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标题: java3D中平行光投影的实现 [打印本页]

作者: yeu1233    时间: 2012-9-18 11:30
标题: java3D中平行光投影的实现
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非凡,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.COORDINATESGeometryArray.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.COORDINATESGeometryArray.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;

    }






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