; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.util.Enumeration; import javax.media.j3d.AmbientLight; import javax.media.j3d.Appearance; import javax.media.j3d.Behavior; import javax.media.j3d.BoundingSphere; import javax.media.j3d.Bounds; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.DirectionalLight; import javax.media.j3d.IndexedQuadArray; import javax.media.j3d.Locale; import javax.media.j3d.Material; import javax.media.j3d.Node; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.media.j3d.WakeupCriterion; import javax.media.j3d.WakeupOnCollisionEntry; import javax.media.j3d.WakeupOnCollisionExit; import javax.media.j3d.WakeupOnCollisionMovement; import javax.media.j3d.WakeupOr; import javax.vecmath.Color3f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.behaviors.PickTranslateBehavior; /**
* This class demonstrates the use of the CollisionDetector class to perform * processing when objects collide. When this program is run the white cube can * be selected and moved by dragging on it with the right mouse button. You * should notice that there is a problem if the movable cube comes into contact * with both of the static cubes at one time. A way round this is given in the * SimpleCollision2 application. * * @see CollisionDetector * @see SimpleCollision2 * @author I.J.Palmer * @version 1.0 */
public class SimpleCollision extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null); protected Button exitButton = new Button("Exit"); protected BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); /** Transform for the left cube. */ protected TransformGroup leftGroup; /** Transform for the right cube */ protected TransformGroup rightGroup; /** * Transform for the movable cube. This has read, write and pick reporting * capabilities enabled. */ protected TransformGroup moveGroup; /** A transform to change the size of the movable cube. */ protected TransformGroup scaleGroup; /** The left static cube. */ protected Shape3D leftCube; /** The right static cube. */ protected Shape3D rightCube; /** The movable cube that will collide with the other two cubes */ protected Shape3D moveCube; /** * This builds the view branch of the scene graph. */ protected BranchGroup buildViewBranch(Canvas3D c) { BranchGroup viewBranch = new BranchGroup(); Transform3D viewXfm = new Transform3D(); viewXfm.set(new Vector3f(0.0f, 0.0f, 10.0f)); TransformGroup viewXfmGroup = new TransformGroup(viewXfm); ViewPlatform myViewPlatform = new ViewPlatform(); PhysicalBody myBody = new PhysicalBody(); PhysicalEnvironment myEnvironment = new PhysicalEnvironment(); viewXfmGroup.addChild(myViewPlatform); viewBranch.addChild(viewXfmGroup); View myView = new View(); myView.addCanvas3D(c); myView.attachViewPlatform(myViewPlatform); myView.setPhysicalBody(myBody); myView.setPhysicalEnvironment(myEnvironment); return viewBranch; } /** * This adds some lights to the content branch of the scene graph. * * @param b * The BranchGroup to add the lights to. */ protected void addLights(BranchGroup b) { Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f); AmbientLight ambLight = new AmbientLight(ambLightColour); ambLight.setInfluencingBounds(bounds); Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f); Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f); DirectionalLight dirLight = new DirectionalLight(dirLightColour, dirLightDir); dirLight.setInfluencingBounds(bounds); b.addChild(ambLight); b.addChild(dirLight); } /** * Creates the content branch of the scene graph. * * @return BranchGroup with content attached. */ protected BranchGroup buildContentBranch() { //First create a different appearance for each cube Appearance app1 = new Appearance(); Appearance app2 = new Appearance(); Appearance app3 = new Appearance(); Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f); float shininess = 20.0f; app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess)); app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess)); app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess)); //Create