diff options
author | Kevin Rushforth <[email protected]> | 2005-11-01 17:13:23 +0000 |
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committer | Kevin Rushforth <[email protected]> | 2005-11-01 17:13:23 +0000 |
commit | 81ce3f9030a7e9704fcaece5d4b23238b4828bdc (patch) | |
tree | c957dfc209f2817c854985695a64eaa5f1013b41 /src/classes/share | |
parent | 775731d3206296faa81e01a07aab8681107c58fe (diff) |
1. Finished inclusion of material from Specification Guide into javadoc spec. Added some links to new material.
2. Created a 1.4 ChangeLog
git-svn-id: https://svn.java.net/svn/j3d-core~svn/trunk@456 ba19aa83-45c5-6ac9-afd3-db810772062c
Diffstat (limited to 'src/classes/share')
44 files changed, 2176 insertions, 10 deletions
diff --git a/src/classes/share/javax/media/j3d/Behavior.java b/src/classes/share/javax/media/j3d/Behavior.java index 6e00081..35e6c13 100644 --- a/src/classes/share/javax/media/j3d/Behavior.java +++ b/src/classes/share/javax/media/j3d/Behavior.java @@ -179,6 +179,14 @@ import java.util.Enumeration; * instance of a Behavior. Sharing wakeup criteria among different * instances of a Behavior is illegal. * + * <p> + * <b>Additional Information</b> + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/Behaviors.html">Behaviors and Interpolators</a> + * documents. + * * @see WakeupCondition */ diff --git a/src/classes/share/javax/media/j3d/Canvas3D.java b/src/classes/share/javax/media/j3d/Canvas3D.java index 6d887b9..c79b3c2 100644 --- a/src/classes/share/javax/media/j3d/Canvas3D.java +++ b/src/classes/share/javax/media/j3d/Canvas3D.java @@ -255,6 +255,14 @@ import java.util.*; * serialize a Canvas3D object will result in an * UnsupportedOperationException being thrown. * + * <p> + * <b>Additional Information</b> + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/ViewModel.html">View Model</a> + * documents. + * * @see Screen3D * @see View * @see GraphicsContext3D diff --git a/src/classes/share/javax/media/j3d/Locale.java b/src/classes/share/javax/media/j3d/Locale.java index 157cbde..95a0bfb 100644 --- a/src/classes/share/javax/media/j3d/Locale.java +++ b/src/classes/share/javax/media/j3d/Locale.java @@ -29,6 +29,12 @@ import java.util.ArrayList; * coordinates, and methods to add, remove, and enumerate the branch * graphs. * + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/VirtualUniverse.html">Scene Graph Superstructure</a> + * documents. + * * @see VirtualUniverse * @see HiResCoord * @see BranchGroup diff --git a/src/classes/share/javax/media/j3d/Node.java b/src/classes/share/javax/media/j3d/Node.java index 3853a63..eaf5d8e 100644 --- a/src/classes/share/javax/media/j3d/Node.java +++ b/src/classes/share/javax/media/j3d/Node.java @@ -20,6 +20,11 @@ import java.lang.reflect.Constructor; * The Node class provides an abstract class for all Group and Leaf Nodes. * It provides a common framework for constructing a Java 3D scene graph, * specifically bounding volumes. + * + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a>. + * * <p> * NOTE: Applications should <i>not</i> extend this class directly. */ diff --git a/src/classes/share/javax/media/j3d/NodeComponent.java b/src/classes/share/javax/media/j3d/NodeComponent.java index 9288d08..d40451d 100644 --- a/src/classes/share/javax/media/j3d/NodeComponent.java +++ b/src/classes/share/javax/media/j3d/NodeComponent.java @@ -16,6 +16,10 @@ import java.util.Hashtable; /** * NodeComponent is a common superclass for all scene graph node * component objects such as: Geometry, Appearance, Material, Texture, etc. + * + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a>. */ public abstract class NodeComponent extends SceneGraphObject { diff --git a/src/classes/share/javax/media/j3d/SceneGraphObject.java b/src/classes/share/javax/media/j3d/SceneGraphObject.java index 32c52b8..ffcfed1 100644 --- a/src/classes/share/javax/media/j3d/SceneGraphObject.java +++ b/src/classes/share/javax/media/j3d/SceneGraphObject.java @@ -46,6 +46,10 @@ import java.util.Hashtable; * <code>ENABLE_PICK_REPORTING</code> bits are not really capability bits, * although they are set with the setCapability method. The default value * for each of the <code>ENABLE_*_REPORTING bits</code> is false. + * + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a>. */ public abstract class SceneGraphObject extends Object { // Any global flags? (e.g., execution cullable, collideable) diff --git a/src/classes/share/javax/media/j3d/Screen3D.java b/src/classes/share/javax/media/j3d/Screen3D.java index 4b07e58..4f6ce05 100644 --- a/src/classes/share/javax/media/j3d/Screen3D.java +++ b/src/classes/share/javax/media/j3d/Screen3D.java @@ -68,6 +68,15 @@ import java.util.Hashtable; * specified (setHeadTrackerToLeftImagePlate and * setHeadTrackerToRightImagePlate methods).</LI><P></UL> * </UL><P> + * + * <p> + * <b>Additional Information</b> + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/ViewModel.html">View Model</a> + * documents. + * * @see Canvas3D * @see Canvas3D#getScreen3D */ diff --git a/src/classes/share/javax/media/j3d/View.java b/src/classes/share/javax/media/j3d/View.java index daf6cd4..ff6a964 100644 --- a/src/classes/share/javax/media/j3d/View.java +++ b/src/classes/share/javax/media/j3d/View.java @@ -389,6 +389,14 @@ import com.sun.j3d.utils.universe.*; // Needed for Support of DVR. * the viewing frustum for the left and right eye.<P> * </UL> * + * <p> + * <b>Additional Information</b> + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/ViewModel.html">View Model</a> + * documents. + * * @see Canvas3D * @see PhysicalBody * @see PhysicalEnvironment diff --git a/src/classes/share/javax/media/j3d/VirtualUniverse.java b/src/classes/share/javax/media/j3d/VirtualUniverse.java index 20c783b..60ececd 100644 --- a/src/classes/share/javax/media/j3d/VirtualUniverse.java +++ b/src/classes/share/javax/media/j3d/VirtualUniverse.java @@ -33,6 +33,12 @@ import java.util.Map; * A VirtualUniverse object defines methods to enumerate its Locale * objects and to remove them from the virtual universe. * + * <p> + * For more information, see the + * <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and + * <a href="doc-files/VirtualUniverse.html">Scene Graph Superstructure</a> + * documents. + * * @see Locale */ diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors.html b/src/classes/share/javax/media/j3d/doc-files/Behaviors.html index 62d6fdd..7bcc4a2 100644 --- a/src/classes/share/javax/media/j3d/doc-files/Behaviors.html +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors.html @@ -7,7 +7,590 @@ </head> <body> <h2>Behaviors and Interpolators</h2> -<p><br> +<p><a href="../Behavior.html">Behavior</a> nodes provide the means for +animating objects, processing keyboard and mouse inputs, reacting to +movement, and enabling and processing pick events. Behavior nodes +contain Java code and state variables. A Behavior node's Java code can +interact with Java objects, change node values within a Java 3D +scene +graph, change the behavior's internal state-in general, perform any +computation it wishes. </p> +<p>Simple behaviors can add surprisingly interesting effects to a scene +graph. For example, one can animate a rigid object by using a Behavior +node to repetitively modify the TransformGroup node that points to the +object one wishes to animate. Alternatively, a Behavior node can track +the current position of a mouse and modify portions of the scene graph +in response.</p> +<h2>Behavior Object</h2> +<p>A Behavior leaf node object contains a scheduling region and two +methods: an <code>initialize</code> method called once when the +behavior becomes "live" and a <code>processStimulus</code> +method called whenever appropriate by the Java 3D behavior +scheduler. +The Behavior object also contains the state information needed by its <code>initialize</code> +and <code>processStimulus</code> methods. +</p> +<p>The <em>scheduling region</em> defines a spatial volume that serves +to enable the scheduling of Behavior nodes. A Behavior node is <em>active</em> +(can receive stimuli) whenever an active ViewPlatform's activation +volume intersects a Behavior object's scheduling region. Only active +behaviors can receive stimuli. +</p> +<p>The <em>scheduling interval</em> defines a +partial order of execution for behaviors that wake up in response to +the same wakeup condition (that is, those behaviors that are processed +at the same "time"). Given a set of behaviors whose wakeup conditions +are satisfied at the same time, the behavior scheduler will execute all +behaviors in a lower scheduling interval before executing any behavior +in a higher scheduling interval. Within a scheduling interval, +behaviors can be executed in any order, or in parallel. Note that this +partial ordering is only guaranteed for those behaviors that wake up at +the same time in response to the same wakeup condition, for example, +the set of behaviors that wake up every frame in response to a +WakeupOnElapsedFrames(0) wakeup condition. +</p> +<p>The <code>processStimulus</code> method receives and processes a +behavior's ongoing messages. The Java 3D behavior scheduler +invokes a +Behavior node's <code>processStimulus</code> +method when an active ViewPlatform's activation volume intersects a +Behavior object's scheduling region and all of that behavior's wakeup +criteria are satisfied. The <code>processStimulus</code> method +performs its computations and actions (possibly including the +registration of state change information that could cause Java 3D +to +wake other Behavior objects), establishes its next wakeup condition, +and finally exits. +</p> +<p>A typical behavior will modify one or more nodes or node components +in +the scene graph. These modifications can happen in parallel with +rendering. In general, applications cannot count on behavior execution +being synchronized with rendering. There are two exceptions to this +general rule: +</p> +<ul> + <li>All modifications to scene graph objects (not including geometry +by-reference or texture by-reference) made from the <code>processStimulus</code> +method of a single behavior instance are guaranteed to take effect in +the same rendering frame</li> +</ul> +<ul> + <li>All modifications to scene graph objects (not including geometry +by-reference or texture by-reference) made from the <code>processStimulus</code> +methods of the set of behaviors that wake up in response to a +WakeupOnElapsedFrames(0) wakeup condition are guaranteed to take effect +in the same rendering frame.