JavafX 8 3D Z订单.重叠形状行为是错误的.
作者:互联网
我有一个JavaFX 3D场景,在随机位置添加了一堆盒子和球体.深度顺序似乎全错了,我不确定为什么.我尝试使用
myNode.setDepthTest(DepthTest.ENABLE)但这似乎无济于事.我已经附上了一个应演示该问题的应用程序.
知道我在这里可能做错了什么吗?任何帮助,不胜感激.
import javafx.application.Application;
import javafx.application.ConditionalFeature;
import javafx.application.Platform;
import javafx.event.EventHandler;
import javafx.scene.DepthTest;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.SubScene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.Shape3D;
import javafx.scene.shape.Sphere;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
public class Array3DTest extends Application {
double mousePosX;
double mousePosY;
double mouseOldX;
double mouseOldY;
double mouseDeltaX;
double mouseDeltaY;
/**
* This is the group which rotates
*/
Group root3D;
/**
* The camnera to
*/
private Rotate rotateY;
private Rotate rotateX;
private Translate translate;
public Array3DTest( ){
}
public Group createScene(){
// Create and position camera
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(15000);
camera.setNearClip(0.1);
camera.setDepthTest(DepthTest.ENABLE);
camera.getTransforms().addAll(
rotateY=new Rotate(0, Rotate.Y_AXIS),
rotateX=new Rotate(0, Rotate.X_AXIS),
translate=new Translate(250, 250, -1000));
root3D=new Group();
root3D.getChildren().add(camera);
root3D.setDepthTest(DepthTest.ENABLE);
final PhongMaterial redMaterial = new PhongMaterial();
redMaterial.setSpecularColor(Color.ORANGE);
redMaterial.setDiffuseColor(Color.RED);
for (int i=0; i<50; i++){
Shape3D mySphere;
if (i%2==0) mySphere = new Box(100,100, 100);
else mySphere= new Sphere(30);
mySphere.setTranslateX(Math.random()*500);
mySphere.setTranslateY(Math.random()*500);
mySphere.setTranslateZ(Math.random()*200);
mySphere.setMaterial(redMaterial);
mySphere.setDepthTest(DepthTest.ENABLE);
root3D.getChildren().add(mySphere);
}
// Use a SubScene to mix 3D and 3D stuff.
SubScene subScene = new SubScene(root3D, 500,500);
subScene.setFill(Color.WHITE);
subScene.setCamera(camera);
subScene.setDepthTest(DepthTest.ENABLE);
Group group = new Group();
group.getChildren().add(subScene);
handleMouse(subScene);
return group;
}
private void handleMouse(SubScene scene) {
scene.setOnMousePressed(new EventHandler<MouseEvent>() {
@Override public void handle(MouseEvent me) {
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseOldX = me.getSceneX();
mouseOldY = me.getSceneY();
}
});
scene.setOnScroll(new EventHandler<ScrollEvent>() {
@Override public void handle(ScrollEvent event) {
System.out.println("Scroll Event: "+event.getDeltaX() + " "+event.getDeltaY());
translate.setZ(translate.getZ()+ event.getDeltaY() *0.001*translate.getZ()); // +
}
});
scene.setOnMouseDragged(new EventHandler<MouseEvent>() {
@Override
public void handle(MouseEvent me) {
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseDeltaX = (mousePosX - mouseOldX);
mouseDeltaY = (mousePosY - mouseOldY);
double modifier = 1.0;
double modifierFactor = 0.1;
if (me.isControlDown()) {
modifier = 0.1;
}
if (me.isShiftDown()) {
modifier = 10.0;
}
if (me.isPrimaryButtonDown()) {
rotateY.setAngle(rotateY.getAngle() + mouseDeltaX * modifierFactor * modifier * 2.0); // +
rotateX.setAngle(rotateX.getAngle() - mouseDeltaY * modifierFactor * modifier * 2.0); // -
}
if (me.isSecondaryButtonDown()) {
translate.setX(translate.getX() -mouseDeltaX * modifierFactor * modifier * 5);
translate.setY(translate.getY() - mouseDeltaY * modifierFactor * modifier * 5); // +
}
}
});
}
@Override
public void start(Stage primaryStage) throws Exception {
System.out.println(
"3D supported? " +
Platform.isSupported(ConditionalFeature.SCENE3D)
);
Group group=createScene();
primaryStage.setResizable(false);
Scene scene = new Scene(group, 500,500, true);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
解决方法:
由于您正在使用SubScene对象,因此可以像启用场景一样启用深度缓冲区,这很方便.同样,启用抗锯齿也将有所帮助.
根据JavaDoc:
The depthBuffer and antiAliasing flags are conditional features. With the respective default values of: false and SceneAntialiasing.DISABLED.
因此,只需将其他构造函数用于SubScene:
SubScene subScene = new SubScene(root3D, 500, 500, true, SceneAntialiasing.BALANCED);
您会注意到其中的区别.
标签:depth-buffer,javafx-8,javafx-3d,java 来源: https://codeday.me/bug/20191028/1954072.html