the vertex data for the cube. Since each shape is //a cube we can use the same vertex data for each cube IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f), new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) }; int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, cubeNormals); indexedCube.setCoordinateIndices(0, cubeCoordIndices); indexedCube.setNormalIndices(0, cubeNormalIndices); //Create the three cubes leftCube = new Shape3D(indexedCube, app1); rightCube = new Shape3D(indexedCube, app2); moveCube = new Shape3D(indexedCube, app3); //Define the user data so that we can print out the //name of the colliding cube. leftCube.setUserData(new String("left cube")); rightCube.setUserData(new String("right cube")); //Create the content branch and add the lights BranchGroup contentBranch = new BranchGroup(); addLights(contentBranch); //Create and set up the movable cube"s TransformGroup. //This scales and translates the cube and then sets the // read, write and pick reporting capabilities. Transform3D moveXfm = new Transform3D(); moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0)); moveGroup = new TransformGroup(moveXfm); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING); //Create the left cube"s TransformGroup Transform3D leftGroupXfm = new Transform3D(); leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0)); leftGroup = new TransformGroup(leftGroupXfm); //Create the right cube"s TransformGroup Transform3D rightGroupXfm = new Transform3D(); rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0)); rightGroup = new TransformGroup(rightGroupXfm); //Add the behaviour to allow us to move the cube PickTranslateBehavior pickTranslate = new PickTranslateBehavior( contentBranch, myCanvas3D, bounds); contentBranch.addChild(pickTranslate); //Add our CollisionDetector class to detect collisions with //the movable cube. CollisionDetector myColDet = new CollisionDetector(moveCube, bounds); contentBranch.addChild(myColDet); //Create the content branch hierarchy. contentBranch.addChild(moveGroup); contentBranch.addChild(leftGroup); contentBranch.addChild(rightGroup); moveGroup.addChild(moveCube); leftGroup.addChild(leftCube); rightGroup.addChild(rightCube); return contentBranch; } /** * Process the exit button action to exit the application. */ public void actionPerformed(ActionEvent e) { if (e.getSource() == exitButton) { dispose(); System.exit(0); } } public SimpleCollision() { VirtualUniverse myUniverse = new VirtualUniverse(); Locale myLocale = new Locale(myUniverse); myLocale.addBranchGraph(buildViewBranch(myCanvas3D)); myLocale.addBranchGraph(buildContentBranch()); setTitle("SimpleWorld"); setSize(400, 400); setLayout(new BorderLayout()); Panel bottom = new Panel(); bottom.add(exitButton); add(BorderLayout.CENTER, myCanvas3D); add(BorderLayout.SOUTH, bottom); exitButton.addActionListener(this); setVisible(true); } public static void main(String[] args) { SimpleCollision sw = new SimpleCollision(); }
} /**
* A simple collision detector class. This responds to a collision event by * printing a message with information about the type of collision event and the * object that has been collided with. * * @author I.J.Palmer * @version 1.0 */
class CollisionDetector extends Behavior {
/** The separate criteria used to wake up this beahvior. */ protected WakeupCriterion[] theCriteria; /** The OR of the separate criteria. */ protected WakeupOr oredCriteria; /** The shape that is watched for collision. */ protected Shape3D collidingShape; /** * @param theShape * Shape3D that is to be watched for collisions. * @param theBounds * Bounds that define the active region for this behaviour */ public CollisionDetector(Shape3D theShape, Bounds theBounds) { collidingShape = theShape; setSchedulingBounds(theBounds); } /** * This creates an entry, exit and movement collision criteria. These are * then OR"ed together, and the wake up condition set to the result. */ public void