Java3D球体轨道
我到处都找过了,但在Java3D中找不到任何关于如何使球体环绕中心点的信息。具体地说,我想让一个球体以恒定的速度围绕原点做圆周运动,使它永远循环。我猜这些方程与此有关: X=原点X+sin(角度)*尺寸 Y=原点+余弦(角度)*尺寸 我试着使用一个位置插值器,但它只覆盖一个轴,所以不能形成一个圆形轨道。我还注意到一次只能进行一个变换,轴上的旋转或位置插值,如何将这两个变换同时应用于对象Java3D球体轨道,java,animation,transformation,java-3d,Java,Animation,Transformation,Java 3d,我到处都找过了,但在Java3D中找不到任何关于如何使球体环绕中心点的信息。具体地说,我想让一个球体以恒定的速度围绕原点做圆周运动,使它永远循环。我猜这些方程与此有关: X=原点X+sin(角度)*尺寸 Y=原点+余弦(角度)*尺寸 我试着使用一个位置插值器,但它只覆盖一个轴,所以不能形成一个圆形轨道。我还注意到一次只能进行一个变换,轴上的旋转或位置插值,如何将这两个变换同时应用于对象 Planet planet = new Planet(new Color3f(0.2f,0.2f,
Planet planet = new Planet(new Color3f(0.2f,0.2f,0.2f),new Vector3f(1.0f,0.0f,-10.0f), 0.2f,1.0f,1.0f, 1.0f);
Sphere planet = new Sphere(planet.radius,planet.pl);
Transform3D tfgPlanet = new Transform3D();
// tfg.setTranslation(planet.position);
tfgplanet.setTranslation(planet.position);
TransformGroup tgm = new TransformGroup(tfgPlanet);
tgm.addChild(planet);
theScene.addChild(tgm);
Transform3D planetRotate = new Transform3D();
int timerotation = 1500;//A slow rotation takes 1.5 seconds.
//The Alpha for rotation
Alpha planetRotationStart = new Alpha(1000,
Alpha.INCREASING_ENABLE,0,0,timerotation,0,0,0,0,0);
//rotate around axis
RotationInterpolator planetrotation = new RotationInterpolator(
planetRotationStart,tgm,
planetRotate,planet.orbitAngle,(float) Math.PI*2);
BoundingSphere bind = new BoundingSphere(new Point3d(0.0,0.0,0.0),Double.MAX_VALUE);
planetrotation.setSchedulingBounds(bind);
tgm.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
tgm.addChild(planetrotation);
Alpha planetOrbit = new Alpha(1000,
Alpha.INCREASING_ENABLE,0,0,timerotation,0,0,0,0,0);
Transform3D axis = new Transform3D();
PositionInterpolator pi = new PositionInterpolator(planetOrbit,tgm,axis,1.0f, 10.0f);
pi.setSchedulingBounds(bind);
tgm.addChild(pi);
//compiles scene
theScene.compile();
//Add everything to the universe.
su.addBranchGraph(theScene);
}
代码乱七八糟(而且似乎在发布时部分代码被复制了?)。然而,关于实际问题:
确实,一个TransformGroup
只能包含一个特定的Transform3D
。虽然可以在单个Transform3D
中组合多个变换(例如旋转和平移),但这与预定义的插值器不太匹配
Java3D是一个基于场景图的API,它的整体思想是组装一个节点“树”,其中每个节点都有特定的用途
在这种情况下,树将由几个节点组成:
S Sphere: The planet
|
|
RTG Rotation TransformGroup: Responsible for
| rotating the planet about its y-asis
|
|
TTG Translation TransformGroup: Responsible for
| translating the (rotating) planet away from
| the sun
|
OTG Orbit TransformGroup: Responsible for
| rotating the (translated and rotating) planet
| about the center of the sun
|
Root The root node of your universe
通过提供适当的变量和方法名,可以确保代码的结构与图形的结构相似
有一个围绕中心旋转的旋转对象的完整示例:
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.Node;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.SimpleUniverse;
public class SphereOrbit
{
public static void main(String[] args)
{
System.setProperty("sun.awt.noerasebackground", "true");
SwingUtilities.invokeLater(new Runnable()
{
@Override
public void run()
{
createAndShowGUI();
}
});
}
private static void createAndShowGUI()
{
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);;
GraphicsConfiguration config =
SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(config);
frame.getContentPane().add(canvas);
SimpleUniverse simpleUniverse = new SimpleUniverse(canvas);
BranchGroup rootBranchGroup = new BranchGroup();
createContents(rootBranchGroup);
simpleUniverse.addBranchGraph(rootBranchGroup);
Transform3D viewPlatformTransform = new Transform3D();
Transform3D t0 = new Transform3D();
t0.setTranslation(new Vector3d(0,0,10));
Transform3D t1 = new Transform3D();
t1.rotX(Math.toRadians(-30));
viewPlatformTransform.mul(t1, t0);
simpleUniverse.getViewingPlatform().