</li> +</ul> +<p>Note that modifications to geometry by-reference or texture +by-reference are not guaranteed to show up in the same frame as other +scene graph changes. +</p> +<h3>Code Structure</h3> +<p>When the Java 3D behavior scheduler invokes a Behavior object's +<code>processStimulus</code> +method, that method may perform any computation it wishes. Usually, it +will change its internal state and specify its new wakeup conditions. +Most probably, it will manipulate scene graph elements. However, the +behavior code can change only those aspects of a scene graph element +permitted by the capabilities associated with that scene graph element. +A scene graph's capabilities restrict behavioral manipulation to those +manipulations explicitly allowed. +</p> +<p>The application must provide the Behavior object with references to +those scene graph elements that the Behavior object will manipulate. +The application provides those references as arguments to the +behavior's constructor when it creates the Behavior object. +Alternatively, the Behavior object itself can obtain access to the +relevant scene graph elements either when Java 3D invokes its <code>initialize</code> +method or each time Java 3D invokes its <code>processStimulus</code> +method. +</p> +<p>Behavior methods have a very rigid structure. Java 3D assumes +that +they +always run to completion (if needed, they can spawn threads). Each +method's basic structure consists of the following: +</p> +<ul> + <li>Code to decode and extract references from the WakeupCondition +enumeration that caused the object's awakening.</li> +</ul> +<ul> + <li>Code to perform the manipulations associated with the +WakeupCondition.</li> +</ul> +<ul> + <li>Code to establish this behavior's new WakeupCondition.</li> +</ul> +<ul> + <li>A path to Exit (so that execution returns to the Java 3D +behavior +scheduler).</li> +</ul> +<h3>WakeupCondition Object</h3> +<p>A <a href="../WakeupCondition.html">WakeupCondition</a> object is +an +abstract class specialized to fourteen +different WakeupCriterion objects and to four combining objects +containing multiple WakeupCriterion objects. +</p> +<p>A Behavior node provides the Java 3D behavior scheduler with a +WakeupCondition object. When that object's WakeupCondition has been +satisfied, the behavior scheduler hands that same WakeupCondition back +to the Behavior via an enumeration. +</p> +<p> +</p> +<h3>WakeupCriterion Object</h3> +<p>Java 3D provides a rich set of wakeup criteria that Behavior +objects +can use in specifying a complex WakeupCondition. These wakeup criteria +can cause Java 3D's behavior scheduler to invoke a behavior's <code>processStimulus</code> +method whenever +</p> +<ul> + <li>The center of an active ViewPlatform enters a specified region.</li> +</ul> +<ul> + <li>The center of an active ViewPlatform exits a specified region.</li> +</ul> +<ul> + <li>A behavior is activated.</li> +</ul> +<ul> + <li>A behavior is deactivated.</li> +</ul> +<ul> + <li>A specified TransformGroup node's transform changes.</li> +</ul> +<ul> + <li>Collision is detected between a specified Shape3D node's Geometry +object and any other object.</li> +</ul> +<ul> + <li>Movement occurs between a specified Shape3D node's Geometry +object and any other object with which it collides.</li> +</ul> +<ul> + <li>A specified Shape3D node's Geometry object no longer collides +with any other object.</li> +</ul> +<ul> + <li>A specified Behavior object posts a specific event.</li> +</ul> +<ul> + <li>A specified AWT event occurs.</li> +</ul> +<ul> + <li>A specified time interval elapses.</li> +</ul> +<ul> + <li>A specified number of frames have been drawn.</li> +</ul> +<ul> + <li>The center of a specified Sensor enters a specified region.</li> +</ul> +<ul> + <li>The center of a specified Sensor exits a specified region.</li> +</ul> +<p>A Behavior object constructs a <a href="../WakeupCriterion.html">WakeupCriterion</a> +by constructing the +appropriate criterion object. The Behavior object must provide the +appropriate arguments (usually a reference to some scene graph object +and possibly a region of interest). Thus, to specify a +WakeupOnViewPlatformEntry, a behavior would specify the region that +will cause the behavior to execute if an active ViewPlatform enters it. +</p> +<h3>Composing WakeupCriterion +Objects</h3> +<p>A Behavior object can combine multiple WakeupCriterion objects into +a +more powerful, composite WakeupCondition. Java 3D behaviors +construct a +composite WakeupCondition in one of the following ways: +</p> +<ul> + <li><a href="../WakeupAnd.html">WakeupAnd</a>: An array of +WakeupCriterion objects ANDed together.</li> +</ul> +<pre> WakeupCriterion && WakeupCriterion && ...<br></pre> +<ul> + <li><a href="../WakeupOr.html">WakeupOr</a>: An array of +WakeupCriterion objects ORed together.</li> +</ul> +<pre> WakeupCriterion || WakeupCriterion || ...<br></pre> +<ul> + <li><a href="../WakeupAndOfOrs.html">WakeupAndOfOrs</a>: An array of +WakeupOr WakeupCondition objects that +are then ANDed together.</li> +</ul> +<pre> WakeupOr && WakeupOr && ...<br></pre> +<ul> + <li><a href="../WakeupOrOfAnds.html">WakeupOrOfAnds</a>: An array of +WakeupAnd WakeupCondition objects +that are then ORed together.</li> +</ul> +<pre> WakeupAnd || WakeupAnd || ...<br></pre> +<h2>Composing Behaviors</h2> +<p>Behavior objects can condition themselves to awaken only when +signaled +by another Behavior node. The <a href="../WakeupOnBehaviorPost.html">WakeupOnBehaviorPost</a> +WakeupCriterion +takes as arguments a reference to a Behavior node and an integer. These +two arguments allow a behavior to limit its wakeup criterion to a +specific post by a specific behavior. +</p> +<p>The WakeupOnBehaviorPost WakeupCriterion permits behaviors to chain +their computations, allowing parenthetical computations-one behavior +opens a door and the second closes the same door, or one behavior +highlights an object and the second unhighlights the same object. +</p> +<p> +</p> +<h2>Scheduling</h2> +<p>As a virtual universe grows large, Java 3D must carefully +husband +its +resources to ensure adequate performance. In a 10,000-object virtual +universe with 400 or so Behavior nodes, a naive implementation of Java +3D could easily end up consuming the majority of its compute cycles in +executing the behaviors associated with the 400 Behavior objects before +it draws a frame. In such a situation, the frame rate could easily drop +to unacceptable levels. +</p> +<p>Behavior objects are usually associated with geometric objects in +the +virtual universe. In our example of 400 Behavior objects scattered +throughout a 10,000-object virtual universe, only a few of these +associated geometric objects would be visible at a given time. A +sizable fraction of the Behavior nodes-those associated with nonvisible +objects-need not be executed. Only those relatively few Behavior +objects that are associated with visible objects must be executed. +</p> +<p>Java 3D mitigates the problem of a large number of Behavior +nodes in +a +high-population virtual universe through execution culling-choosing to +invoke only those behaviors that have high relevance. +</p> +<p>Java 3D requires each behavior to have a <em>scheduling region</em> +and to post a wakeup condition. Together a behavior's scheduling region +and wakeup condition provide Java 3D's behavior scheduler with +sufficient domain knowledge to selectively prune behavior invocations +and invoke only those behaviors that absolutely need to be executed. +</p> +<p> +</p> +<h2>How Java 3D Performs +Execution Culling</h2> +<p>Java 3D finds all scheduling regions associated with Behavior +nodes +and +constructs a scheduling/volume tree. It also creates an AND/OR tree +containing all the Behavior node wakeup criteria. These two data +structures provide the domain knowledge Java 3D needs to prune +unneeded +behavior execution (to perform "execution triage"). +</p> +<p>Java 3D must track a behavior's wakeup conditions only if an +active +ViewPlatform object's activation volume intersects with that Behavior +object's scheduling region. If the ViewPlatform object's activation +volume does not intersect with a behavior's scheduling region, +Java 3D +can safely ignore that behavior's wakeup criteria. +</p> +<p>In essence, the Java 3D scheduler performs the following +checks: +</p> +<ul> + <li>Find all Behavior objects with scheduling regions that intersect +the active ViewPlatform object's activation volume.