This example illustrates dynamic texture coordinate generation using the TexCoordGeneration class. The OBJECT_LINEAR, EYE_LINEAR and SPHERE_MAP modes are illustrated. The application creates a DEM landscape (from a sin/cos curve) and uses dynamic texture coordinate generation to map contours onto the landscape - either relative to its relative position (OBJECT_LINEAR) or absolute position (EYE_LINEAR). SPHERE_MAP maps the contours onto the landscape as a environment map. The "Rotate" and "Translate" buttons toggle two Interpolators that rotate and translate the entire scene respectivly.

 import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.GraphicsConfigTemplate;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Panel;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.File;
import java.net.URL;

import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.AudioDevice;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.Bounds;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GraphicsConfigTemplate3D;
import javax.media.j3d.Group;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.PositionInterpolator;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TexCoordGeneration;
import javax.media.j3d.Texture;
import javax.media.j3d.TextureAttributes;
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.Color3f;
import javax.vecmath.Point2f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import javax.vecmath.Vector4f;

import com.sun.j3d.audioengines.javasound.JavaSoundMixer;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.GeometryInfo;
import com.sun.j3d.utils.geometry.NormalGenerator;
import com.sun.j3d.utils.image.TextureLoader;

/**
 * This example illustrates dynamic texture coordinate generation using the
 * TexCoordGeneration class. The OBJECT_LINEAR, EYE_LINEAR and SPHERE_MAP modes
 * are illustrated. The application creates a DEM landscape (from a sin/cos
 * curve) and uses dynamic texture coordinate generation to map contours onto
 * the landscape - either relative to its relative position (OBJECT_LINEAR) or
 * absolute position (EYE_LINEAR). SPHERE_MAP maps the contours onto the
 * landscape as a environment map. The "Rotate" and "Translate" buttons toggle
 * two Interpolators that rotate and translate the entire scene respectivly.
 */
public class TexCoordTest extends Java3dApplet implements ActionListener {
  private static int m_kWidth = 500;

  private static int m_kHeight = 400;

  // we need to track these as we modify them inside
  // the actionPerformed method
  Appearance m_Appearance = null;

  TexCoordGeneration m_TexGen = null;

  PositionInterpolator m_PositionInterpolator = null;

  RotationInterpolator m_RotationInterpolator = null;

  public TexCoordTest() {
    initJava3d();
  }

  protected void addCanvas3D(Canvas3D c3d) {
    setLayout(new BorderLayout());
    add(c3d, BorderLayout.CENTER);

    Panel controlPanel = new Panel();

    // creates some GUI components so we can modify the
    // scene and texure coordinate generation at runtime
    Button eyeButton = new Button("EYE_LINEAR");
    eyeButton.addActionListener(this);
    controlPanel.add(eyeButton);

    Button objectButton = new Button("OBJECT_LINEAR");
    objectButton.addActionListener(this);
    controlPanel.add(objectButton);

    Button sphereButton = new Button("SPHERE_MAP");
    sphereButton.addActionListener(this);
    controlPanel.add(sphereButton);

    Button rotateButton = new Button("Rotate");
    rotateButton.addActionListener(this);
    controlPanel.add(rotateButton);

    Button translateButton = new Button("Translate");
    translateButton.addActionListener(this);
    controlPanel.add(translateButton);

    add(controlPanel, BorderLayout.SOUTH);

    doLayout();
  }

  // overidden as we don't want a background for this example
  protected Background createBackground() {
    return null;
  }

  // we are using a big landscape so we have to scale it down
  protected double getScale() {
    return 0.05;
  }

  // handle event from the GUI components we created
  public void actionPerformed(ActionEvent event) {
    if (event.getActionCommand().equals("EYE_LINEAR") != false)
      m_TexGen.setGenMode(TexCoordGeneration.EYE_LINEAR);

    else if (event.getActionCommand().equals("OBJECT_LINEAR") != false)
      m_TexGen.setGenMode(TexCoordGeneration.OBJECT_LINEAR);

    else if (event.getActionCommand().equals("SPHERE_MAP") != false)
      m_TexGen.setGenMode(TexCoordGeneration.SPHERE_MAP);

    else if (event.getActionCommand().equals("Rotate") != false)
      m_RotationInterpolator.setEnable(!m_RotationInterpolator
          .getEnable());

    else if (event.getActionCommand().equals("Translate") != false)
      m_PositionInterpolator.setEnable(!m_PositionInterpolator
          .getEnable());