initialize() { theCriteria = new WakeupCriterion[3]; theCriteria[0] = new WakeupOnCollisionEntry(collidingShape); theCriteria[1] = new WakeupOnCollisionExit(collidingShape); theCriteria[2] = new WakeupOnCollisionMovement(collidingShape); oredCriteria = new WakeupOr(theCriteria); wakeupOn(oredCriteria); } /** * Where the work is done in this class. A message is printed out using the * userData of the object collided with. The wake up condition is then set * to the OR"ed criterion again. */ public void processStimulus(Enumeration criteria) { WakeupCriterion theCriterion = (WakeupCriterion) criteria.nextElement(); if (theCriterion instanceof WakeupOnCollisionEntry) { Node theLeaf = ((WakeupOnCollisionEntry) theCriterion) .getTriggeringPath().getObject(); System.out.println("Collided with " + theLeaf.getUserData()); } else if (theCriterion instanceof WakeupOnCollisionExit) { Node theLeaf = ((WakeupOnCollisionExit) theCriterion) .getTriggeringPath().getObject(); System.out.println("Stopped colliding with " + theLeaf.getUserData()); } else { Node theLeaf = ((WakeupOnCollisionMovement) theCriterion) .getTriggeringPath().getObject(); System.out.println("Moved whilst colliding with " + theLeaf.getUserData()); } wakeupOn(oredCriteria); }
}
</source>
The use of two collision detectors to overcome the
<source lang="java">
import java.awt.BorderLayout; import java.awt.Button; import java.awt.Frame; import java.awt.Panel; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.util.Enumeration; import javax.media.j3d.AmbientLight; import javax.media.j3d.Appearance; import javax.media.j3d.Behavior; import javax.media.j3d.BoundingSphere; import javax.media.j3d.Bounds; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.DirectionalLight; import javax.media.j3d.IndexedQuadArray; import javax.media.j3d.Locale; import javax.media.j3d.Material; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.media.j3d.WakeupCriterion; import javax.media.j3d.WakeupOnCollisionEntry; import javax.media.j3d.WakeupOnCollisionExit; import javax.media.j3d.WakeupOnCollisionMovement; import javax.media.j3d.WakeupOr; import javax.vecmath.Color3f; import javax.vecmath.Point3d; import javax.vecmath.Point3f; import javax.vecmath.Vector3d; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.behaviors.PickTranslateBehavior; /**
* This class demonstrates the use of two collision detectors to overcome the * problem of an object colliding with more than one object at a time. The white * cube is movable by dragging it with the right mouse button. * * @see CollisionDetector2 * @author I.J.Palmer * @version 1.0 */
public class SimpleCollision2 extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null); protected Button exitButton = new Button("Exit"); protected BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); /** Transform for the left cube. */ protected TransformGroup leftGroup; /** Transform for the right cube */ protected TransformGroup rightGroup; /** * Transform for the movable cube. This has read, write and pick reporting * capabilities enabled. */ protected TransformGroup moveGroup; /** The left static cube. */ protected Shape3D leftCube; /** The right static cube. */ protected Shape3D rightCube; /** The movable cube that will collide with the other two cubes */ protected Shape3D moveCube; /** * This builds the view branch of the scene graph. * * @return BranchGroup with viewing objects attached. */ protected BranchGroup buildViewBranch(Canvas3D c) { BranchGroup viewBranch = new BranchGroup(); Transform3D viewXfm = new Transform3D(); viewXfm.set(new Vector3f(0.0f, 0.0f, 10.0f)); TransformGroup viewXfmGroup = new TransformGroup(viewXfm); ViewPlatform myViewPlatform = new ViewPlatform(); PhysicalBody myBody = new PhysicalBody(); PhysicalEnvironment myEnvironment = new PhysicalEnvironment(); viewXfmGroup.addChild(myViewPlatform); viewBranch.addChild(viewXfmGroup); View myView = new View(); myView.addCanvas3D(c); myView.attachViewPlatform(myViewPlatform); myView.setPhysicalBody(myBody); myView.setPhysicalEnvironment(myEnvironment); return