Java3d - starfire - Where is my object?

I have made a simple application using java3d. I am able to view a pyramide that I have modeled using java. However, I am not able to see the 3ds-object I am trying to import using starfire. I have moved the view back, it orbits around origo, and I have lights in my scene....but no 3ds-object....why? I have tried both materialised objects and objects without materials...
Here is my code:
package vindm�lle;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TransformGroup;
import com.mnstarfire.loaders3d.Inspector3DS;
public class Blad extends Object {
     TransformGroup bladModel;
    public Blad() {
        Inspector3DS loader = new Inspector3DS("models/box.3ds"); // constructor
          loader.parseIt(); // process the file
          loader.setLogging(true); // turns on logging to a disk file "log3ds.txt"
          loader.setDetail(6); // sets the level of detail to be logged
          loader.setTextureLightingOn(); // turns on modulate mode for textures (lighting)
          TransformGroup bladModel = loader.getModel(); // get the resulting 3D model as a Transform Group with Shape3Ds as children
          bladModel.setCapability(TransformGroup.ALLOW_CHILDREN_READ);
          bladModel.setCapability(TransformGroup.ALLOW_CHILDREN_WRITE);
    public TransformGroup getTransformGroup() {
        return bladModel;
package vindm�lle;
import javax.media.j3d.Appearance;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.Material;
import javax.media.j3d.PolygonAttributes;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TriangleArray;
import javax.vecmath.Color3f;
public class ColorPyramide extends Object {
     private static final float[] verts = {
            // front face
                1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f,
                -1.0f, 1.0f,
                // back face
                -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, -1.0f,
                // right face
                1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
                -1.0f, 1.0f,
                // left face
                -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f,
                -1.0f, -1.0f,
                // top face
                0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
                0.0f,
                // bottom face
                -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
                -1.0f, 1.0f, };
public Appearance normalAppearance (){
     Appearance pyramideAppearance = new Appearance();
     Color3f color1 = new Color3f (1.0f, 0.0f, 0.0f);
     ColoringAttributes pyramideColor = new ColoringAttributes (color1, ColoringAttributes.NICEST);
     pyramideAppearance.setColoringAttributes(pyramideColor);
     return pyramideAppearance;
public Appearance wireAppearance(){
     Appearance pyramideAppearance = new Appearance();
    Color3f color1 = new Color3f (1.0f, 0.0f, 0.0f);
     ColoringAttributes pyramideColor = new ColoringAttributes (color1, ColoringAttributes.NICEST);
     pyramideAppearance.setColoringAttributes(pyramideColor);
    PolygonAttributes polyAtt = new PolygonAttributes();
    polyAtt.setPolygonMode(PolygonAttributes.POLYGON_LINE);
     pyramideAppearance.setPolygonAttributes(polyAtt);
     return pyramideAppearance;
    private Shape3D shape;
    public ColorPyramide() {
        TriangleArray pyramide = new TriangleArray(24,
                  TriangleArray.COORDINATES | TriangleArray.ALLOW_COLOR_READ);
        pyramide.setCoordinates(0, verts);
        shape = new Shape3D(pyramide);
        shape.setAppearance(normalAppearance());
    public Shape3D getShape() {
        return shape;
package vindm�lle;
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.GraphicsConfigTemplate3D;
import javax.media.j3d.PointLight;
import javax.media.j3d.SpotLight;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import com.sun.j3d.utils.applet.MainFrame;
public class VindM�lle extends Applet {
    public BranchGroup createSceneGraph() {
        // Create the root of the branch graph
        BranchGroup objRoot = new BranchGroup();
        // Create the TransformGroup node and initialize it to the
        // identity. Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at run time. Add it to
        // the root of the subgraph.
        TransformGroup objTrans = new TransformGroup();
        objTrans.setCapability(
                            TransformGroup.ALLOW_TRANSFORM_WRITE);