</li> +</ul> +<ul> + <li>For each Behavior object within the ViewPlatform's activation +volume, if that behavior's WakeupCondition is <code>true</code>, +schedule that Behavior object for execution.</li> +</ul> +<p>Java 3D's behavior scheduler executes those Behavior objects +that +have +been scheduled by calling the behavior's <code>processStimulus</code> +method. +</p> +<h2>Interpolator Behaviors</h2> +<p>This section describes Java 3D's predefined <a + href="../Interpolator.html">Interpolator</a> behaviors. +They are called <em>interpolators</em> +because they smoothly interpolate between the two extreme values that +an interpolator can produce. Interpolators perform simple behavioral +acts, yet they provide broad functionality. +</p> +<p>The Java 3D API provides interpolators for a number of +functions: +manipulating transforms within a TransformGroup, modifying the values +of a Switch node, and modifying Material attributes such as color and +transparency. +</p> +<p>These predefined Interpolator behaviors share the same mechanism for +specifying and later for converting a temporal value into an alpha +value. Interpolators consist of two portions: a generic portion that +all interpolators share and a domain-specific portion. +</p> +<p>The generic portion maps time in milliseconds onto a value in the +range +[0.0, 1.0] inclusive. The domain-specific portion maps an alpha value +in the range [0.0, 1.0] onto a value appropriate to the predefined +behavior's range of outputs. An alpha value of 0.0 generates an +interpolator's minimum value, an alpha value of 1.0 generates an +interpolator's maximum value, and an alpha value somewhere in between +generates a value proportionally in between the minimum and maximum +values. +</p> +<h3>Mapping Time to Alpha</h3> +<p>Several parameters control the mapping of time onto an alpha value +(see +the javadoc for the <a href="../Alpha.html">Alpha</a> object for a +description of the API). +That mapping is deterministic as long as its parameters do not change. +Thus, two different interpolators with the same parameters will +generate the same alpha value given the same time value. This means +that two interpolators that do not communicate can still precisely +coordinate their activities, even if they reside in different threads +or even different processors-as long as those processors have +consistent clocks. +</p> +<p><a href="#Figure_1">Figure +1</a> +shows the components of an interpolator's time-to-alpha mapping. Time +is represented on the horizontal axis. Alpha is represented on the +vertical axis. As we move from left to right, we see the alpha value +start at 0.0, rise to 1.0, and then decline back to 0.0 on the +right-hand side. +</p> +<p>On the left-hand side, the trigger time defines +when this interpolator's waveform begins in milliseconds. The region +directly to the right of the trigger time, labeled Phase Delay, defines +a time period where the waveform does not change. During phase delays +alpha is either 0 or 1, depending on which region it precedes. +</p> +<p>Phase delays provide an important means for offsetting multiple +interpolators from one another, especially where the interpolators have +all the same parameters. The next four regions, labeled <b>α</b> +increasing, <b>α</b> at 1, <b>α</b> decreasing, and +<b>α</b> at 0, all specify durations for +the corresponding values +of alpha. +</p> +<p>Interpolators have a loop count that determines how many times to +repeat the sequence of alpha increasing, alpha at 1, alpha decreasing, +and alpha at 0; they also have associated mode flags that enable either +the increasing or decreasing portions, or both, of the waveform. +</p> +<p><a name="Figure_1"></a><img style="width: 500px; height: 141px;" + alt="Time-to-Alpha Mapping" title="Time-to-Alpha Mapping" + src="Behaviors1.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 1</i> – An Interpolator's Generic +Time-to-Alpha Mapping Sequence</b></font> +</ul> +<p> +Developers can use the loop count in conjunction with the mode flags to +generate various kinds of actions. Specifying a loop count of 1 and +enabling the mode flag for only the alpha-increasing and alpha-at-1 +portion of the waveform, we would get the waveform shown in <a + href="#Figure_2">Figure +2</a>. +</p> +<p><a name="Figure_2"></a><img style="width: 241px; height: 100px;" + alt="Alpha Increasing" title="Alpha Increasing" src="Behaviors2.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 2</i> – An Interpolator Set to a Loop +Count of 1 with Mode Flags Set to Enable +Only the Alpha-Increasing and Alpha-at-1 Portion of the Waveform</b></font> +</ul> +<p> +In <a href="#Figure_2">Figure +2</a>, +the alpha value is 0 before the combination of trigger time plus the +phase delay duration. The alpha value changes from 0 to 1 over a +specified interval of time, and thereafter the alpha value remains 1 +(subject to the reprogramming of the interpolator's parameters). A +possible use of a single alpha-increasing value might be to combine it +with a rotation interpolator to program a door opening. +</p> +<p>Similarly, by specifying a loop count of 1 and +a mode flag that enables only the alpha-decreasing and alpha-at-0 +portion of the waveform, we would get the waveform shown in <a + href="#Figure_3">Figure +3</a>. +</p> +<p>In <a href="#Figure_3">Figure +3</a>, +the alpha value is 1 before the combination of trigger time plus the +phase delay duration. The alpha value changes from 1 to 0 over a +specified interval; thereafter the alpha value remains 0 (subject to +the reprogramming of the interpolator's parameters). A possible use of +a single <b>α</b>-decreasing value might be to combine it with a +rotation +interpolator to program a door closing. +</p> +<p><a name="Figure_3"></a><img style="width: 241px; height: 88px;" + alt="Alpha Decreasing" title="Alpha Decreasing" src="Behaviors3.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 3</i> – An Interpolator Set to a Loop +Count of 1 with Mode Flags Set to Enable +Only the Alpha-Decreasing and Alpha-at-0 Portion of the Waveform</b></font> +</ul> +<p> +We can combine both of the above waveforms by specifying a loop count +of 1 and setting the mode flag to enable both the alpha-increasing and +alpha-at-1 portion of the waveform as well as the alpha-decreasing and +alpha-at-0 portion of the waveform. This combination would result in +the waveform shown in <a href="#Figure_4">Figure +4</a>. +</p> +<p><a name="Figure_4"></a><img style="width: 241px; height: 100px;" + alt="Alpha Increasing & Decreasing" + title="Alpha Increasing & Decreasing" src="Behaviors4.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 4</i> – An Interpolator Set to a Loop +Count of 1 with Mode Flags +Set to Enable All Portions of the Waveform</b></font> +</ul> +<p> +In <a href="#Figure_4">Figure +4</a>, +the alpha value is 0 before the combination of trigger time plus the +phase delay duration. The alpha value changes from 0 to 1 over a +specified period of time, remains at 1 for another specified period of +time, then changes from 1 to 0 over a third specified period of time; +thereafter the alpha value remains 0 (subject to the reprogramming of +the interpolator's parameters). A possible use of an alpha-increasing +value followed by an alpha-decreasing value might be to combine it with +a rotation interpolator to program a door swinging open and then +closing. +</p> +<p>By increasing the loop count, we can get +repetitive behavior, such as a door swinging open and closed some +number of times. At the extreme, we can specify a loop count of -1 +(representing infinity). +</p> +<p>We can construct looped versions of the waveforms shown in <a + href="#Figure_2">Figure +2</a>, <a href="#Figure_3">Figure +3</a>, and <a href="#Figure_4">Figure +4</a>. <a href="#Figure_5">Figure +5</a> shows a looping interpolator with mode flags set to enable +only the alpha-increasing and alpha-at-1 portion of the waveform. +</p> +<p><a name="Figure_5"></a><img style="width: 500px; height: 99px;" + alt="Alpha Increasing Infinite Loop" + title="Alpha Increasing Infinite Loop" src="Behaviors5.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 5</i> – An Interpolator Set to Loop +Infinitely and Mode Flags Set to Enable +Only the Alpha-Increasing and Alpha-at-1 Portion of the Waveform</b></font> +</ul> +<p> +In <a href="#Figure_5">Figure +5</a>, alpha goes from 0 to 1 over a fixed duration of time, stays +at 1 for another fixed duration of time, and then repeats. +</p> +<p>Similarly, <a href="#Figure_6">Figure +6</a> shows a looping interpolator with mode flags set to enable +only the alpha-decreasing and alpha-at-0 portion of the waveform. +</p> +<p><a name="Figure_6"></a><img style="width: 500px; height: 97px;" + alt="Alpha Decreasing Infinite Loop" + title="Alpha Decreasing Infinite Loop" src="Behaviors6.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 6</i> – An Interpolator Set to Loop +Infinitely and Mode Flags Set to Enable +Only the Alpha-Decreasing and Alpha-at-0 Portion of the Waveform</b></font> +</ul> +<p> +Finally, <a href="#Figure_7">Figure +7</a> shows a looping interpolator with both the increasing and +decreasing portions of the waveform enabled. +</p> +<p>In all three cases shown by <a href="#Figure_5">Figure +5</a>, <a href="#Figure_6">Figure +6</a>, and <a href="#Figure_7">Figure +7</a>, we can compute the exact value of alpha at any point in time. +</p> +<p><a name="Figure_7"></a><img style="width: 500px; height: 99px;" + alt="Alpha Increasing & Decreasing Infinite Loop" + title="Alpha Increasing & Decreasing Infinite Loop" + src="Behaviors7.