viewBranch; } /** * This adds some lights to the content branch of the scene graph. * * @param b * The BranchGroup to add the lights to. */ protected void addLights(BranchGroup b) { Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f); AmbientLight ambLight = new AmbientLight(ambLightColour); ambLight.setInfluencingBounds(bounds); Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f); Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f); DirectionalLight dirLight = new DirectionalLight(dirLightColour, dirLightDir); dirLight.setInfluencingBounds(bounds); b.addChild(ambLight); b.addChild(dirLight); } /** * Creates the content branch of the scene graph. * * @return BranchGroup with content attached. */ protected BranchGroup buildContentBranch() { //First create a different appearance for each cube Appearance app1 = new Appearance(); Appearance app2 = new Appearance(); Appearance app3 = new Appearance(); Color3f ambientColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f ambientColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f ambientColour3 = new Color3f(1.0f, 1.0f, 1.0f); Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f); Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f); Color3f diffuseColour1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f diffuseColour2 = new Color3f(1.0f, 1.0f, 0.0f); Color3f diffuseColour3 = new Color3f(1.0f, 1.0f, 1.0f); float shininess = 20.0f; app1.setMaterial(new Material(ambientColour1, emissiveColour, diffuseColour1, specularColour, shininess)); app2.setMaterial(new Material(ambientColour2, emissiveColour, diffuseColour2, specularColour, shininess)); app3.setMaterial(new Material(ambientColour3, emissiveColour, diffuseColour3, specularColour, shininess)); //Build the vertex array for the cubes. We can use the same //data for each cube so we just define one set of data IndexedQuadArray indexedCube = new IndexedQuadArray(8, IndexedQuadArray.COORDINATES | IndexedQuadArray.NORMALS, 24); Point3f[] cubeCoordinates = { new Point3f(1.0f, 1.0f, 1.0f), new Point3f(-1.0f, 1.0f, 1.0f), new Point3f(-1.0f, -1.0f, 1.0f), new Point3f(1.0f, -1.0f, 1.0f), new Point3f(1.0f, 1.0f, -1.0f), new Point3f(-1.0f, 1.0f, -1.0f), new Point3f(-1.0f, -1.0f, -1.0f), new Point3f(1.0f, -1.0f, -1.0f) }; Vector3f[] cubeNormals = { new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.0f, 0.0f, -1.0f), new Vector3f(1.0f, 0.0f, 0.0f), new Vector3f(-1.0f, 0.0f, 0.0f), new Vector3f(0.0f, 1.0f, 0.0f), new Vector3f(0.0f, -1.0f, 0.0f) }; int cubeCoordIndices[] = { 0, 1, 2, 3, 7, 6, 5, 4, 0, 3, 7, 4, 5, 6, 2, 1, 0, 4, 5, 1, 6, 7, 3, 2 }; int cubeNormalIndices[] = { 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5 }; indexedCube.setCoordinates(0, cubeCoordinates); indexedCube.setNormals(0, cubeNormals); indexedCube.setCoordinateIndices(0, cubeCoordIndices); indexedCube.setNormalIndices(0, cubeNormalIndices); //Create the three cubes leftCube = new Shape3D(indexedCube, app1); rightCube = new Shape3D(indexedCube, app2); moveCube = new Shape3D(indexedCube, app3); //Define some user data so that we can print meaningful messages leftCube.setUserData(new String("left cube")); rightCube.setUserData(new String("right cube")); //Create the content branch and add the lights BranchGroup contentBranch = new BranchGroup(); addLights(contentBranch); //Set up the transform to position the left cube Transform3D leftGroupXfm = new Transform3D(); leftGroupXfm.set(new Vector3d(-1.5, 0.0, 0.0)); leftGroup = new TransformGroup(leftGroupXfm); //Set up the transform to position the right cube Transform3D rightGroupXfm = new Transform3D(); rightGroupXfm.set(new Vector3d(1.5, 0.0, 0.0)); rightGroup = new TransformGroup(rightGroupXfm); //Create the movable cube"s transform with a scale and //a translation. Set up the //capabilities so it can be moved by the behaviour Transform3D moveXfm = new Transform3D(); moveXfm.set(0.7, new Vector3d(0.0, 2.0, 1.0)); moveGroup = new TransformGroup(moveXfm); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); moveGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); moveGroup.setCapability(TransformGroup.ENABLE_PICK_REPORTING); //Create the behaviour to move the movable cube PickTranslateBehavior pickTranslate = new PickTranslateBehavior( contentBranch, myCanvas3D, bounds); contentBranch.addChild(pickTranslate); //Create and add the two colision detectors CollisionDetector2 myColDetLeft = new CollisionDetector2(leftCube, bounds); contentBranch.addChild(myColDetLeft); CollisionDetector2 myColDetRight = new CollisionDetector2(rightCube, bounds); contentBranch.addChild(myColDetRight); //Set up the scene graph contentBranch.addChild(moveGroup); contentBranch.addChild(leftGroup); contentBranch.addChild(rightGroup); moveGroup.addChild(moveCube); leftGroup.addChild(leftCube); rightGroup.addChild(rightCube); return contentBranch; } /** Process exit button"s action to quit */ public void actionPerformed(ActionEvent e) { if (e.getSource() == exitButton) { dispose(); System.exit(0); } } public SimpleCollision2() { VirtualUniverse myUniverse = new VirtualUniverse(); Locale myLocale = new Locale(myUniverse); myLocale.addBranchGraph(buildViewBranch(myCanvas3D)); myLocale.addBranchGraph(buildContentBranch()); setTitle("SimpleWorld"); setSize(400, 400); setLayout(new BorderLayout()); Panel bottom = new Panel(); bottom.add(exitButton); add(BorderLayout.CENTER, myCanvas3D); add(BorderLayout.SOUTH, bottom); exitButton.addActionListener(this); setVisible(true); } public static void main(String[] args) { SimpleCollision2 sw = new SimpleCollision2(); }
} /**
* A simple collision detector class. This responds to a collision event by * printing a message with information about the type of collision event and the * object involved. This is a variation of the CollisionDetector class that * prints information about the object that is associated with this behaviour * rather than the object that has been collided with. An example of its use is * given in the SimpleCollision2 class. * * @author I.J.Palmer * @version 1.0 * @see CollisionDetector * @see SimpleCollision2 */
class CollisionDetector2 extends Behavior {
/** The shape that is being watched for collisions. */ protected Shape3D collidingShape; /** The separate criteria that trigger this behaviour */ protected WakeupCriterion[] theCriteria; /** The result of the "OR" of the separate criteria */ protected WakeupOr oredCriteria; /** * @param theShape * Shape3D that is to be watched for collisions. * @param theBounds * Bounds that define the active region for this behaviour */ public CollisionDetector2(Shape3D theShape, Bounds theBounds) { collidingShape = theShape; setSchedulingBounds(theBounds); } /** * This sets up the criteria for triggering the behaviour. It creates an * entry, exit and movement trigger, OR"s these together and then sets the * OR"ed criterion as the wake up condition. */ public void initialize() { theCriteria = new WakeupCriterion[3]; WakeupOnCollisionEntry startsCollision = new WakeupOnCollisionEntry( collidingShape); WakeupOnCollisionExit endsCollision = new WakeupOnCollisionExit( collidingShape); WakeupOnCollisionMovement moveCollision = new WakeupOnCollisionMovement( collidingShape); theCriteria[0] = startsCollision; theCriteria[1] = endsCollision; theCriteria[2] = moveCollision; oredCriteria = new WakeupOr(theCriteria); wakeupOn(oredCriteria); } /** * This is where the work is done. This identifies the type of collision * (entry, exit or movement) and prints a message stating that an object has * collided with this object. The userData field of the shape associated * with this collision detector # is used to identify the object. Finally, * the wake up condition is set to be the OR"ed criterion again. */ public void processStimulus(Enumeration criteria) { while (criteria.hasMoreElements()) { WakeupCriterion theCriterion = (WakeupCriterion) criteria .nextElement(); if (theCriterion instanceof WakeupOnCollisionEntry) { System.out.println("Collided with " + collidingShape.getUserData()); } else if (theCriterion instanceof WakeupOnCollisionExit) { System.out.println("Stopped colliding with " + collidingShape.getUserData()); } else { System.out.println("Moved whilst colliding with " + collidingShape.getUserData()); } } wakeupOn(oredCriteria); }
