java3D中平行光投影的实现

 java3D中平行光投影的实现

jackjoesh的专栏

理论根据:
假设一个光的方向是(-1,-1,-1) , 投影到XZ平面

一个是直线方程,一个是平面方程,求交
而且平面方程还比较特殊,经过原点,法向量是 0 1 0
简化后就简单了, 假定v是直线的方向

  x - vertex.x       y - vertex.y        z-vertex.z
----------------  = --------------- = --------------         直线方程
     v.x               v.y                 v.z

平面方程 y = 0

带入就得到了
x = vertex.x + v.x / v.y * (-vertex.y)
z = vertex.z + v.x / v.z * (-vertex.z)

源程序:
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import java.awt.Label;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.*;
import com.sun.j3d.utils.geometry.*;
import javax.media.j3d.*;
import javax.vecmath.*;
public class SimpleShadow extends Applet{
 //三角平面类
 public class TriPlane extends Shape3D{
  TriPlane(Point3f A,Point3f B,Point3f C){
   this.setGeometry(this.createGeometry3(A,B,C));
   this.setAppearance(this.createAppearance());
  }
  //建立三角平面
  
  Geometry createGeometry3(Point3f A,Point3f B,Point3f C){
   TriangleArray plane=new TriangleArray(3,GeometryArray.COORDINATES|GeometryArray.NORMALS);
   //设置平面3个顶点的坐标
   plane.setCoordinate(0,A);
   plane.setCoordinate(1,B);
   plane.setCoordinate(2,C);
   
   //计算平面法向量
   Vector3f a=new Vector3f(A.x-B.x,A.y-B.y,A.z-B.z);
   Vector3f b=new Vector3f(C.x-B.x,C.y-B.y,C.z-B.z);
   Vector3f n=new Vector3f();
   n.cross(b,a);
   //法向量单位化
   n.normalize();
   //设置平面3个顶点的法向量
   plane.setNormal(0,n);
   plane.setNormal(1,n);
      plane.setNormal(2,n);
   return plane;
  }
  
  //创建Material不为空的外观
  
  Appearance createAppearance(){
   Appearance appear=new Appearance();
   Material material=new Material();
   appear.setMaterial(material);
   return appear;
  }
  
 }
 
 
 //四边平面类
 public class QuadPlane extends Shape3D{
  
  QuadPlane(Point3f A,Point3f B,Point3f C,Point3f D){
   this.setGeometry(this.createGeometry4(A,B,C,D));
   this.setAppearance(this.createAppearance());
  }
  
  //创建四边性平面
  Geometry createGeometry4(Point3f A,Point3f B,Point3f C,Point3f D){
   QuadArray plane=new QuadArray(4,GeometryArray.COORDINATES|GeometryArray.NORMALS);
   //设置平面3个顶点的坐标
   plane.setCoordinate(0,A);
   plane.setCoordinate(1,B);
   plane.setCoordinate(2,C);
   plane.setCoordinate(3,D);
   //计算平面法向量
   Vector3f a=new Vector3f(A.x-B.x,A.y-B.y,A.z-B.z);
   Vector3f b=new Vector3f(C.x-B.x,C.y-B.y,C.z-B.z);
   Vector3f n=new Vector3f();
   n.cross(b,a);
   //法向量单位化
   n.normalize();
   //设置平面4个顶点的法向量
   plane.setNormal(0,n);
   plane.setNormal(1,n);
   plane.setNormal(2,n);
   plane.setNormal(3,n);
   return plane;
  }
  
  //创建Material不为空的外观
  
  Appearance createAppearance(){
   Appearance appear=new Appearance();
   Material material=new Material();
   appear.setMaterial(material);
   return appear;
  }
 }
 
 
 //阴影类
 public class Shadow3D extends Shape3D{
  Shadow3D(GeometryArray geom,Vector3f direction,Color3f col,float height){
   int vCount=geom.getVertexCount();
   TriangleArray poly=new TriangleArray(vCount,GeometryArray.COORDINATES|GeometryArray.COLOR_3);
   int v;
   Point3f vertex=new Point3f();
   Point3f shadow=new Point3f();
   
   for(v=0;v<vCount;v++){
    //计算可见面顶点在投影面上的投影坐标
    geom.getCoordinate(v,vertex);
    System.out.println(vertex.y-height);
          shadow.set(vertex.x-(vertex.y-height),height+0.0001f,vertex.z-(vertex.y-height));
          poly.setCoordinate(v,shadow);
          poly.setColor(v,col);

   }
   this.setGeometry(poly);
   
  }
 }
 
 
 public SimpleShadow(){
  this.setLayout(new BorderLayout());
   //GraphicsConfiguration config =SimpleUniverse.getPreferredConfiguration();
  Canvas3D c=new Canvas3D(null);
  this.add("Center",c);
  //创建分支节点
  BranchGroup scene=new BranchGroup();
  //创建三角形可见平面
  Shape3D plane=new TriPlane(new Point3f(0.0f,0.6f,-0.2f),new Point3f(-0.3f,-0.3f,0.2f),new Point3f(0.6f,-0.3f,0.2f));
  //添加到根分支节点
  scene.addChild(plane);
  //创建四边形投影平面
  Shape3D floor=new QuadPlane(new Point3f(-1.0f,-0.5f,-1.0f),new Point3f(-1.0f,-0.5f,1.0f),new Point3f(1.0f,-0.5f,1.0f),new Point3f(1.0f,-0.5f,-1.0f));
  //添加到根分支节点
  scene.addChild(floor);
  //添加到环境光
  AmbientLight lightA=new AmbientLight();
  lightA.setInfluencingBounds(new BoundingSphere());
  scene.addChild(lightA);
  //添加平行光
  DirectionalLight lightD1=new DirectionalLight();
  lightD1.setInfluencingBounds(new BoundingSphere());
  Vector3f direction=new Vector3f(-1.0f,-1.0f,-1.0f);
  //方向矢量单位化
   direction.normalize();
  lightD1.setDirection(direction);
  scene.addChild(lightD1);
  //创建阴影物体
  Shape3D shadow=new Shadow3D((GeometryArray)plane.getGeometry(),direction,new Color3f(0.2f,0.2f,0.2f),-0.5f);
  scene.addChild(shadow);
  SimpleUniverse u=new SimpleUniverse(c);
  u.getViewingPlatform().setNominalViewingTransform();
  u.addBranchGraph(scene);
 }
 
 public static void main(String argv[]){
  new MainFrame(new SimpleShadow(),256,256);
 }

}


具体效果图:

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