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關(guān)于java3d動(dòng)畫(huà)代碼的信息

求java做動(dòng)畫(huà)代碼

import?java.awt.Canvas;

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import?java.awt.Color;

import?java.awt.Dimension;

import?java.awt.EventQueue;

import?java.awt.Frame;

import?java.awt.Graphics;

import?java.awt.Graphics2D;

import?java.awt.Image;

import?java.awt.RenderingHints;

import?java.awt.event.KeyEvent;

import?java.awt.event.KeyListener;

import?java.awt.event.WindowAdapter;

import?java.awt.event.WindowEvent;

import?java.awt.image.BufferedImage;

import?java.io.File;

import?java.io.IOException;

import?javax.imageio.ImageIO;

public?class?TestImage?extends?Frame

{

private?static?final?long?serialVersionUID?=?1L;

private?static?boolean?PRESSED?=?false;

private?static?int?pointX?=?0;

private?static?int?pointy?=?200;

private?static?int?RIGHT_GO?=?0;

private?static?int?LEFT_GO?=?0;

private?static?int?DIR?=?0;

private?static?int?ANGLE?=?0;

private?static?int?W?=?50;

private?static?int?H?=?60;

private?_Canvas?canvas?=?null;

public?TestImage?()

{

add?(canvas?=?new?_Canvas?());

setIgnoreRepaint?(true);

requestFocus?();

}

public?class?_Canvas?extends?Canvas?implements?Runnable

{

private?static?final?long?serialVersionUID?=?1L;

private?BufferedImage?bi?=?null;

private?Image?bufferedImage?=?null;

private?Thread?thread?=?null;

private?long?sleepTime?=?10;

public?_Canvas?()

{

try

{

bi?=?ImageIO.read?(new?File?("go.png"));

}

catch?(IOException?e)

{}

setBackground?(Color.BLACK);

requestFocus?();

addKeyListener?(new?KeyListener?()

{

@Override

public?void?keyTyped?(?KeyEvent?e?)

{}

@Override

public?void?keyReleased?(?KeyEvent?e?)

{

RIGHT_GO?=?0;

PRESSED?=?false;

}

@Override

public?void?keyPressed?(?KeyEvent?e?)

{

//?38?40?37?39上下左右

DIR?=?e.getKeyCode?();

PRESSED?=?true;

}

});

}

@Override

public?void?paint?(?Graphics?g?)

{

Graphics2D?g2d?=?(Graphics2D)?g;

g2d.setRenderingHint?(RenderingHints.KEY_INTERPOLATION,?RenderingHints.VALUE_INTERPOLATION_BILINEAR);

g2d.drawImage?(rotateImage?(bi.getSubimage?(RIGHT_GO,?LEFT_GO,?W,?H),?ANGLE,?true),?pointX,?pointy,?W,?H,

this);

g2d.dispose?();

}

@Override

public?void?update?(?Graphics?g?)

{

if?(null?==?bufferedImage)

{

bufferedImage?=?createImage?(getWidth?(),?getHeight?());

}

Graphics?bufferedG?=?bufferedImage.getGraphics?();

bufferedG.clearRect?(0,?0,?getWidth?(),?getHeight?());

paint?(bufferedG);

bufferedG.dispose?();

g.drawImage?(bufferedImage,?0,?0,?this);

g.dispose?();

}

public?void?start?()

{

thread?=?new?Thread?(this);

thread.setName?("TestImage");

thread.setPriority?(Thread.MIN_PRIORITY);

thread.start?();

}

public?synchronized?void?stop?()

{

thread?=?null;

notify?();

}

@Override

public?void?run?()

{

Thread?me?=?Thread.currentThread?();

while?(thread?==?me??!isShowing?()?||?getSize?().width?==?0)

{

try

{

Thread.sleep?(555);

}

catch?(InterruptedException?e)

{

return;

}

}

while?(thread?==?me??isShowing?())

{

if?(PRESSED)

{

try

{

if?(DIR?==?39)

{

RIGHT_GO?=?RIGHT_GO?+?50;

LEFT_GO?=?0;

pointX?=?pointX?+?1;

if?(pointX??420)

{

ANGLE?=?90;

pointX--;

pointy--;