        objRoot.addChild(objTrans);
        // Create a simple Shape3D node; add it to the scene graph.
        //objTrans.addChild(new ColorPyramide().getShape());
        objTrans.addChild(new Blad().getTransformGroup());
     // Setter p� lys slik at modellen blir synlig
        BoundingSphere boundsb = new BoundingSphere(new Point3d(0.0,0.0,0.0), 500.0);
        AmbientLight al = new AmbientLight(true,new Color3f(1,1,1));
        al.setInfluencingBounds(boundsb);
        Point3f point = new Point3f(60,0,120);
        PointLight lgt1 = new PointLight();
        SpotLight lgt2 = new SpotLight();
        Color3f lColor1 = new Color3f(1.0f,1.0f,1.0f);
        lgt1.setPosition(point);
        lgt1.setColor(lColor1);
        lgt1.setInfluencingBounds(boundsb);
        lgt2.setDirection(-100.0f, 0.0f, -100.0f);
        lgt2.setPosition(100.0f, 0.0f, 100.0f);
        lgt2.setSpreadAngle((float)Math.PI/64);
        lgt2.setInfluencingBounds(boundsb);
        objRoot.addChild(lgt1);
        objRoot.addChild(lgt2);
        objRoot.addChild(al);
        Background b=new Background(1,1,1);
        //BoundingSphere boundsb2 = new BoundingSphere(new Point3d(0.0,0.0,0.0), 500.0);
        b.setApplicationBounds(boundsb);
        objRoot.addChild(b);
        return objRoot;
    public VindM�lle() {
        // Get the GraphicsConfiguration that best fits our needs.
        GraphicsConfigTemplate3D template = new GraphicsConfigTemplate3D();
        template.setSceneAntialiasing(GraphicsConfigTemplate3D.REQUIRED);
        GraphicsConfiguration gcfg =
        GraphicsEnvironment.getLocalGraphicsEnvironment().
        getDefaultScreenDevice().getBestConfiguration(template);
       setLayout(new BorderLayout());
       Canvas3D c = new Canvas3D(gcfg);
       add("Center", c);
        // Create a simple scene and attach it to the virtual
        // universe
        BranchGroup scene = createSceneGraph();
        UniverseBuilder u = new UniverseBuilder(c);
        u.addBranchGraph(scene);
    public static void main(String[] args) {
         new MainFrame(new VindM�lle(), 500, 500);
package vindm�lle;
import javax.media.j3d.Alpha;
import javax.media.j3d.BoundingSphere;
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.PositionPathInterpolator;
import javax.media.j3d.RotationInterpolator;
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.AxisAngle4f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3f;
public class UniverseBuilder extends Object {
    // User-specified canvas
    Canvas3D canvas;
    // Scene graph elements to which the user may want access
    VirtualUniverse                        universe;
    Locale                        locale;
    TransformGroup                        vpTrans;
    TransformGroup kameraTrans;
    View                        view;
    public UniverseBuilder(Canvas3D c) {
        this.canvas = c;
        // 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.
        view = new View();
        view.addCanvas3D(c);
        view.setPhysicalBody(body);
        view.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, 2.0f, 10.0f));
        ViewPlatform vp = new ViewPlatform();
        kameraTrans = new TransformGroup();
        kameraTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        kameraTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
        Transform3D r = new Transform3D();
        Alpha rotationAlpha = new Alpha(
                -1, Alpha.INCREASING_ENABLE,
                0, 0,            4000, 0, 0,                        0, 0, 0);
        RotationInterpolator rotator = new RotationInterpolator(
                rotationAlpha, kameraTrans, r,
                0.0f, (float) Math.PI*2.0f);
        BoundingSphere bounds =
            new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
        rotator.setSchedulingBounds(bounds);
        kameraTrans.addChild(rotator);
        kameraTrans.setTransform(r);
        vpTrans = new TransformGroup();
        vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
        vpTrans.setTransform(t);
        kameraTrans.addChild(vpTrans);
        vpTrans.addChild(vp);
        vpRoot.addChild(kameraTrans);
        view.attachViewPlatform(vp);
        // Attach the branch graph to the universe, via the
        // Locale. The scene graph is now live!
        locale.addBranchGraph(vpRoot);
public void rotate(){
    public void addBranchGraph(BranchGroup bg) {
        locale.addBranchGraph(bg);
}