getViewPlatformTransform().setTransform(viewPlatformTransform);;
frame.setSize(800,800);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private static BoundingSphere boundingSphere =
new BoundingSphere(new Point3d(0.0,0.0,0.0), Double.MAX_VALUE);
// Build the transform group that does the rotation
// of the planet in its local coordinate system
// (This will cause the planet to spin about its own y-axis)
private static TransformGroup createRotationTransformGroup(
int rotationTimeMs)
{
TransformGroup rotationTransformGroup = new TransformGroup();
rotationTransformGroup.setCapability(
TransformGroup.ALLOW_TRANSFORM_WRITE);
Alpha rotationAlpha = new Alpha(-1, rotationTimeMs);
RotationInterpolator rotationInterpolator =
new RotationInterpolator(rotationAlpha, rotationTransformGroup);
rotationInterpolator.setSchedulingBounds(boundingSphere);
rotationTransformGroup.addChild(rotationInterpolator);
return rotationTransformGroup;
}
// Build the transform group that moves the (rotating) planet
// about a certain (fixed) distance, away from the center
private static TransformGroup createTranslatingTransformGroup(
double distanceFromCenter)
{
TransformGroup translationTransformGroup = new TransformGroup();
Transform3D translationTransform = new Transform3D();
translationTransform.setTranslation(
new Vector3d(distanceFromCenter, 0, 0));
translationTransformGroup.setTransform(translationTransform);
return translationTransformGroup;
}
// Build the transform group that orbits the planet. This
// transform group will rotate the (translated and rotating)
// planet around the center
private static TransformGroup createOrbitTransformGroup(int orbitTimeMs)
{
TransformGroup orbitTransformGroup = new TransformGroup();
orbitTransformGroup.setCapability(
TransformGroup.ALLOW_TRANSFORM_WRITE);
Alpha orbitAlpha = new Alpha(-1, orbitTimeMs);
RotationInterpolator orbitInterpolator =
new RotationInterpolator(orbitAlpha, orbitTransformGroup);
orbitInterpolator.setSchedulingBounds(boundingSphere);
orbitTransformGroup.addChild(orbitInterpolator);
return orbitTransformGroup;
}
private static void createContents(BranchGroup rootBranchGroup)
{
// The basic properties of the Planet
int rotationTimeMs = 1500;
double distanceFromCenter = 3;
int orbitTimeMs = 4000;
// The planet (using a color cube here, so that its
// own rotation is visible)
//Node planet = new Sphere(0.2f);
Node planet = new ColorCube(0.2);
TransformGroup rotationTransformGroup =
createRotationTransformGroup(rotationTimeMs);
// Attach the planet to the rotation transform group
rotationTransformGroup.addChild(planet);
TransformGroup translationTransformGroup =
createTranslatingTransformGroup(distanceFromCenter);
// Attach the rotating planet to the translation transform group
translationTransformGroup.addChild(rotationTransformGroup);
TransformGroup orbitTransformGroup =
createOrbitTransformGroup(orbitTimeMs);
// Add the (translated and rotating) planet to the orbitTransformGroup
orbitTransformGroup.addChild(translationTransformGroup);
rootBranchGroup.addChild(orbitTransformGroup);
}
}
(注意:仔细观察时,您会注意到,createRotationTransformGroup
方法和createOrbitTransformGroup
方法实际上也在做同样的事情!其中一个是指行星,另一个是指平移的行星。因此,对于真正的应用程序,它们可以组合成一个方法我希望在目前的形式下,组装几个节点的想法可能会变得更清晰)
编辑:根据注释进行扩展 为了添加另一个围绕现有对象旋转的对象(月亮)(我自己已经在旋转并围绕太阳旋转),必须将新的分支附加到相应的现有场景图节点。根据上述(“ASCII艺术”)图像,必须将此节点附加到“TTG”。新节点本身将包含一个轨道节点、一个平移节点和一个旋转节点(其中包含实际的月球对象) 如果您打算构建一个完整的太阳系,那么您可能应该引入适当的实用方法-类似于我在这个扩展示例中已经描述的方法:
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.Node;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.universe.SimpleUniverse;
public class SphereOrbitExtended
{
public static void main(String[] args)
{
System.setProperty("sun.awt.noerasebackground", "true");
SwingUtilities.invokeLater(new Runnable()
{
@Override
public void run()
{
createAndShowGUI();
}
});
}
private static void createAndShowGUI()
{
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);;
GraphicsConfiguration config =
SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(config);
frame.getContentPane().add(canvas);
SimpleUniverse simpleUniverse = new SimpleUniverse(canvas);
BranchGroup rootBranchGroup = new BranchGroup();
createContents(rootBranchGroup);
simpleUniverse.addBranchGraph(rootBranchGroup);
Transform3D viewPlatformTransform = new Transform3D();
Transform3D t0 = new Transform3D();
t0.setTranslation(new Vector3d(0,0,10));
Transform3D t1 = new Transform3D();
t1.rotX(Math.toRadians(-30));
viewPlatformTransform.mul(t1, t0);
simpleUniverse.getViewingPlatform().