W?=?60;

H?=?50;

}

if?(RIGHT_GO??50)

{

RIGHT_GO?=?0;

}

}

else?if?(DIR?==?37)

{

pointX?=?pointX?-?1;

RIGHT_GO?=?RIGHT_GO?+?50;

LEFT_GO?=?60;

if?(pointX??0)

{

ANGLE?=?-90;

pointX++;

pointy--;

W?=?60;

H?=?50;

}

if?(RIGHT_GO??50)

{

RIGHT_GO?=?0;

}

}

else?if?(DIR?==?38)

{

W?=?50;

H?=?60;

pointy?=?150;

ANGLE?=?0;

RIGHT_GO?=?100;

}

else?if?(DIR?==?40)

{

W?=?50;

H?=?60;

ANGLE?=?0;

pointy?=?200;

RIGHT_GO?=?0;

}

Thread.sleep?(sleepTime);

repaint?();

}

catch?(InterruptedException?e)

{

break;

}

}

else

{

RIGHT_GO?=?RIGHT_GO?+?50;

LEFT_GO?=?0;

pointX?=?pointX?+?1;

if?(RIGHT_GO??50)

{

RIGHT_GO?=?0;

}

if?(pointX??500)

{

pointX?=?0;

}

try

{

Thread.sleep?(sleepTime);

repaint?();

}

catch?(InterruptedException?e)

{

break;

}

}

}

thread?=?null;

}

}

/**

?*?旋轉(zhuǎn)圖像為指定角度

?*?

?*?@param?degree

?*?@return

?*/

public?static?BufferedImage?rotateImage?(?final?BufferedImage?image,?final?int?angdeg,?final?boolean?d?)

{

int?w?=?image.getWidth?();

int?h?=?image.getHeight?();

int?type?=?image.getColorModel?().getTransparency?();

BufferedImage?img;

Graphics2D?graphics2d;

(?graphics2d?=?(?img?=?new?BufferedImage?(w,?h,?type)?).createGraphics?()?).setRenderingHint?(

RenderingHints.KEY_INTERPOLATION,?RenderingHints.VALUE_INTERPOLATION_BILINEAR);

graphics2d.rotate?(d???-Math.toRadians?(angdeg)?:?Math.toRadians?(angdeg),?w?/?2,?h?/?2);

graphics2d.drawImage?(image,?0,?0,?null);

graphics2d.dispose?();

return?img;

}

public?static?void?main?(?String[]?args?)

{

EventQueue.invokeLater?(new?Runnable?()

{

@Override

public?void?run?()

{

final?TestImage?ti?=?new?TestImage?();

ti.setSize?(new?Dimension?(500,?300));

ti.setLocationRelativeTo?(null);

ti.addWindowListener?(new?WindowAdapter?()

{

@Override

public?void?windowClosing?(?WindowEvent?e?)

{

System.exit?(0);

}

@Override

public?void?windowDeiconified?(?WindowEvent?e?)

{

ti.canvas.start?();

}

@Override

public?void?windowIconified?(?WindowEvent?e?)

{

ti.canvas.stop?();

}

});

ti.setResizable?(false);

ti.canvas.start?();

ti.setVisible?(true);

}

});

}

}

java環(huán)境下,如何實(shí)現(xiàn)3D圖形的自動(dòng)旋轉(zhuǎn)?

程序?qū)崿F(xiàn)思路: 在javafx中Node對(duì)象有一個(gè)effect屬性,可以用于實(shí)現(xiàn)各種特效。PerspectiveTransform特效可以使Node對(duì)象實(shí)現(xiàn)透視變換。因此我們可以通過(guò)計(jì)算透視變換中每個(gè)點(diǎn)的位置來(lái)實(shí)現(xiàn)3D翻轉(zhuǎn)特效。

實(shí)現(xiàn)步驟: 1、定義FlipView對(duì)象。包含以下屬性:

復(fù)制代碼 代碼如下:

//正面視圖

public Node frontNode;

//反面視圖

public Node backNode;

//是否翻轉(zhuǎn)

boolean flipped = false;

//翻轉(zhuǎn)角度

DoubleProperty time = new SimpleDoubleProperty(Math.PI / 2);