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 7</i> – An Interpolator Set to Loop +Infinitely and Mode Flags Set +to Enable All Portions of the Waveform</b></font> +</ul> +<p> +Java 3D's preprogrammed behaviors permit other behaviors to change +their parameters. When such a change occurs, the alpha value changes to +match the state of the newly parameterized interpolator. +</p> +<h3>Acceleration of Alpha</h3> +<p>Commonly, developers want alpha to change slowly at first and then +to +speed up until the change in alpha reaches some appropriate rate. This +is analogous to accelerating your car up to the speed limit-it does not +start off immediately at the speed limit. Developers specify this +"ease-in, ease-out" behavior through two additional parameters, the <code>increasingAlphaRampDuration</code> +and the <code>decreasing-AlphaRampDuration</code>. +</p> +<p>Each of these parameters specifies a period within the increasing or +decreasing alpha duration region during which the "change in alpha" is +accelerated (until it reaches its maximum per-unit-of-time step size) +and then symmetrically decelerated. <a href="#Figure_8">Figure +8</a> shows three general examples of how the <code>increasingAlphaRampDuration</code> +method can be used to modify the alpha waveform. A value of 0 for the +increasing ramp duration implies that <b>α</b> +is not accelerated; it changes at a constant rate. A value of 0.5 or +greater (clamped to 0.5) for this increasing ramp duration implies that +the change in <b>α</b> is accelerated during the first half of the +period and +then decelerated during the second half of the period. For a value of <em>n</em> +that is less than 0.5, alpha is accelerated for duration <em>n</em>, +held constant for duration (1.0 - 2<em>n</em>), then decelerated for +duration <em>n</em> of the period. +</p> +<p><a name="Figure_8"></a><img style="width: 500px; height: 354px;" + alt="Alpha acceleration" title="Alpha acceleration" + src="Behaviors8.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 8</i> – How an Alpha-Increasing Waveform +Changes with Various +Values of increasing-AlphaRampDuration</b></font> +</ul> </body> </html> diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors1.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors1.gif Binary files differnew file mode 100644 index 0000000..bb288ce --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors1.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors2.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors2.gif Binary files differnew file mode 100644 index 0000000..005564f --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors2.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors3.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors3.gif Binary files differnew file mode 100644 index 0000000..a8beb09 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors3.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors4.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors4.gif Binary files differnew file mode 100644 index 0000000..685bcb7 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors4.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors5.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors5.gif Binary files differnew file mode 100644 index 0000000..74783fb --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors5.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors6.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors6.gif Binary files differnew file mode 100644 index 0000000..8614a4e --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors6.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors7.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors7.gif Binary files differnew file mode 100644 index 0000000..0f2ce48 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors7.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Behaviors8.gif b/src/classes/share/javax/media/j3d/doc-files/Behaviors8.gif Binary files differnew file mode 100644 index 0000000..d048cfa --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Behaviors8.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Concepts.html b/src/classes/share/javax/media/j3d/doc-files/Concepts.html index 1e0d389..7b005af 100644 --- a/src/classes/share/javax/media/j3d/doc-files/Concepts.html +++ b/src/classes/share/javax/media/j3d/doc-files/Concepts.html @@ -271,8 +271,8 @@ component becomes live or is compiled. It is best to set capabilities when you build your content. <a href="#Listing_4">Listing 4</a> shows an example where we create a TransformGroup node and enable it for writing. -<p><font size="-1"><b><i><a name="Listing_4"></a>Listing 4</i> </b></font><font - size="-1"><b>– C</b></font><font size="-1"><b>apabilities Example +<p><font size="-1"><b><i><a name="Listing_4"></a>Listing 4</i> – +Capabilities Example </b></font></p> <hr> <pre>TransformGroup myTrans = new TransformGroup();<br>myTrans.setCapability(Transform.ALLOW_TRANSFORM_WRITE);<br></pre> diff --git a/src/classes/share/javax/media/j3d/doc-files/Immediate.html b/src/classes/share/javax/media/j3d/doc-files/Immediate.html index c6f27f4..101fe22 100644 --- a/src/classes/share/javax/media/j3d/doc-files/Immediate.html +++ b/src/classes/share/javax/media/j3d/doc-files/Immediate.html @@ -7,7 +7,108 @@ </head> <body> <h2>Immediate-Mode Rendering</h2> -<p><br> +<p>Java 3D is fundamentally a scene graph-based API. Most of +the constructs in the API are biased toward retained mode and +compiled-retained mode rendering. However, there are some applications +that want both the control and the flexibility that immediate-mode +rendering offers. </p> +<p>Immediate-mode applications can either use or ignore Java 3D's +scene +graph structure. By using immediate mode, end-user applications have +more freedom, but this freedom comes at the expense of performance. In +immediate mode, Java 3D has no high-level information concerning +graphical objects or their composition. Because it has minimal global +knowledge, Java 3D can perform only localized optimizations on +behalf +of the application programmer. +</p> +<p> +</p> +<h2>Two Styles of Immediate-Mode +Rendering</h2> +Use of Java 3D's immediate mode falls into one of two categories: +pure +immediate-mode rendering and mixed-mode rendering in which immediate +mode and retained or compiled-retained mode interoperate and render to +the same canvas. The Java 3D renderer is idle in pure immediate +mode, +distinguishing it from mixed-mode rendering. +<h3>Pure Immediate-Mode +Rendering</h3> +Pure immediate-mode rendering provides for those applications and +applets that do not want Java 3D to do any automatic rendering of +the +scene graph. Such applications may not even wish to build a scene graph +to represent their graphical data. However, they use Java 3D's +attribute objects to set graphics state and Java 3D's geometric +objects +to render geometry. +<hr noshade="noshade"><b>Note:</b> Scene antialiasing is not supported +in pure immediate mode. +<hr noshade="noshade">A pure immediate mode application must create a +minimal set of Java 3D +objects before rendering. In addition to a Canvas3D object, the +application must create a View object, with its associated PhysicalBody +and PhysicalEnvironment objects, and the following scene graph +elements: a VirtualUniverse object, a high-resolution Locale object, a +BranchGroup node object, a TransformGroup node object with associated +transform, and, finally, a ViewPlatform leaf node object that defines +the position and orientation within the virtual universe that generates +the view (see <a href="#Figure_1">Figure +1</a>). +<p><a name="Figure_1"></a><img style="width: 500px; height: 359px;" + alt="Minimal Immediate-Mode Structure" + title="Minimal Immediate-Mode Structure" src="Immediate1.