getViewPlatformTransform().setTransform(viewPlatformTransform);;
frame.setSize(800,800);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
private static BoundingSphere boundingSphere =
new BoundingSphere(new Point3d(0.0,0.0,0.0), Double.MAX_VALUE);
// Build the transform group that does a rotation about the
// y-axis, rotating once in the given time
private static TransformGroup createRotationTransformGroup(
int rotationTimeMs, boolean forward)
{
TransformGroup rotationTransformGroup = new TransformGroup();
rotationTransformGroup.setCapability(
TransformGroup.ALLOW_TRANSFORM_WRITE);
Alpha rotationAlpha = new Alpha(-1, rotationTimeMs);
float angle = forward ? (float) (2 * Math.PI) : (float)(-2 * Math.PI);
RotationInterpolator rotationInterpolator =
new RotationInterpolator(rotationAlpha, rotationTransformGroup,
new Transform3D(), 0.0f, angle);
rotationInterpolator.setSchedulingBounds(boundingSphere);
rotationTransformGroup.addChild(rotationInterpolator);
return rotationTransformGroup;
}
// Build the transform group that performs the specified translation
private static TransformGroup createTranslatingTransformGroup(
double dx, double dy, double dz)
{
TransformGroup translationTransformGroup = new TransformGroup();
Transform3D translationTransform = new Transform3D();
translationTransform.setTranslation(
new Vector3d(dx, dy, dz));
translationTransformGroup.setTransform(translationTransform);
return translationTransformGroup;
}
private static void createContents(BranchGroup rootBranchGroup)
{
int orbitTimeMs = 4000;
TransformGroup orbitTransformGroup =
createRotationTransformGroup(orbitTimeMs, true);
rootBranchGroup.addChild(orbitTransformGroup);
double distanceFromCenter = 3;
TransformGroup translationTransformGroup =
createTranslatingTransformGroup(distanceFromCenter, 0, 0);
orbitTransformGroup.addChild(translationTransformGroup);
int rotationTimeMs = 1500;
Node planet = new ColorCube(0.2);
TransformGroup rotationTransformGroup =
createRotationTransformGroup(rotationTimeMs, true);
rotationTransformGroup.addChild(planet);
translationTransformGroup.addChild(rotationTransformGroup);
int moonOrbitTimeMs = 1000;
TransformGroup moonOrbitTransformGroup =
createRotationTransformGroup(moonOrbitTimeMs, false);
translationTransformGroup.addChild(moonOrbitTransformGroup);
double moonDistanceFromPlanet = 0.8;
TransformGroup moonTranslationTransformGroup =
createTranslatingTransformGroup(moonDistanceFromPlanet, 0, 0);
moonOrbitTransformGroup.addChild(moonTranslationTransformGroup);
int moonRotationTimeMs = 500;
Node moon = new ColorCube(0.1);
TransformGroup moonRotationTransformGroup =
createRotationTransformGroup(moonRotationTimeMs, true);
moonRotationTransformGroup.addChild(moon);
moonTranslationTransformGroup.addChild(moonRotationTransformGroup);
}
}
您的代码似乎只适用于colorcube,当它被具有材质的球体替换时,不会绘制任何内容。它会显示最后一个节点中的任何内容。如果它不显示球体,则问题不在我发布的代码中。使用
node planet=new sphere(0.2f,new Appearance())
您将看到一个球体。有关材质和照明的进一步问题应在其他地方澄清。如何更改这些方法的中心轨道点,我已使其成为新的Vector3d(parentPosition.x+distanceFromCenter,parentPosition.y,parentPosition.z))代码>是平移变换组的中心,并创建了一个边界球体,该球体是父行星位置的位置为了更改中心轨道点(即“太阳”的位置),您必须插入另一个变换组(具有所需的平移)在rootBranchGroup
和orbitTransformGroup
之间。我不确定你的意思,我试图让月球绕地球运行,但它绕着中心点运行,更改orbitTransformGroup
中的代码不会更改月球的轨道点,我不确定在代码行之间添加什么转换,以使其围绕不断移动的中心点旋转