}
</source>
Tick Tock Collision
<source lang="java">
/*
* @(#)TickTockCollision.java 1.16 02/10/21 13:58:00 * * Copyright (c) 1996-2002 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: * - Redistributions 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 AND ITS LICENSORS SHALL NOT BE * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING * OR DISTRIBUTING THE 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 SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. * * You acknowledge that Software is not designed,licensed or intended for use in * the design, construction, operation or maintenance of any nuclear facility. */
import java.applet.Applet; import java.awt.BorderLayout; import java.awt.GraphicsConfiguration; import java.util.Enumeration; import javax.media.j3d.Alpha; import javax.media.j3d.Appearance; import javax.media.j3d.Background; import javax.media.j3d.Behavior; import javax.media.j3d.BoundingSphere; import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.ColoringAttributes; import javax.media.j3d.Group; import javax.media.j3d.QuadArray; import javax.media.j3d.RotationInterpolator; import javax.media.j3d.Shape3D; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.WakeupOnCollisionEntry; import javax.media.j3d.WakeupOnCollisionExit; import javax.vecmath.Color3f; import javax.vecmath.Point3d; import javax.vecmath.Vector3d; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.ColorCube; import com.sun.j3d.utils.universe.SimpleUniverse; public class TickTockCollision extends Applet {
private SimpleUniverse u = null; public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4); objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and behaviors BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // Create a pair of transform group nodes and initialize them to // identity. Enable the TRANSFORM_WRITE capability so that // our behaviors can modify them at runtime. Add them to the // root of the subgraph. TransformGroup objTrans1 = new TransformGroup(); objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(objTrans1); TransformGroup objTrans2 = new TransformGroup(); objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans1.addChild(objTrans2); // Create the positioning and scaling transform group node. Transform3D t = new Transform3D(); t.set(0.3, new Vector3d(0.0, -1.5, 0.0)); TransformGroup objTrans3 = new TransformGroup(t); objTrans2.addChild(objTrans3); // Create a simple shape leaf node, add it to the scene graph. objTrans3.addChild(new ColorCube()); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis1 = new Transform3D(); yAxis1.rotX(Math.PI / 2.0); Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500, 200); RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha, objTrans1, yAxis1, -(float) Math.PI / 2.0f, (float) Math.PI / 2.0f); tickTock.setSchedulingBounds(bounds); objTrans2.addChild(tickTock); // Create a new Behavior object that will perform the desired // rotation on the specified transform object and add it into // the scene graph. Transform3D yAxis2 = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f); rotator.setSchedulingBounds(bounds); objTrans2.addChild(rotator); // Now create a pair of rectangular boxes, each with a collision // detection behavior attached. The behavior will highlight the // object when it is in a state of collision. Group box1 = createBox(0.3, new Vector3d(-1.3, 0.0, 0.0)); Group box2 = createBox(0.3, new Vector3d(1.3, 0.0, 0.0)); objScale.addChild(box1); objScale.addChild(box2); // Have Java 3D perform optimizations on this scene graph. objRoot.rupile(); return objRoot; } private Group