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 1</i> – Minimal Immediate-Mode Structure</b></font> +</ul> +<p> +Java 3D provides utility functions that create much of this +structure +on behalf of a pure immediate-mode application, making it less +noticeable from the application's perspective-but the structure must +exist. +</p> +<p>All rendering is done completely under user control. It is necessary +for the user to clear the 3D canvas, render all geometry, and swap the +buffers. Additionally, rendering the right and left eye for stereo +viewing becomes the sole responsibility of the application. +</p> +<p>In pure immediate mode, the user must stop the Java 3D +renderer, via +the Canvas3D object <code>stopRenderer()</code> +method, prior to adding the Canvas3D object to an active View object +(that is, one that is attached to a live ViewPlatform object). +</p> +<p> +</p> +<h3>Mixed-Mode Rendering</h3> +Mixing immediate mode and retained or compiled-retained mode requires +more structure than pure immediate mode. In mixed mode, the +Java 3D +renderer is running continuously, rendering the scene graph into the +canvas. +<p>The basic Java 3D <em>stereo</em> rendering loop, executed for +each +Canvas3D, is as follows: +</p> +<pre><hr><br>clear canvas (both eyes)<br></pre> +<pre>call preRender() <strong><kbd>// user-supplied method<br></kbd></strong>set left eye view<br>render opaque scene graph objects<br>call renderField(FIELD_LEFT) <strong><kbd>// user-supplied method<br></kbd></strong>render transparent scene graph objects<br>set right eye view<br>render opaque scene graph objects again<br>call renderField(FIELD_RIGHT) <strong><kbd>// user-supplied method<br></kbd></strong>render transparent scene graph objects again<br>call postRender() <strong><kbd>// user-supplied method<br></kbd></strong>synchronize and swap buffers<br></pre> +<pre>call postSwap() <strong><kbd>// user-supplied method<br></kbd></strong><br><hr></pre> +The basic Java 3D <em>monoscopic</em> rendering loop is as +follows: +<pre><hr><br>clear canvas<br></pre> +<pre>call preRender() <strong><kbd>// user-supplied method<br></kbd></strong>set view<br>render opaque scene graph objects<br>call renderField(FIELD_ALL) <strong><kbd>// user-supplied method<br></kbd></strong>render transparent scene graph objects<br>call postRender() <strong><kbd>// user-supplied method<br></kbd></strong>synchronize and swap buffers<br></pre> +<pre>call postSwap() <strong><kbd>// user-supplied method<br></kbd></strong><br><hr></pre> +In both cases, the entire loop, beginning with clearing the canvas and +ending with swapping the buffers, defines a frame. The application is +given the opportunity to render immediate-mode geometry at any of the +clearly identified spots in the rendering loop. A user specifies his or +her own rendering methods by extending the Canvas3D class and +overriding the <code>preRender</code>, <code>postRender</code>, <code>postSwap</code>, +and/or <code>renderField</code> methods. </body> </html> diff --git a/src/classes/share/javax/media/j3d/doc-files/Immediate1.gif b/src/classes/share/javax/media/j3d/doc-files/Immediate1.gif Binary files differnew file mode 100644 index 0000000..2d549b1 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/Immediate1.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/Rendering.html b/src/classes/share/javax/media/j3d/doc-files/Rendering.html index a38f6eb..7415ce8 100644 --- a/src/classes/share/javax/media/j3d/doc-files/Rendering.html +++ b/src/classes/share/javax/media/j3d/doc-files/Rendering.html @@ -7,7 +7,142 @@ </head> <body> <h2>Execution and Rendering Model</h2> -<p><br> +<p>Java 3D's execution and rendering model assumes the +existence of a <a href="../VirtualUniverse.html">VirtualUniverse</a> +object and an attached scene graph. This +scene graph can be minimal and not noticeable from an application's +perspective when using immediate-mode rendering, but it must exist. +</p> +<p>Java 3D's execution model intertwines with its rendering modes +and +with +behaviors and their scheduling. This chapter first describes the three +rendering modes, then describes how an application starts up a +Java 3D +environment, and finally it discusses how the various rendering modes +work within this framework. +</p> +<p> +</p> +<h2>Three Major Rendering Modes</h2> +<p>Java 3D supports three different modes for rendering scenes: +immediate +mode, retained mode, and compiled-retained mode. These three levels of +API support represent a potentially large variation in graphics +processing speed and in on-the-fly restructuring. +</p> +<p></p> +<h3>Immediate Mode</h3> +<p>Immediate mode allows maximum flexibility at some cost in rendering +speed. The application programmer can either use or ignore the scene +graph structure inherent in Java 3D's design. The programmer can +choose +to draw geometry directly or to define a scene graph. Immediate mode +can be either used independently or mixed with retained and/or +compiled-retained mode rendering. The immediate-mode API is described +in the "<a href="Immediate.html">Immediate-Mode Rendering</a>" section.</p> +<p> +</p> +<h3>Retained Mode</h3> +<p>Retained mode allows a great deal of the flexibility provided by +immediate mode while also providing a substantial increase in rendering +speed. All objects defined in the scene graph are accessible and +manipulable. The scene graph itself is fully manipulable. The +application programmer can rapidly construct the scene graph, create +and delete nodes, and instantly "see" the effect of edits. Retained +mode also allows maximal access to objects through a general pick +capability. +</p> +<p>Java 3D's retained mode allows a programmer to construct +objects, +insert objects into a database, compose objects, and add behaviors to +objects. +</p> +<p>In retained mode, Java 3D knows that the programmer has defined +objects, knows how the programmer has combined those objects into +compound objects or scene graphs, and knows what behaviors or actions +the programmer has attached to objects in the database. This knowledge +allows Java 3D to perform many optimizations. It can construct +specialized data structures that hold an object's geometry in a manner +that enhances the speed at which the Java 3D system can render it. +It +can compile object behaviors so that they run at maximum speed when +invoked. It can flatten transformation manipulations and state changes +where possible in the scene graph. +</p> +<p> +</p> +<h3>Compiled-Retained Mode</h3> +<p>Compiled-retained mode allows the Java 3D API to perform an +arbitrarily +complex series of optimizations including, but not restricted to, +geometry compression, scene graph flattening, geometry grouping, and +state change clustering. +</p> +<p>Compiled-retained mode provides hooks for end-user manipulation and +picking. Pick operations return the closest object (in scene graph +space) associated with the picked geometry. +</p> +<p>Java 3D's compiled-retained mode ensures effective graphics +rendering +speed in yet one more way. A programmer can request that Java 3D +compile an object or a scene graph. Once it is compiled, the programmer +has minimal access to the internal structure of the object or scene +graph. Capability flags provide access to specified components that the +application program may need to modify on a continuing basis. +</p> +<p>A compiled object or scene graph consists of whatever internal +structures Java 3D wishes to create to ensure that objects or +scene +graphs render at maximal rates. Because Java 3D knows that the +majority +of the compiled object's or scene graph's components will not change, +it can perform an extraordinary number of optimizations, including the +fusing of multiple objects into one conceptual object, turning an +object into compressed geometry or even breaking an object up into +like-kind components and reassembling the like-kind components into new +"conceptual objects." +</p> +<p> +</p> +<h2>Instantiating the Render Loop</h2> +<p>From an application's perspective, Java 3D's render loop runs +continuously. Whenever an application adds a scene branch to the +virtual world, that scene branch is instantly visible. This high-level +view of the render loop permits concurrent implementations of +Java 3D +as well as serial implementations. The remainder of this section +describes the Java 3D render loop bootstrap process from a +serialized +perspective. Differences that would appear in concurrent +implementations are noted as well. +</p> +<p></p> +<h3>An Application-Level +Perspective</h3> +<p>First the application must construct its scene graphs. It does this +by +constructing scene graph nodes and component objects and linking them +into self-contained trees with a BranchGroup node as a root. The +application next must obtain a reference to any constituent nodes or +objects within that branch that it may wish to manipulate. It sets the +capabilities of all the objects to match their anticipated use and only +then compiles the branch using the BranchGroup's <code>compile</code> +method. Whether it compiles the branch, the application can add it to +the virtual universe by adding the BranchGroup to a Locale object. The +application repeats this process for each branch it wishes to create. +Note that for concurrent Java 3D implementations, whenever an +application adds a branch to the active virtual universe, that branch +becomes visible. +</p> +<p></p> +<h3>Retained and +Compiled-Retained Rendering Modes</h3> +<p>This initialization process is identical for retained and +compiled-retained modes. In both modes, the application builds a scene +graph. In compiled-retained mode, the application compiles the scene +graph. Then the application inserts the (possibly compiled) scene graph +into the virtual universe. </p> </body> </html> diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing.html b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing.html index 478ea4d..ff80cb4 100644 --- a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing.html +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing.html @@ -7,7 +7,244 @@ </head> <body> <h2>Reusing Scene Graphs</h2> -<p><br> +<p> +Java 3D provides application programmers +with two different means for reusing scene graphs. First, multiple +scene graphs can share a common subgraph. Second, the node hierarchy of +a common subgraph can be cloned, while still sharing large component +objects such as geometry and texture objects. In the first case, +changes in the shared subgraph affect all scene graphs that refer to +the shared subgraph. In the second case, each instance is unique-a +change in one instance does not affect any other instance. </p> +<h2>Sharing Subgraphs</h2> +<p>An application that wishes to share a subgraph from multiple places +in +a scene graph must do so through the use of the <a href="../Link.html">Link</a> +leaf node and an +associated <a href="../SharedGroup.html">SharedGroup</a> node. The +SharedGroup node serves as the root of +the shared subgraph. The Link leaf node refers to the SharedGroup node. +It does not incorporate the shared scene graph directly into its scene +graph. +</p> +<p>A SharedGroup node allows multiple Link leaf nodes to share its +subgraph as shown in <a href="#Figure_1">Figure +1</a> below.