If you look down the list of forums, there is one specifically for Java3D, so you might try posting this there to see if any of the real J3D experts can help you.
Here in Java Essentials we just discuss the proper way to place braces and whether or not you have enough comments :D

Similar Messages

  • Java3d - starfire: Where is my 3ds object?

    I have made a simple application using java3d. I am able to view a pyramide that I have modeled using java. However, I am not able to see the 3ds-object I am trying to import using starfire. I have moved the view back, it orbits around origo, and I have lights in my scene....but no 3ds-object....why? I have tried both materialised objects and objects without materials...
    Here is my code:
    package vindm�lle;
    import javax.media.j3d.Shape3D;
    import javax.media.j3d.TransformGroup;
    import com.mnstarfire.loaders3d.Inspector3DS;
    public class Blad extends Object {
         TransformGroup bladModel;
        public Blad() {
            Inspector3DS loader = new Inspector3DS("models/box.3ds"); // constructor
              loader.parseIt(); // process the file
              loader.setLogging(true); // turns on logging to a disk file "log3ds.txt"
              loader.setDetail(6); // sets the level of detail to be logged
              loader.setTextureLightingOn(); // turns on modulate mode for textures (lighting)
              TransformGroup bladModel = loader.getModel(); // get the resulting 3D model as a Transform Group with Shape3Ds as children
              bladModel.setCapability(TransformGroup.ALLOW_CHILDREN_READ);
              bladModel.setCapability(TransformGroup.ALLOW_CHILDREN_WRITE);
        public TransformGroup getTransformGroup() {
            return bladModel;
    package vindm�lle;
    import javax.media.j3d.Appearance;
    import javax.media.j3d.ColoringAttributes;
    import javax.media.j3d.Material;
    import javax.media.j3d.PolygonAttributes;
    import javax.media.j3d.Shape3D;
    import javax.media.j3d.TriangleArray;
    import javax.vecmath.Color3f;
    public class ColorPyramide extends Object {
         private static final float[] verts = {
                // front face
                    1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f,
                    -1.0f, 1.0f,
                    // back face
                    -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, -1.0f,
                    // right face
                    1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
                    -1.0f, 1.0f,
                    // left face
                    -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f,
                    -1.0f, -1.0f,
                    // top face
                    0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
                    0.0f,
                    // bottom face
                    -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
                    -1.0f, 1.0f, };
    public Appearance normalAppearance (){
         Appearance pyramideAppearance = new Appearance();
         Color3f color1 = new Color3f (1.0f, 0.0f, 0.0f);
         ColoringAttributes pyramideColor = new ColoringAttributes (color1, ColoringAttributes.NICEST);
         pyramideAppearance.setColoringAttributes(pyramideColor);
         return pyramideAppearance;
    public Appearance wireAppearance(){
         Appearance pyramideAppearance = new Appearance();
        Color3f color1 = new Color3f (1.0f, 0.0f, 0.0f);
         ColoringAttributes pyramideColor = new ColoringAttributes (color1, ColoringAttributes.NICEST);
         pyramideAppearance.setColoringAttributes(pyramideColor);
        PolygonAttributes polyAtt = new PolygonAttributes();
        polyAtt.setPolygonMode(PolygonAttributes.POLYGON_LINE);
         pyramideAppearance.setPolygonAttributes(polyAtt);
         return pyramideAppearance;
        private Shape3D shape;
        public ColorPyramide() {
            TriangleArray pyramide = new TriangleArray(24,
                      TriangleArray.COORDINATES | TriangleArray.ALLOW_COLOR_READ);
            pyramide.setCoordinates(0, verts);
            shape = new Shape3D(pyramide);
            shape.setAppearance(normalAppearance());
        public Shape3D getShape() {
            return shape;
    package vindm�lle;
    import java.applet.Applet;
    import java.awt.BorderLayout;
    import java.awt.GraphicsConfiguration;
    import java.awt.GraphicsEnvironment;
    import javax.media.j3d.AmbientLight;
    import javax.media.j3d.Background;
    import javax.media.j3d.BoundingSphere;
    import javax.media.j3d.BranchGroup;
    import javax.media.j3d.Canvas3D;
    import javax.media.j3d.GraphicsConfigTemplate3D;
    import javax.media.j3d.PointLight;
    import javax.media.j3d.SpotLight;
    import javax.media.j3d.TransformGroup;
    import javax.vecmath.Color3f;
    import javax.vecmath.Point3d;
    import javax.vecmath.Point3f;
    import com.sun.j3d.utils.applet.MainFrame;
    public class VindM�lle extends Applet {
        public BranchGroup createSceneGraph() {
            // Create the root of the branch graph
            BranchGroup objRoot = new BranchGroup();
            // Create the TransformGroup node and initialize it to the
            // identity. Enable the TRANSFORM_WRITE capability so that
            // our behavior code can modify it at run time. Add it to
            // the root of the subgraph.
