Managing the layout of a Java MainFrame of Canvas3d

Posted by John N on Stack Overflow See other posts from Stack Overflow or by John N
Published on 2010-03-30T18:29:35Z Indexed on 2010/03/30 18:33 UTC
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Hi, Im trying to organise the layout of four canvas3d objects in a single MainFrame. Iv tried using some layout managers but none are working (or im doing it wrong). Can anyone give me advice or point me to a way to get this to display the four canvas's as a grid of four?

Thanks,

John

public class Main {

        public static void Main(){
            Window win = new Window();
        }
}

import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.Locale;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
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.vecmath.Vector3f;

import com.sun.j3d.utils.picking.PickCanvas;

public class Universe {

    boolean camera      = true;
    Canvas3D            canvas1, canvas2, canvas3, canvas4;
    VirtualUniverse     universe;
    Locale              locale;
    TransformGroup      vpTrans1, vpTransRight, vpTransFront, vpTransPers;
    TransformGroup      mouseTransform = null;
    View                view1, view2, view3, view4;
    BranchGroup         scene;
    PickCanvas          pickCanvas1 = null;
    PickCanvas          pickCanvas2 = null;
    PickCanvas          pickCanvas3 = null;
    PickCanvas          pickCanvas4 = null;
    BranchGroup         obj = new BranchGroup();
    // Create a BranchGroup node for the view platform

    BranchGroup vpRoot = new BranchGroup();

    //Temp vars for cam movement
    public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) {
        this.canvas1 = c1;
        this.canvas2 = c2;
        this.canvas3 = c3;
        this.canvas4 = c4;
        this.scene = scene;

        // Establish a virtual universe that has a single
        // hi-res Locale

        universe = new VirtualUniverse();
        locale = new Locale(universe);


        // Create a PhysicalBody and PhysicalEnvironment object

        PhysicalBody body = new PhysicalBody();
        PhysicalEnvironment environment =
            new PhysicalEnvironment();


        // Create a View and attach the Canvas3D and the physical
        // body and environment to the view.

        view1 = new View();
        view1.addCanvas3D(c1);
        view1.addCanvas3D(c2);
        view1.addCanvas3D(c3);
        view1.addCanvas3D(c4);
        view1.setPhysicalBody(body);
        view1.setPhysicalEnvironment(environment);


        // Create a BranchGroup node for the view platform

        BranchGroup vpRoot = new BranchGroup();


        // Create a ViewPlatform object, and its associated
        // TransformGroup object, and attach it to the root of the
        // subgraph. Attach the view to the view platform.

        Transform3D t = new Transform3D();
        t.set(new Vector3f(0.0f, 0.0f, 2.0f));
        ViewPlatform vp = new ViewPlatform();
        vpTrans1 = new TransformGroup(t);

        vpTrans1.addChild(vp);

        vpRoot.addChild(vpTrans1);
        vpRoot.addChild(scene);
        view1.attachViewPlatform(vp);


        // Attach the branch graph to the universe, via the
        // Locale. The scene graph is now live!

        locale.addBranchGraph(vpRoot);

    }

}

import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.Locale;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
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.vecmath.Vector3f;

import com.sun.j3d.utils.picking.PickCanvas;

public class Universe {

    boolean camera      = true;
    Canvas3D            canvas1, canvas2, canvas3, canvas4;
    VirtualUniverse     universe;
    Locale              locale;
    TransformGroup      vpTrans1, vpTransRight, vpTransFront, vpTransPers;
    TransformGroup      mouseTransform = null;
    View                view1, view2, view3, view4;
    BranchGroup         scene;
    PickCanvas          pickCanvas1 = null;
    PickCanvas          pickCanvas2 = null;
    PickCanvas          pickCanvas3 = null;
    PickCanvas          pickCanvas4 = null;
    BranchGroup         obj = new BranchGroup();
    // Create a BranchGroup node for the view platform

    BranchGroup vpRoot = new BranchGroup();

    //Temp vars for cam movement
    public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) {
        this.canvas1 = c1;
        this.canvas2 = c2;
        this.canvas3 = c3;
        this.canvas4 = c4;
        this.scene = scene;

        // Establish a virtual universe that has a single
        // hi-res Locale

        universe = new VirtualUniverse();
        locale = new Locale(universe);


        // Create a PhysicalBody and PhysicalEnvironment object

        PhysicalBody body = new PhysicalBody();
        PhysicalEnvironment environment =
            new PhysicalEnvironment();


        // Create a View and attach the Canvas3D and the physical
        // body and environment to the view.

        view1 = new View();
        view1.addCanvas3D(c1);
        view1.addCanvas3D(c2);
        view1.addCanvas3D(c3);
        view1.addCanvas3D(c4);
        view1.setPhysicalBody(body);
        view1.setPhysicalEnvironment(environment);


        // Create a BranchGroup node for the view platform

        BranchGroup vpRoot = new BranchGroup();


        // Create a ViewPlatform object, and its associated
        // TransformGroup object, and attach it to the root of the
        // subgraph. Attach the view to the view platform.

        Transform3D t = new Transform3D();
        t.set(new Vector3f(0.0f, 0.0f, 2.0f));
        ViewPlatform vp = new ViewPlatform();
        vpTrans1 = new TransformGroup(t);

        vpTrans1.addChild(vp);

        vpRoot.addChild(vpTrans1);
        vpRoot.addChild(scene);
        view1.attachViewPlatform(vp);


        // Attach the branch graph to the universe, via the
        // Locale. The scene graph is now live!

        locale.addBranchGraph(vpRoot);

    }

}

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