    // apply any changes to the TexCoordGeneration and copy into the
    // appearance
    TexCoordGeneration texCoordGeneration = new TexCoordGeneration();
    texCoordGeneration = (TexCoordGeneration) m_TexGen
        .cloneNodeComponent(true);
    m_Appearance.setTexCoordGeneration(texCoordGeneration);
  }

  // position the viewer in the scene
  public TransformGroup[] getViewTransformGroupArray() {
    TransformGroup[] tgArray = new TransformGroup[1];
    tgArray[0] = new TransformGroup();

    // move the camera BACK a little...
    // note that we have to invert the matrix as
    // we are moving the viewer
    Transform3D t3d = new Transform3D();

    t3d.rotX(0.4);
    t3d.setScale(getScale());
    t3d.setTranslation(new Vector3d(0.0, 0, -20.0));
    t3d.invert();
    tgArray[0].setTransform(t3d);

    return tgArray;
  }

  // we create a scene composed of two nested interpolators
  // one for translation, one for rotation that control
  // a DEM landscape created from a single Shape3D containing
  // a QuadArray.
  protected BranchGroup createSceneBranchGroup() {
    BranchGroup objRoot = super.createSceneBranchGroup();

    TransformGroup objPosition = new TransformGroup();
    objPosition.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    TransformGroup objRotate = new TransformGroup();
    objRotate.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

    Transform3D axisTranslate = new Transform3D();
    axisTranslate.rotZ(Math.toRadians(90));

    Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0,
        6000, 0, 0, 0, 0, 0);

    m_PositionInterpolator = new PositionInterpolator(rotationAlpha,
        objPosition, axisTranslate, 0, 70);

    m_PositionInterpolator.setSchedulingBounds(createApplicationBounds());
    objPosition.addChild(m_PositionInterpolator);
    m_PositionInterpolator.setEnable(false);

    m_RotationInterpolator = new RotationInterpolator(rotationAlpha,
        objRotate, new Transform3D(), 0.0f, (float) Math.PI * 2.0f);

    m_RotationInterpolator.setSchedulingBounds(getApplicationBounds());
    objRotate.addChild(m_RotationInterpolator);
    m_RotationInterpolator.setEnable(true);

    TransformGroup tgLand = new TransformGroup();
    Transform3D t3dLand = new Transform3D();
    t3dLand.setTranslation(new Vector3d(0, -30, 0));
    tgLand.setTransform(t3dLand);

    tgLand.addChild(createDemLandscape());
    objRotate.addChild(tgLand);

    objPosition.addChild(objRotate);

    objRoot.addChild(objPosition);

    // create some lights for the scene
    Color3f lColor1 = new Color3f(0.3f, 0.3f, 0.3f);
    Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
    Color3f alColor = new Color3f(0.1f, 0.1f, 0.1f);

    AmbientLight aLgt = new AmbientLight(alColor);
    aLgt.setInfluencingBounds(getApplicationBounds());
    DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
    lgt1.setInfluencingBounds(getApplicationBounds());

    // add the lights to the parent BranchGroup
    objRoot.addChild(aLgt);
    objRoot.addChild(lgt1);

    return objRoot;
  }

  // create the Appearance for the landscape Shape3D
  // and initialize all the texture generation paramters
  // the yMaxHeight paramters is the maximum height of the
  // landscape. It defines a scale factor to convert from
  // landscape Y coordinates to texture coordinates
  // (in the range 0 to 1).
  void createAppearance(double yMaxHeight) {
    // create an Appearance and assign a Material
    m_Appearance = new Appearance();
    m_Appearance.setCapability(Appearance.ALLOW_TEXGEN_WRITE);

    Color3f black = new Color3f(0, 0.2f, 0);
    Color3f objColor = new Color3f(0.1f, 0.7f, 0.2f);
    m_Appearance.setMaterial(new Material(objColor, black, objColor, black,
        0.8f));

    // load the texture image
    TextureLoader texLoader = new TextureLoader("stripes.gif", Texture.RGB,
        this);

    // clamp the coordinates in the S dimension, that way they
    // will not wrap when the calculated texture coordinate falls outside
    // the range 0 to 1. When the texture coordinate is outside this range
    // no texture coordinate will be used
    Texture tex = texLoader.getTexture();
    tex.setBoundaryModeS(Texture.CLAMP);

    // assign the texute image to the appearance
    m_Appearance.setTexture(tex);