//正面翻轉(zhuǎn)特效

PerspectiveTransform frontEffect = new PerspectiveTransform();

//反面翻轉(zhuǎn)特效

PerspectiveTransform backEffect = new PerspectiveTransform();

create方法返回需要顯示的內(nèi)容:

復(fù)制代碼 代碼如下:

private void create() {

time.addListener(new ChangeListener() {

@Override

public void changed(ObservableValue? extends Number arg0,

Number arg1, Number arg2) {

setPT(frontEffect, time.get());

setPT(backEffect, time.get());

}

});

anim.getKeyFrames().addAll(frame1, frame2);

backNode.visibleProperty().bind(

Bindings.when(time.lessThan(0)).then(true).otherwise(false));

frontNode.visibleProperty().bind(

Bindings.when(time.lessThan(0)).then(false).otherwise(true));

setPT(frontEffect, time.get());

setPT(backEffect, time.get());

frontNode.setEffect(frontEffect);

backNode.setEffect(backEffect);

getChildren().addAll(backNode, frontNode);

}

以上代碼需要注意的是: 隨著time值的變化frontEffect和backEffect的值也會(huì)隨著變換。 2、PerspectiveTransform特效的實(shí)現(xiàn)使用了Math.sin()和Math.cos()方法模擬3D角度變換。 具體實(shí)現(xiàn)如下:

復(fù)制代碼 代碼如下:

private void setPT(PerspectiveTransform pt, double t) {

double width = 200;

double height = 200;

double radius = width / 2;

double back = height / 10;

pt.setUlx(radius - Math.sin(t) * radius);

pt.setUly(0 - Math.cos(t) * back);

pt.setUrx(radius + Math.sin(t) * radius);

pt.setUry(0 + Math.cos(t) * back);

pt.setLrx(radius + Math.sin(t) * radius);

pt.setLry(height - Math.cos(t) * back);

pt.setLlx(radius - Math.sin(t) * radius);

pt.setLly(height + Math.cos(t) * back);

}

3、角度變換在1秒的時(shí)間內(nèi)從3.14/2變換到-3.14/2。

復(fù)制代碼 代碼如下:

KeyFrame frame1 = new KeyFrame(Duration.ZERO, new KeyValue(time,

Math.PI / 2, Interpolator.LINEAR));

KeyFrame frame2 = new KeyFrame(Duration.seconds(1),

new EventHandler() {

@Override

public void handle(ActionEvent event) {

flipped = !flipped;

}

}, new KeyValue(time, -Math.PI / 2, Interpolator.LINEAR));

4、FlipView對(duì)象的創(chuàng)建:通過(guò)構(gòu)造函數(shù)可以很方便的創(chuàng)建FlipView對(duì)象.

復(fù)制代碼 代碼如下:

ImageView image1 = new ImageView(new Image(getClass()

.getResourceAsStream("lion1.png")));

ImageView image2 = new ImageView(new Image(getClass()

.getResourceAsStream("lion2.png")));

FlipView flip = new FlipView(image1, image2);

java怎么畫(huà)出 3D 效果的圖像?

可參考 孫博文 的一本書(shū) 分形算法與程序設(shè)計(jì): Java實(shí)現(xiàn) 里面有3D的內(nèi)容

貌似要下載 JAVA3D 的msi安裝包 解壓后得到j(luò)ar包 JAVA 3D已經(jīng)被淘汰 可能有點(diǎn)難找

用Java3D編程就行了 你先把那書(shū)上關(guān)于3D的代碼 稍微看一下 編程的思路也就是 先建立一個(gè)場(chǎng)景(有光) 然后空間描點(diǎn) 畫(huà)線 著色 之類的 可以參考具體的Java 3D 的書(shū) 貌似大多是英文的

編程也可以參考官方API文檔

java3D的問(wèn)題…我要利用java3d繪制一個(gè)地球可以自轉(zhuǎn)的動(dòng)畫(huà)…

import java.applet.Applet;

import java.awt.*;

import com.sun.j3d.utils.applet.MainFrame;

import com.sun.j3d.utils.universe.*;

import javax.media.j3d.*;

import javax.vecmath.*;

import static java.lang.Math.*;

import com.sun.j3d.utils.behaviors.mouse.*;

public class Ball11 extends Applet

{

private float vert[]=new float[30000];

private Color3f color[]=new Color3f[30000];

public BranchGroup createSceneGraph(){

BranchGroup objRoot=new BranchGroup();//分支組

BoundingSphere bounds=new BoundingSphere(new Point3d(),100.0);