<br> +</p> +<p><a name="Figure_1"></a><img style="width: 500px; height: 476px;" + alt="Sharing a Subgraph" title="Sharing a Subgraph" + src="SceneGraphSharing1.gif"> +</p> +<ul> + <font size="-1"><b><i>Figure 1</i> – Sharing a Subgraph</b></font> +</ul> +<h2>Cloning Subgraphs</h2> +<p>An application developer may wish to reuse a common subgraph without +completely sharing that subgraph. For example, the developer may wish +to create a parking lot scene consisting of multiple cars, each with a +different color. The developer might define three basic types of cars, +such as convertible, truck, and sedan. To create the parking lot scene, +the application will instantiate each type of car several times. Then +the application can change the color of the various instances to create +more variety in the scene. Unlike shared subgraphs, each instance is a +separate copy of the scene graph definition: Changes to one instance do +not affect any other instance. +</p> +<p>Java 3D provides the <a href="../Node.html#cloneTree%28%29"><code>cloneTree</code></a> +method for this +purpose. The <code>cloneTree</code> +method allows the programmer to change some attributes (NodeComponent +objects) in a scene graph, while at the same time sharing the majority +of the scene graph data-the geometry. +</p> +<h3>References to Node Component +Objects</h3> +<p>When <code>cloneTree</code> reaches a leaf node, +there are two possible actions for handling the leaf node's +NodeComponent objects (such as Material, Texture, and so forth). First, +the cloned leaf node can reference the original leaf node's +NodeComponent object-the NodeComponent object itself is not duplicated. +Since the cloned leaf node shares the NodeComponent object with the +original leaf node, changing the data in the NodeComponent object will +effect a change in both nodes. This mode would also be used for objects +that are read-only at run time. +</p> +<p>Alternatively, the NodeComponent object can be duplicated, in which +case the new leaf node would reference the duplicated object. This mode +allows data referenced by the newly created leaf node to be modified +without that modification affecting the original leaf node. +</p> +<p><a href="#Figure_2">Figure +2</a> +shows two instances of NodeComponent objects that are shared and one +NodeComponent element that is duplicated for the cloned subgraph. +</p> +<p><a name="Figure_2"></a><img style="width: 499px; height: 287px;" + alt="Referenced and Duplicated NodeComponent Objects" + title="Referenced / Duplicated NodeComponens" + src="SceneGraphSharing2.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 2</i> – Referenced and Duplicated +NodeComponent Objects</b></font> +</ul> +<h3>References to Other Scene +Graph Nodes</h3> +Leaf nodes that contain references to other nodes +(for example, Light nodes reference a Group node) can create a problem +for the <code>cloneTree</code> method. After the <code>cloneTree</code> +operation is performed, the reference in the cloned leaf node will +still refer to the node in the original subgraph-a situation that is +most likely incorrect (see <a href="#Figure_3">Figure +3</a>). +<p>To handle these ambiguities, a callback mechanism is provided. +</p> +<p><a name="Figure_3"></a><img style="width: 499px; height: 240px;" + alt="References to Other Scene Graph Nodes" + title="References to Other Nodes" src="SceneGraphSharing3.gif"> +</p> +<ul> + <font size="-1"><b><i>Figure 3</i> – References to Other Scene Graph +Nodes</b></font> +</ul> +<p> +A leaf node that needs to update referenced nodes upon being duplicated +by a call to <code>cloneTree</code> must implement the <code>updateNodeReferences</code> +method. By using this method, the cloned leaf node can determine if any +nodes referenced by it have been duplicated and, if so, update the +appropriate references to their cloned counterparts. +</p> +<p>Suppose, for instance, that the leaf node Lf1 in <a href="#Figure_3">Figure +3</a> implemented the <code>updateNodeReferences</code> method. Once +all nodes had been duplicated, the <code>clone-Tree</code> method +would then call each cloned leaf's node <code>updateNodeReferences</code> +method. When cloned leaf node Lf2's method was called, Lf2 could ask if +the node N1 had been duplicated during the <code>cloneTree</code> +operation. If the node had been duplicated, leaf Lf2 could then update +its internal state with the cloned node, N2 (see <a href="#Figure_4">Figure +4</a>). +</p> +<p><a name="Figure_4"></a><img style="width: 499px; height: 190px;" + alt="Updated Subgraph after updateNodeReferences Call" + title="Subgraph after updateNodeReferences" + src="SceneGraphSharing4.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 4</i> – Updated Subgraph after +updateNodeReferences Call</b></font> +</ul> +<p> +All predefined Java 3D nodes will automatically have their <code>updateNodeReferences</code> +method defined. Only subclassed nodes that reference other nodes need +to have this method overridden by the user. +</p> +<h3>Dangling References</h3> +Because <code>cloneTree</code> is able to start +the cloning operation from any node, there is a potential for creating +dangling references. A dangling reference can occur only when a leaf +node that contains a reference to another scene graph node is cloned. +If the referenced node is not cloned, a dangling reference situation +exists: There are now two leaf nodes that access the same node (<a + href="#Figure_5">Figure +5</a>). A dangling reference is discovered when a leaf node's <code>updateNodeReferences</code> +method calls the <code>getNewNodeReference</code> method and the +cloned subgraph does not contain a counterpart to the node being looked +up. +<p><a name="Figure_5"></a><img style="width: 499px; height: 232px;" + alt="Dangling Reference" title="Dangling Reference" + src="SceneGraphSharing5.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 5</i> – Dangling Reference: Bold Nodes +Are Being Cloned</b></font> +</ul> +<p> +When a dangling reference is discovered, <code>cloneTree</code> can +handle it in one of two ways. If <code>cloneTree</code> is called +without the <code>allowDanglingReferences</code> parameter set to <code>true</code>, +a dangling reference will result in a <code>DanglingReferenceException</code> +being thrown. The user can catch this exception if desired. If <code>cloneTree</code> +is called with the <code>allowDanglingReferences</code> parameter set +to <code>true</code>, the <code>update-NodeReferences</code> method +will return a reference to the same object passed into the <code>getNewNodeReference</code> +method. This will result in the <code>cloneTree</code> operation +completing with dangling references, as in <a href="#Figure_5">Figure +5</a>. +</p> +<h3>Subclassing Nodes</h3> +All Java 3D predefined nodes (for example, Interpolators and LOD +nodes) +automatically handle all node reference and duplication operations. +When a user subclasses a Leaf object or a NodeComponent object, certain +methods must be provided in order to ensure the proper operation of <code>cloneTree</code>. +<p>Leaf node subclasses (for example, Behaviors) that contain any user +node-specific data that needs to be duplicated during a <code>cloneTree</code> +operation must define the following two methods: +</p> +<pre><b>Node cloneNode(boolean forceDuplicate);<br>void duplicateNode(Node n, boolean forceDuplicate)<br></b></pre> +The <code>cloneNode</code> method consists of three lines: +<pre><hr><br><code>UserSubClass usc = new UserSubClass();<br>usc.duplicateNode(this, forceDuplicate);</code><br>return usc;<br><br><hr></pre> +The <code>duplicateNode</code> method must first call <code>super.duplicateNode</code> +before duplicating any necessary user-specific data or setting any +user-specific state. +<p>NodeComponent subclasses that contain any user node-specific data +must define the following two methods: +</p> +<pre><b>NodeComponent cloneNodeComponent();<br>void duplicateNodeComponent(NodeComponent nc, boolean forceDuplicate);<br></b></pre> +The <code>cloneNodeComponent</code> method consists of three lines: +<pre><hr><br><code>UserNodeComponent unc = new UserNodeComponent();<br>unc.duplicateNodeComponent(this, forceDuplicate);</code><br>return un;<br><br><hr></pre> +The <code>duplicateNodeComponent</code> must first call <code>super.duplicateNodeComponent</code> +and then can duplicate any user-specific data or set any user-specific +state as necessary. +<h3>NodeReferenceTable Object</h3> +The NodeReferenceTable object is used by a leaf node's <code>updateNodeReferences</code> +method called by the <code>cloneTree</code> +operation. The NodeReferenceTable maps nodes from the original subgraph +to the new nodes in the cloned subgraph. This information can than be +used to update any cloned leaf node references to reference nodes in +the cloned subgraph. This object can be created only by Java 3D. +<h3>Example: User Behavior Node</h3> +The following is an example of a user-defined Behavior object to show +properly how to define a node to be compatible with the <code>cloneTree</code> +operation. +<hr> +<pre>class RotationBehavior extends Behavior {<br> TransformGroup objectTransform;<br> WakeupOnElapsedFrames w;<br></pre> +<pre> Matrix4d rotMat = new Matrix4d();<br> Matrix4d objectMat = new Matrix4d();<br> Transform3D t = new Transform3D();<br></pre> +<pre><i> // Override Behavior's initialize method to set up wakeup<br> // criteria<br></i></pre> +<pre> public void initialize() {<br></pre> +<pre><i> // Establish initial wakeup criteria<br></i></pre> +<pre> wakeupOn(w);<br> }<br></pre> +<pre><i> // Override Behavior's stimulus method to handle the event<br></i></pre> +<pre> public void processStimulus(Enumeration criteria) {<br></pre> +<pre><i> // Rotate by another PI/120.0 radians<br></i></pre> +<pre> objectMat.mul(objectMat, rotMat);<br> t.set(objectMat);<br> objectTransform.setTransform(t);<br></pre> +<pre><i> // Set wakeup criteria for next time<br></i></pre> +<pre> wakeupOn(w);<br> }<br></pre> +<pre><i> // Constructor for rotation behavior.