    // create the TexCoordGeneration object.
    // we are only using 1D texture coordinates (S) - texture coordinates
    // are calculated from a vertex's distance from the Y = 0 plane
    // the 4th parameter to the Vector4f is the distance in *texture
    // coordinates*
    // that we shift the texture coordinates by (i.e. Y = 0 corresponds to S
    // = 0.5)
    TexCoordGeneration texGen = new TexCoordGeneration(
        TexCoordGeneration.OBJECT_LINEAR,
        TexCoordGeneration.TEXTURE_COORDINATE_2, new Vector4f(0,
            (float) (1.0 / (2 * yMaxHeight)), 0, 0.5f),
        new Vector4f(0, 0, 0, 0), new Vector4f(0, 0, 0, 0));

    // create our "non-live" TexCoordGeneration object so we
    // can update the "genMode" parameter after we go live.
    m_TexGen = (TexCoordGeneration) texGen.cloneNodeComponent(true);

    // assign the TexCoordGeneration to the Appearance
    m_Appearance.setTexCoordGeneration(texGen);

    // we just glue the texture image to the surface, we are not
    // blending or modulating the texture image based on material
    // attributes. You can experiment with MODULATE or BLEND.
    TextureAttributes texAttribs = new TextureAttributes();
    texAttribs.setTextureMode(TextureAttributes.DECAL);
    m_Appearance.setTextureAttributes(texAttribs);
  }

  // create the Shape3D and geometry for the DEM landscape
  BranchGroup createDemLandscape() {
    final double LAND_WIDTH = 200;
    final double LAND_LENGTH = 200;
    final double nTileSize = 10;
    final double yMaxHeight = LAND_WIDTH / 8;

    // calculate how many vertices we need to store all the "tiles" that
    // compose the QuadArray.
    final int nNumTiles = (int) (((LAND_LENGTH / nTileSize) * 2) * ((LAND_WIDTH / nTileSize) * 2));
    final int nVertexCount = 4 * nNumTiles;
    Point3f[] coordArray = new Point3f[nVertexCount];
    Point2f[] texCoordArray = new Point2f[nVertexCount];

    // create the Appearance for the landscape and initialize all
    // the texture coordinate generation parameters
    createAppearance(yMaxHeight);

    // create the parent BranchGroup
    BranchGroup bg = new BranchGroup();

    // create the geometry and populate a QuadArray
    // we use a simple sin/cos function to create an undulating surface
    // in the X/Z dimensions. Y dimension is the distance "above sea-level".
    int nItem = 0;
    double yValue0 = 0;
    double yValue1 = 0;
    double yValue2 = 0;
    double yValue3 = 0;

    final double xFactor = LAND_WIDTH / 5;
    final double zFactor = LAND_LENGTH / 3;

    // loop over all the tiles in the environment
    for (double x = -LAND_WIDTH; x <= LAND_WIDTH; x += nTileSize) {
      for (double z = -LAND_LENGTH; z <= LAND_LENGTH; z += nTileSize) {
        // if we are not on the last row or column create a "tile"
        // and add to the QuadArray. Use CCW winding
        if (z < LAND_LENGTH && x < LAND_WIDTH) {
          yValue0 = yMaxHeight * Math.sin(x / xFactor)
              * Math.cos(z / zFactor);
          yValue1 = yMaxHeight * Math.sin(x / xFactor)
              * Math.cos((z + nTileSize) / zFactor);
          yValue2 = yMaxHeight * Math.sin((x + nTileSize) / xFactor)
              * Math.cos((z + nTileSize) / zFactor);
          yValue3 = yMaxHeight * Math.sin((x + nTileSize) / xFactor)
              * Math.cos(z / zFactor);

          // note, we do not assign any texture coordinates!
          coordArray[nItem++] = new Point3f((float) x,
              (float) yValue0, (float) z);
          coordArray[nItem++] = new Point3f((float) x,
              (float) yValue1, (float) (z + nTileSize));
          coordArray[nItem++] = new Point3f((float) (x + nTileSize),
              (float) yValue2, (float) (z + nTileSize));
          coordArray[nItem++] = new Point3f((float) (x + nTileSize),
              (float) yValue3, (float) z);
        }
      }
    }

    // create a GeometryInfo and assign the coordinates
    GeometryInfo gi = new GeometryInfo(GeometryInfo.QUAD_ARRAY);
    gi.setCoordinates(coordArray);

    // generate Normal vectors for the QuadArray that was populated.
    NormalGenerator normalGenerator = new NormalGenerator();
    normalGenerator.generateNormals(gi);

    // wrap the GeometryArray in a Shape3D
    Shape3D shape = new Shape3D(gi.getGeometryArray(), m_Appearance);