            TransformGroup objTrans = new TransformGroup();
            objTrans.setCapability(
                                TransformGroup.ALLOW_TRANSFORM_WRITE);
            objRoot.addChild(objTrans);
            // Create a simple Shape3D node; add it to the scene graph.
            //objTrans.addChild(new ColorPyramide().getShape());
            objTrans.addChild(new Blad().getTransformGroup());
         // Setter p� lys slik at modellen blir synlig
            BoundingSphere boundsb = new BoundingSphere(new Point3d(0.0,0.0,0.0), 500.0);
            AmbientLight al = new AmbientLight(true,new Color3f(1,1,1));
            al.setInfluencingBounds(boundsb);
            Point3f point = new Point3f(60,0,120);
            PointLight lgt1 = new PointLight();
            SpotLight lgt2 = new SpotLight();
            Color3f lColor1 = new Color3f(1.0f,1.0f,1.0f);
            lgt1.setPosition(point);
            lgt1.setColor(lColor1);
            lgt1.setInfluencingBounds(boundsb);
            lgt2.setDirection(-100.0f, 0.0f, -100.0f);
            lgt2.setPosition(100.0f, 0.0f, 100.0f);
            lgt2.setSpreadAngle((float)Math.PI/64);
            lgt2.setInfluencingBounds(boundsb);
            objRoot.addChild(lgt1);
            objRoot.addChild(lgt2);
            objRoot.addChild(al);
            Background b=new Background(1,1,1);
            //BoundingSphere boundsb2 = new BoundingSphere(new Point3d(0.0,0.0,0.0), 500.0);
            b.setApplicationBounds(boundsb);
            objRoot.addChild(b);
            return objRoot;
        public VindM�lle() {
            // Get the GraphicsConfiguration that best fits our needs.
            GraphicsConfigTemplate3D template = new GraphicsConfigTemplate3D();
            template.setSceneAntialiasing(GraphicsConfigTemplate3D.REQUIRED);
            GraphicsConfiguration gcfg =
            GraphicsEnvironment.getLocalGraphicsEnvironment().
            getDefaultScreenDevice().getBestConfiguration(template);
           setLayout(new BorderLayout());
           Canvas3D c = new Canvas3D(gcfg);
           add("Center", c);
            // Create a simple scene and attach it to the virtual
            // universe
            BranchGroup scene = createSceneGraph();
            UniverseBuilder u = new UniverseBuilder(c);
            u.addBranchGraph(scene);
        public static void main(String[] args) {
             new MainFrame(new VindM�lle(), 500, 500);
    package vindm�lle;
    import javax.media.j3d.Alpha;
    import javax.media.j3d.BoundingSphere;
    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.PositionPathInterpolator;
    import javax.media.j3d.RotationInterpolator;
    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.AxisAngle4f;
    import javax.vecmath.Point3d;
    import javax.vecmath.Point3f;
    import javax.vecmath.Vector3f;
    public class UniverseBuilder extends Object {
        // User-specified canvas
        Canvas3D canvas;
        // Scene graph elements to which the user may want access
        VirtualUniverse                        universe;
        Locale                        locale;
        TransformGroup                        vpTrans;
        TransformGroup kameraTrans;
        View                        view;
        public UniverseBuilder(Canvas3D c) {
            this.canvas = c;
            // 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.
            view = new View();
            view.addCanvas3D(c);
            view.setPhysicalBody(body);
            view.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, 2.0f, 10.0f));
            ViewPlatform vp = new ViewPlatform();
            kameraTrans = new TransformGroup();
            kameraTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
            kameraTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
            Transform3D r = new Transform3D();
            Alpha rotationAlpha = new Alpha(
                    -1, Alpha.INCREASING_ENABLE,
                    0, 0,            4000, 0, 0,                        0, 0, 0);
            RotationInterpolator rotator = new RotationInterpolator(
                    rotationAlpha, kameraTrans, r,
                    0.0f, (float) Math.PI*2.0f);
            BoundingSphere bounds =
                new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
            rotator.setSchedulingBounds(bounds);
            kameraTrans.addChild(rotator);
            kameraTrans.setTransform(r);
            vpTrans = new TransformGroup();
            vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
            vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
            vpTrans.setTransform(t);
            kameraTrans.addChild(vpTrans);
            vpTrans.addChild(vp);
            vpRoot.addChild(kameraTrans);
            view.attachViewPlatform(vp);
            // Attach the branch graph to the universe, via the
            // Locale. The scene graph is now live!
            locale.addBranchGraph(vpRoot);
    public void rotate(){
        public void addBranchGraph(BranchGroup bg) {
            locale.addBranchGraph(bg);
    }

    If you look down the list of forums, there is one specifically for Java3D, so you might try posting this there to see if any of the real J3D experts can help you.
    Here in Java Essentials we just discuss the proper way to place braces and whether or not you have enough comments :D

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