Color3f bgColor=new Color3f(1.0f,1.0f,1.0f);

Background bg=new Background(bgColor);//背景顏色

bg.setApplicationBounds(bounds);//背景范圍

objRoot.addChild(bg);

//添加平行光

DirectionalLight lightD1=new DirectionalLight();

lightD1.setInfluencingBounds(new BoundingSphere());

Vector3f direction=new Vector3f(2.5f,8.0f,-1.0f);

Color3f color1=new Color3f(1.0f,0.0f,0.0f);

direction.normalize();

lightD1.setDirection(direction);

lightD1.setColor(color1);

objRoot.addChild(lightD1);

//初始化

pointinit();

//添加運(yùn)輸組

TransformGroup trans=new TransformGroup();

trans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

trans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);

objRoot.addChild(trans);

Shape3D shape=new Shape3D();

QuadArray qArray=new QuadArray(30000,QuadArray.COORDINATES|QuadArray.COLOR_3);

qArray.setCoordinates(0,vert);

qArray.setColors(0,color);

PolygonAttributes pa=new PolygonAttributes();

pa.setCullFace(PolygonAttributes.CULL_NONE);

shape.setGeometry(qArray);

Appearance app=new Appearance();

app.setPolygonAttributes(pa);

shape.setAppearance(app);

trans.addChild(shape);

//添加鼠標(biāo)事件

MouseRotate rotate=new MouseRotate();

rotate.setTransformGroup(trans);

objRoot.addChild(rotate);

rotate.setSchedulingBounds(bounds);

MouseZoom zoom=new MouseZoom();

zoom.setTransformGroup(trans);

objRoot.addChild(zoom);

zoom.setSchedulingBounds(bounds);

MouseTranslate translate=new MouseTranslate();

translate.setTransformGroup(trans);

objRoot.addChild(translate);

translate.setSchedulingBounds(bounds);

objRoot.compile();

return objRoot;

}

public void pointinit(){

int i=0;

for(double a=0;a=2*Math.PI;a+=0.09){

for(double b=0;b=Math.PI;b+=0.1){

vert[i]=(float)Math.sin(b)*(float)cos(a);i++;

vert[i]=(float)Math.sin(a)*(float)sin(b);i++;

vert[i]=(float)Math.cos(b);i++;

vert[i]=(float)Math.sin(b)*(float)cos(a+0.1);i++;

vert[i]=(float)Math.sin(a+0.1)*(float)sin(b);i++;

vert[i]=(float)Math.cos(b+0.1);i++;

vert[i]=(float)Math.sin(b+0.1)*(float)cos(a+0.1);i++;

vert[i]=(float)Math.sin(a+0.1)*(float)sin(b+0.1);i++;

vert[i]=(float)Math.cos(b+0.1);i++;

vert[i]=(float)Math.sin(b+0.1)*(float)cos(a);i++;

vert[i]=(float)Math.sin(a)*(float)sin(b+0.1);i++;

vert[i]=(float)Math.cos(b+0.1);i++;

}

}

for(i=0;i30000;i++){

color[i]=new Color3f(0.4f,0.0f,0.5f);

}

}

public Ball11(){

setLayout(new BorderLayout());

GraphicsConfiguration config=SimpleUniverse.getPreferredConfiguration();

Canvas3D c=new Canvas3D(config);

add("Center",c);

BranchGroup scene=createSceneGraph();

SimpleUniverse u=new SimpleUniverse(c);

u.getViewingPlatform().setNominalViewingTransform();

u.addBranchGraph(scene);

}

public static void main(String[] args){

long time1=System.nanoTime();

new MainFrame(new Ball11(),400,400);

long time2=System.nanoTime();

System.out.println("用時(shí)為: "+(time2-time1)/1000000000.0 + " 秒");

}

}

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