    // add the Shape3D to a BranchGroup and return
    bg.addChild(shape);

    return bg;
  }

  public static void main(String[] args) {
    TexCoordTest texCoordTest = new TexCoordTest();
    texCoordTest.saveCommandLineArguments(args);

    new MainFrame(texCoordTest, m_kWidth, m_kHeight);
  }
}

/*******************************************************************************
 * Copyright (C) 2001 Daniel Selman
 * 
 * First distributed with the book "Java 3D Programming" by Daniel Selman and
 * published by Manning Publications. http://manning.com/selman
 * 
 * This program is free software; you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, version 2.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * The license can be found on the WWW at: http://www.fsf.org/copyleft/gpl.html
 * 
 * Or by writing to: Free Software Foundation, Inc., 59 Temple Place - Suite
 * 330, Boston, MA 02111-1307, USA.
 * 
 * Authors can be contacted at: Daniel Selman: This email address is being protected from spambots. You need JavaScript enabled to view it.
 * 
 * If you make changes you think others would like, please contact one of the
 * authors or someone at the www.j3d.org web site.
 ******************************************************************************/

//*****************************************************************************
/**
 * Java3dApplet
 * 
 * Base class for defining a Java 3D applet. Contains some useful methods for
 * defining views and scenegraphs etc.
 * 
 * @author Daniel Selman
 * @version 1.0
 */
//*****************************************************************************

abstract class Java3dApplet extends Applet {
  public static int m_kWidth = 300;

  public static int m_kHeight = 300;

  protected String[] m_szCommandLineArray = null;

  protected VirtualUniverse m_Universe = null;

  protected BranchGroup m_SceneBranchGroup = null;

  protected Bounds m_ApplicationBounds = null;

  //  protected com.tornadolabs.j3dtree.Java3dTree m_Java3dTree = null;

  public Java3dApplet() {
  }

  public boolean isApplet() {
    try {
      System.getProperty("user.dir");
      System.out.println("Running as Application.");
      return false;
    } catch (Exception e) {
    }

    System.out.println("Running as Applet.");
    return true;
  }

  public URL getWorkingDirectory() throws java.net.MalformedURLException {
    URL url = null;

    try {
      File file = new File(System.getProperty("user.dir"));
      System.out.println("Running as Application:");
      System.out.println("   " + file.toURL());
      return file.toURL();
    } catch (Exception e) {
    }

    System.out.println("Running as Applet:");
    System.out.println("   " + getCodeBase());

    return getCodeBase();
  }

  public VirtualUniverse getVirtualUniverse() {
    return m_Universe;
  }

  //public com.tornadolabs.j3dtree.Java3dTree getJ3dTree() {
  //return m_Java3dTree;
  //  }

  public Locale getFirstLocale() {
    java.util.Enumeration e = m_Universe.getAllLocales();

    if (e.hasMoreElements() != false)
      return (Locale) e.nextElement();

    return null;
  }

  protected Bounds getApplicationBounds() {
    if (m_ApplicationBounds == null)
      m_ApplicationBounds = createApplicationBounds();

    return m_ApplicationBounds;
  }

  protected Bounds createApplicationBounds() {
    m_ApplicationBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
        100.0);
    return m_ApplicationBounds;
  }

  protected Background createBackground() {
    Background back = new Background(new Color3f(0.9f, 0.9f, 0.9f));
    back.setApplicationBounds(createApplicationBounds());
    return back;
  }

  public void initJava3d() {
    //  m_Java3dTree = new com.tornadolabs.j3dtree.Java3dTree();
    m_Universe = createVirtualUniverse();

    Locale locale = createLocale(m_Universe);

    BranchGroup sceneBranchGroup = createSceneBranchGroup();

    ViewPlatform vp = createViewPlatform();
    BranchGroup viewBranchGroup = createViewBranchGroup(
        getViewTransformGroupArray(), vp);

    createView(vp);

    Background background = createBackground();

    if (background != null)
      sceneBranchGroup.addChild(background);

    //    m_Java3dTree.recursiveApplyCapability(sceneBranchGroup);
    //  m_Java3dTree.recursiveApplyCapability(viewBranchGroup);

    locale.addBranchGraph(sceneBranchGroup);
    addViewBranchGroup(locale, viewBranchGroup);

    onDoneInit();
  }

  protected void onDoneInit() {
    //  m_Java3dTree.updateNodes(m_Universe);
  }

  protected double getScale() {
    return 1.0;
  }

  public TransformGroup[] getViewTransformGroupArray() {
    TransformGroup[] tgArray = new TransformGroup[1];
    tgArray[0] = new TransformGroup();

