> > I've posted this question before, and have seen it asked by others, but I've > never seen an answer: > > If I've got a QuadArray (and I assume TriangleArray as well) with > per-vertex-colors, how do I set up the Material so I get shading with the > colors I've put in? > > Seems a simple question, but I get the feeling it can't be done which would > be a huge drawback to Java3d. > Attached is an example program I did by changing HelloUniverse. It is simply a single quad with colors at it's vertices and one directional light. Dan Petersen Java 3D Team Sun Microsystems ** Look for the new newsgroup: comp.lang.java.3d **
/* * %Z%%M% %I% %E% %U% * * Copyright (c) 1996-1999 Sun Microsystems, Inc. All Rights Reserved. * * Sun grants you ("Licensee") a non-exclusive, royalty free, license to use, * modify and redistribute this software in source and binary code form, * provided that i) this copyright notice and license appear on all copies of * the software; and ii) Licensee does not utilize the software in a manner * which is disparaging to Sun. * * 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. * * This software is not designed or intended for use in on-line control of * aircraft, air traffic, aircraft navigation or aircraft communications; or in * the design, construction, operation or maintenance of any nuclear * facility. Licensee represents and warrants that it will not use or * redistribute the Software for such purposes. */ import java.applet.Applet; import java.awt.BorderLayout; import java.awt.event.*; import java.awt.GraphicsConfiguration; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.ColorCube; import com.sun.j3d.utils.universe.*; import javax.media.j3d.*; import javax.vecmath.*; public class HelloUniverse extends Applet { public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create the transform group node and initialize it to the // identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add it to the // root of the subgraph. TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objTrans); int stripCount[] = new int[1]; stripCount[0] = 4; QuadArray qa = new QuadArray(4, QuadArray.COORDINATES | QuadArray.COLOR_3 | QuadArray.NORMALS ); float coords[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; float colors[] = { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; float norms[] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; qa.setCoordinates(0, coords); qa.setColors(0, colors); qa.setNormals(0, norms); Appearance ap = new Appearance(); PolygonAttributes pa = new PolygonAttributes(); pa.setCullFace(pa.CULL_NONE); ap.setPolygonAttributes(pa); Material mat = new Material(); ap.setMaterial(mat); Shape3D s3d = new Shape3D(qa, ap); // Create a simple shape leaf node, add it to the scene graph. objTrans.addChild(s3d); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); DirectionalLight dl = new DirectionalLight(); dl.setInfluencingBounds(bounds); objTrans.addChild(dl); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into // the scene graph. Transform3D yAxis = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI*2.0f); rotator.setSchedulingBounds(bounds); objTrans.addChild(rotator); // Have Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; } public HelloUniverse() { 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(); SimpleUniverse 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); } // // The following allows HelloUniverse to be run as an application // as well as an applet // public static void main(String[] args) { new MainFrame(new HelloUniverse(), 256, 256); } }