createBox(double scale, Vector3d pos) { // Create a transform group node to scale and position the object. Transform3D t = new Transform3D(); t.set(scale, pos); TransformGroup objTrans = new TransformGroup(t); // Create a simple shape leaf node and add it to the scene graph Shape3D shape = new Box(0.5, 5.0, 1.0); objTrans.addChild(shape); // Create a new ColoringAttributes object for the shape"s // appearance and make it writable at runtime. Appearance app = shape.getAppearance(); ColoringAttributes ca = new ColoringAttributes(); ca.setColor(0.6f, 0.3f, 0.0f); app.setCapability(app.ALLOW_COLORING_ATTRIBUTES_WRITE); app.setColoringAttributes(ca); // Create a new Behavior object that will perform the collision // detection on the specified object, and add it into // the scene graph. CollisionDetector cd = new CollisionDetector(shape); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); cd.setSchedulingBounds(bounds); // Add the behavior to the scene graph objTrans.addChild(cd); return objTrans; } public TickTockCollision() { } public void init() { 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(); u = new SimpleUniverse(c); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); } public void destroy() { u.cleanup(); } // // The following allows TickTockCollision to be run as an application // as well as an applet // public static void main(String[] args) { new MainFrame(new TickTockCollision(), 700, 700); }
} class CollisionDetector extends Behavior {
private static final Color3f highlightColor = new Color3f(0.0f, 1.0f, 0.0f); private static final ColoringAttributes highlight = new ColoringAttributes( highlightColor, ColoringAttributes.SHADE_GOURAUD); private boolean inCollision = false; private Shape3D shape; private ColoringAttributes shapeColoring; private Appearance shapeAppearance; private WakeupOnCollisionEntry wEnter; private WakeupOnCollisionExit wExit; public CollisionDetector(Shape3D s) { shape = s; shapeAppearance = shape.getAppearance(); shapeColoring = shapeAppearance.getColoringAttributes(); inCollision = false; } public void initialize() { wEnter = new WakeupOnCollisionEntry(shape); wExit = new WakeupOnCollisionExit(shape); wakeupOn(wEnter); } public void processStimulus(Enumeration criteria) { inCollision = !inCollision; if (inCollision) { shapeAppearance.setColoringAttributes(highlight); wakeupOn(wExit); } else { shapeAppearance.setColoringAttributes(shapeColoring); wakeupOn(wEnter); } }
} class Box extends Shape3D {
public Box(double xsize, double ysize, double zsize) { super(); double xmin = -xsize / 2.0; double xmax = xsize / 2.0; double ymin = -ysize / 2.0; double ymax = ysize / 2.0; double zmin = -zsize / 2.0; double zmax = zsize / 2.0; QuadArray box = new QuadArray(24, QuadArray.COORDINATES); Point3d verts[] = new Point3d[24]; // front face verts[0] = new Point3d(xmax, ymin, zmax); verts[1] = new Point3d(xmax, ymax, zmax); verts[2] = new Point3d(xmin, ymax, zmax); verts[3] = new Point3d(xmin, ymin, zmax); // back face verts[4] = new Point3d(xmin, ymin, zmin); verts[5] = new Point3d(xmin, ymax, zmin); verts[6] = new Point3d(xmax, ymax, zmin); verts[7] = new Point3d(xmax, ymin, zmin); // right face verts[8] = new Point3d(xmax, ymin, zmin); verts[9] = new Point3d(xmax, ymax, zmin); verts[10] = new Point3d(xmax, ymax, zmax); verts[11] = new Point3d(xmax, ymin, zmax); // left face verts[12] = new Point3d(xmin, ymin, zmax); verts[13] = new Point3d(xmin, ymax, zmax); verts[14] = new Point3d(xmin, ymax, zmin); verts[15] = new Point3d(xmin, ymin, zmin); // top face verts[16] = new Point3d(xmax, ymax, zmax); verts[17] = new Point3d(xmax, ymax, zmin); verts[18] = new Point3d(xmin, ymax, zmin); verts[19] = new Point3d(xmin, ymax, zmax); // bottom face verts[20] = new Point3d(xmin, ymin, zmax); verts[21] = new Point3d(xmin, ymin, zmin); verts[22] = new Point3d(xmax, ymin, zmin); verts[23] = new Point3d(xmax, ymin, zmax); box.setCoordinates(0, verts); setGeometry(box); setAppearance(new Appearance()); }
}
</source>