    // move the camera BACK a little...
    // note that we have to invert the matrix as
    // we are moving the viewer
    Transform3D t3d = new Transform3D();
    t3d.setScale(getScale());
    t3d.setTranslation(new Vector3d(0.0, 0.0, -20.0));
    t3d.invert();
    tgArray[0].setTransform(t3d);

    return tgArray;
  }

  protected void addViewBranchGroup(Locale locale, BranchGroup bg) {
    locale.addBranchGraph(bg);
  }

  protected Locale createLocale(VirtualUniverse u) {
    return new Locale(u);
  }

  protected BranchGroup createSceneBranchGroup() {
    m_SceneBranchGroup = new BranchGroup();
    return m_SceneBranchGroup;
  }

  protected View createView(ViewPlatform vp) {
    View view = new View();

    PhysicalBody pb = createPhysicalBody();
    PhysicalEnvironment pe = createPhysicalEnvironment();

    AudioDevice audioDevice = createAudioDevice(pe);

    if (audioDevice != null) {
      pe.setAudioDevice(audioDevice);
      audioDevice.initialize();
    }

    view.setPhysicalEnvironment(pe);
    view.setPhysicalBody(pb);

    if (vp != null)
      view.attachViewPlatform(vp);

    view.setBackClipDistance(getBackClipDistance());
    view.setFrontClipDistance(getFrontClipDistance());

    Canvas3D c3d = createCanvas3D();
    view.addCanvas3D(c3d);
    addCanvas3D(c3d);

    return view;
  }

  protected PhysicalBody createPhysicalBody() {
    return new PhysicalBody();
  }

  protected AudioDevice createAudioDevice(PhysicalEnvironment pe) {
    JavaSoundMixer javaSoundMixer = new JavaSoundMixer(pe);

    if (javaSoundMixer == null)  System.out.println("create of audiodevice failed");

    return javaSoundMixer;
  }

  protected PhysicalEnvironment createPhysicalEnvironment() {
    return new PhysicalEnvironment();
  }

  protected float getViewPlatformActivationRadius() {
    return 100;
  }

  protected ViewPlatform createViewPlatform() {
    ViewPlatform vp = new ViewPlatform();
    vp.setViewAttachPolicy(View.RELATIVE_TO_FIELD_OF_VIEW);
    vp.setActivationRadius(getViewPlatformActivationRadius());

    return vp;
  }

  protected Canvas3D createCanvas3D() {
    GraphicsConfigTemplate3D gc3D = new GraphicsConfigTemplate3D();
    gc3D.setSceneAntialiasing(GraphicsConfigTemplate.PREFERRED);
    GraphicsDevice gd[] = GraphicsEnvironment.getLocalGraphicsEnvironment()
        .getScreenDevices();

    Canvas3D c3d = new Canvas3D(gd[0].getBestConfiguration(gc3D));
    c3d.setSize(getCanvas3dWidth(c3d), getCanvas3dHeight(c3d));

    return c3d;
  }

  protected int getCanvas3dWidth(Canvas3D c3d) {
    return m_kWidth;
  }

  protected int getCanvas3dHeight(Canvas3D c3d) {
    return m_kHeight;
  }

  protected double getBackClipDistance() {
    return 100.0;
  }

  protected double getFrontClipDistance() {
    return 1.0;
  }

  protected BranchGroup createViewBranchGroup(TransformGroup[] tgArray,
      ViewPlatform vp) {
    BranchGroup vpBranchGroup = new BranchGroup();

    if (tgArray != null && tgArray.length > 0) {
      Group parentGroup = vpBranchGroup;
      TransformGroup curTg = null;

      for (int n = 0; n < tgArray.length; n++) {
        curTg = tgArray[n];
        parentGroup.addChild(curTg);
        parentGroup = curTg;
      }

      tgArray[tgArray.length - 1].addChild(vp);
    } else
      vpBranchGroup.addChild(vp);

    return vpBranchGroup;
  }

  protected void addCanvas3D(Canvas3D c3d) {
    setLayout(new BorderLayout());
    add(c3d, BorderLayout.CENTER);
    doLayout();
  }

  protected VirtualUniverse createVirtualUniverse() {
    return new VirtualUniverse();
  }

  protected void saveCommandLineArguments(String[] szArgs) {
    m_szCommandLineArray = szArgs;
  }

  protected String[] getCommandLineArguments() {
    return m_szCommandLineArray;
  }
}