<br></i></pre> +<pre> public RotationBehavior(TransformGroup tg, int numFrames) {<br> w = new WakeupOnElapsedFrames(numFrames);<br> objectTransform = tg;<br></pre> +<pre><i> objectMat.setIdentity();<br></i></pre> +<pre><i> // Create a rotation matrix that rotates PI/120.0<br> // radians per frame<br> rotMat.rotX(Math.PI/120.0);<br></i></pre> +<pre><i> // Note: When this object is duplicated via cloneTree,<br> // the cloned RotationBehavior node needs to point to<br> // the TransformGroup in the just-cloned tree. <br> }<br></i></pre> +<pre><i> // Sets a new TransformGroup.<br></i></pre> +<pre> public void setTransformGroup(TransformGroup tg) {<br> objectTransform = tg;<br></pre> +<pre><i> }<br></i></pre> +<pre><i> // The next two methods are needed for cloneTree to operate<br> // correctly.<br> // cloneNode is needed to provide a new instance of the user<br> // derived subclass.<br></i></pre> +<pre> public Node cloneNode(boolean forceDuplicate) {<br></pre> +<pre><i> // Get all data from current node needed for<br> // the constructor<br> int numFrames = w.getElapsedFrameCount();<br></i></pre> +<pre> RotationBehavior r =<br> new RotationBehavior(objectTransform, numFrames);<br> r.duplicateNode(this, forceDuplicate);<br> return r;<br> }<br></pre> +<pre><i> // duplicateNode is needed to duplicate all super class<br> // data as well as all user data.<br></i></pre> +<pre> public void duplicateNode(Node originalNode, boolean <br> forceDuplicate) {<br> super.duplicateNode(originalNode, forceDuplicate);<br></pre> +<pre><i> // Nothing to do here - all unique data was handled<br> // in the constructor in the cloneNode routine.<br> }<br></i></pre> +<pre><i> // Callback for when this leaf is cloned. For this object<br> // we want to find the cloned TransformGroup node that this<br> // clone Leaf node should reference.<br></i></pre> +<pre> public void updateNodeReferences(NodeReferenceTable t) {<br></pre> +<pre><i> super.updateNodeReferences(t);<br></i></pre> +<pre><i> // Update node's TransformGroup to proper reference<br></i></pre> +<pre> TransformGroup newTg =<br> (TransformGroup)t.getNewObjectReference(<br> objectTransform);<br> setTransformGroup(newTg);<br> }<br>}<br></pre> </body> </html> diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing1.gif b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing1.gif Binary files differnew file mode 100644 index 0000000..f6ca47c --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing1.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing2.gif b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing2.gif Binary files differnew file mode 100644 index 0000000..c062c81 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing2.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing3.gif b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing3.gif Binary files differnew file mode 100644 index 0000000..325cab1 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing3.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing4.gif b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing4.gif Binary files differnew file mode 100644 index 0000000..78aeaab --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing4.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing5.gif b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing5.gif Binary files differnew file mode 100644 index 0000000..2ff6547 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/SceneGraphSharing5.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel.html b/src/classes/share/javax/media/j3d/doc-files/ViewModel.html index 991ebfc..3cc9ece 100644 --- a/src/classes/share/javax/media/j3d/doc-files/ViewModel.html +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel.html @@ -7,7 +7,1058 @@ </head> <body> <h2>View Model</h2> -<p><br> +<p>Java 3D introduces a new view model that takes Java's +vision of "write once, run anywhere" and generalizes it to include +display devices and six-degrees-of-freedom input peripherals such as +head trackers. This "write once, view everywhere" nature of the new +view model means that an application or applet written using the Java +3D view model can render images to a broad range of display devices, +including standard computer displays, multiple-projection display +rooms, and head-mounted displays, without modification of the scene +graph. It also means that the same application, once again without +modification, can render stereoscopic views and can take advantage of +the input from a head tracker to control the rendered view. </p> +<p>Java 3D's view model achieves this versatility by cleanly +separating +the virtual and the physical world. This model distinguishes between +how an application positions, orients, and scales a ViewPlatform object +(a viewpoint) within the virtual world and how the Java 3D +renderer +constructs the final view from that viewpoint's position and +orientation. The application controls the ViewPlatform's position and +orientation; the renderer computes what view to render using this +position and orientation, a description of the end-user's physical +environment, and the user's position and orientation within the +physical environment. +</p> +<p>This document first explains why Java 3D chose a different view +model +and some of the philosophy behind that choice. It next describes how +that model operates in the simple case of a standard computer screen +without head tracking—the most common case. Finally, it presents +advanced material that was originally published in Appendix C of the +API specification guide. +</p> +<p> +</p> +<h2>Why a New Model?</h2> +<p>Camera-based view models, as found in low-level APIs, give +developers +control over all rendering parameters. This makes sense when dealing +with custom applications, less sense when dealing with systems that +wish to have broader applicability: systems such as viewers or browsers +that load and display whole worlds as a single unit or systems where +the end users view, navigate, display, and even interact with the +virtual world. +</p> +<p>Camera-based view models emulate a camera in the virtual world, not +a +human in a virtual world. Developers must continuously reposition a +camera to emulate "a human in the virtual world." +</p> +<p>The Java 3D view model incorporates head tracking directly, if +present, +with no additional effort from the developer, thus providing end users +with the illusion that they actually exist inside a virtual world. +</p> +<p>The Java 3D view model, when operating in a non-head-tracked +environment and rendering to a single, standard display, acts very much +like a traditional camera-based view model, with the added +functionality of being able to generate stereo views transparently. +</p> +<p> +</p> +<h3>The Physical Environment +Influences the View</h3> +<p>Letting the application control all viewing parameters is not +reasonable in systems in which the physical environment dictates some +of the view parameters. +</p> +<p>One example of this is a head-mounted display (HMD), where the +optics +of the head-mounted display directly determine the field of view that +the application should use. Different HMDs have different optics, +making it unreasonable for application developers to hard-wire such +parameters or to allow end users to vary that parameter at will. +</p> +<p>Another example is a system that automatically computes view +parameters +as a function of the user's current head position. The specification of +a world and a predefined flight path through that world may not exactly +specify an end-user's view. HMD users would expect to look and thus see +to their left or right even when following a fixed path through the +environment-imagine an amusement park ride with vehicles that follow +fixed paths to present content to their visitors, but visitors can +continue to move their heads while on those rides. +</p> +<p>Depending on the physical details of the end-user's environment, the +values of the viewing parameters, particularly the viewing and +projection matrices, will vary widely. The factors that influence the +viewing and projection matrices include the size of the physical +display, how the display is mounted (on the user's head or on a table), +whether the computer knows the user's head location in three space, the +head mount's actual field of view, the display's pixels per inch, and +other such parameters. For more information, see "<a + href="#View_Model_Details">View Model Details</a>." +</p> +<p> +</p> +<h2>Separation of Physical and +Virtual</h2> +<p>The Java 3D view model separates the virtual environment, where +the +application programmer has placed objects in relation to one another, +from the physical environment, where the user exists, sees computer +displays, and manipulates input devices. +</p> +<p>Java 3D also defines a fundamental correspondence between the +user's +physical world and the virtual world of the graphic application. This +physical-to-virtual-world correspondence defines a single common space, +a space where an action taken by an end user affects objects within the +virtual world and where any activity by objects in the virtual world +affects the end user's view. +</p> +<p> +</p> +<h3>The Virtual World</h3> +<p>The virtual world is a common space in which virtual objects exist. +The +virtual world coordinate system exists relative to a high-resolution +Locale-each Locale object defines the origin of virtual world +coordinates for all of the objects attached to that Locale. The Locale +that contains the currently active ViewPlatform object defines the +virtual world coordinates that are used for rendering. Java3D +eventually transforms all coordinates associated with scene graph +elements into this common virtual world space. +</p> +<h3>The Physical World</h3> +<p>The physical world is just that-the real, physical world. This is +the +space in which the physical user exists and within which he or she +moves his or her head and hands. This is the space in which any +physical trackers define their local coordinates and in which several +calibration coordinate systems are described. +</p> +<p>The physical world is a space, not a common coordinate system +between +different execution instances of Java 3D. So while two different +computers at two different physical locations on the globe may be +running at the same time, there is no mechanism directly within +Java 3D +to relate their local physical world coordinate systems with each +other. Because of calibration issues, the local tracker (if any) +defines the local physical world coordinate system known to a +particular instance of Java 3D. +</p> +<p> +</p> +<h2>The Objects That Define the +View</h2> +<p>Java 3D distributes its view model parameters across several +objects, +specifically, the View object and its associated component objects, the +PhysicalBody object, the PhysicalEnvironment object, the Canvas3D +object, and the Screen3D object. <a href="#Figure_1">Figure +1</a> shows graphically the central role of the View object and the +subsidiary role of its component objects. +</p> +<p><a name="Figure_1"></a><img style="width: 500px; height: 355px;" + alt="View Object + Other Components" + title="View Object + Other Components" src="ViewModel1.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 1</i> – View Object, Its Component +Objects, and Their +Interconnection</b></font> +</ul> +<p> +The view-related objects shown in <a href="#Figure_1">Figure +1</a> +and their roles are as follows. For each of these objects, the portion +of the API that relates to modifying the virtual world and the portion +of the API that is relevant to non-head-tracked standard display +configurations are derived in this chapter. The remainder of the +details are described in "<a href="#View_Model_Details">View Model +Details</a>." +</p> +<ul> + <li><a href="../ViewPlatform.html"><em>ViewPlatform</em></a>: A leaf +node that locates a view within a +scene graph. The ViewPlatform's parents specify its location, +orientation, and scale within the virtual universe. See "<a + href="#ViewPlatform_Place">ViewPlatform: A Place in the Virtual World</a>," +for more +information. </li> +</ul> +<ul> + <li><a href="../View.html"><em>View</em></a>: The main view object. +It contains many pieces of +view state.</li> +</ul> +<ul> + <li><a href="../Canvas3D.html"><em>Canvas3D</em></a>: The 3D version +of the Abstract Windowing +Toolkit +(AWT) Canvas object. It represents a window in which Java 3D will +draw +images. It contains a reference to a Screen3D object and information +describing the Canvas3D's size, shape, and location within the Screen3D +object.</li> +</ul> +<ul> + <li><a href="../Screen3D.html"><em>Screen3D</em></a>: An object that +contains information describing +the display screen's physical properties. Java 3D places +display-screen +information in a separate object to prevent the duplication of screen +information within every Canvas3D object that shares a common screen.</li> +</ul> +<ul> + <li><a href="../PhysicalBody.html">PhysicalBody</a>: An object that +contains calibration information +describing the user's physical body.</li> +</ul> +<ul> + <li><a href="../PhysicalEnvironment.html">PhysicalEnvironment</a>: An +object that contains calibration +information describing the physical world, mainly information that +describes the environment's six-degrees-of freedom tracking hardware, +if present.</li> +</ul> +<p>Together, these objects describe the geometry of viewing rather than +explicitly providing a viewing or projection matrix. The Java 3D +renderer uses this information to construct the appropriate viewing and +projection matrices. The geometric focus of these view objects provides +more flexibility in generating views-a flexibility needed to support +alternative display configurations. +</p> +<h2><a name="ViewPlatform_Place"></a>ViewPlatform: A Place in the +Virtual World</h2> +<p>A ViewPlatform leaf node defines a coordinate system, and thus a +reference frame with its associated origin or reference point, within +the virtual world. The ViewPlatform serves as a point of attachment for +View objects and as a base for determining a renderer's view. +</p> +<p><a href="#Figure_2">Figure +2</a> +shows a portion of a scene graph containing a ViewPlatform node. The +nodes directly above a ViewPlatform determine where that ViewPlatform +is located and how it is oriented within the virtual world. By +modifying the Transform3D object associated with a TransformGroup node +anywhere directly above a ViewPlatform, an application or behavior can +move that ViewPlatform anywhere within the virtual world. A simple +application might define one TransformGroup node directly above a +ViewPlatform, as shown in <a href="#Figure_2">Figure +2</a>. +</p> +<p>A VirtualUniverse may have many different ViewPlatforms, but a +particular View object can attach itself only to a single ViewPlatform. +Thus, each rendering onto a Canvas3D is done from the point of view of +a single ViewPlatform. +</p> +<p><a name="Figure_2"></a><img style="width: 500px; height: 359px;" + alt="View Platform Branch Graph" title="View Platform Branch Graph" + src="ViewModel2.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 2</i> – A Portion of a Scene Graph +Containing a ViewPlatform Object</b></font> +</ul> +<p> +</p> +<h3>Moving through the Virtual +World</h3> +<p>An application navigates within the virtual world by modifying a +ViewPlatform's parent TransformGroup. Examples of applications that +modify a ViewPlatform's location and orientation include browsers, +object viewers that provide navigational controls, applications that do +architectural walkthroughs, and even search-and-destroy games. +</p> +<p>Controlling the ViewPlatform object can produce very interesting and +useful results. Our first simple scene graph (see <a + href="intro.html#Figure_1">"Introduction," Figure 1</a>) +defines a scene graph for a simple application that draws an object in +the center of a window and rotates that object about its center point. +In that figure, the Behavior object modifies the TransformGroup +directly above the Shape3D node. +</p> +<p>An alternative application scene graph, shown in <a href="#Figure_3">Figure +3</a>, +leaves the central object alone and moves the ViewPlatform around the +world. If the shape node contains a model of the earth, this +application could generate a view similar to that seen by astronauts as +they orbit the earth. +</p> +<p>Had we populated this world with more objects, this scene graph +would allow navigation through the world via the Behavior node. +</p> +<p><a name="Figure_3"></a><img style="width: 500px; height: 289px;" + alt="Simple Scene Graph with View Control" + title="Simple Scene Graph with View Control" src="ViewModel3.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 3</i> – A Simple Scene Graph with View +Control</b></font> +</ul> +<p> +Applications and behaviors manipulate a <a + href="../TransformGroup.html">TransformGroup</a> through its +access methods. These methods allow an application to retrieve and +set the Group node's Transform3D object. Transform3D Node methods +include <code>getTransform</code> and <code>setTransform</code>. +</p> +<p> +</p> +<h3>Dropping in on a Favorite +Place</h3> +<p>A scene graph may contain multiple <a href="../ViewPlatform.html">ViewPlatform</a> +objects. If a user detaches a <a href="../View.html">View</a> object +from a ViewPlatform and then +reattaches that View to a different ViewPlatform, the image on the +display will now be rendered from the point of view of the new +ViewPlatform.</p> +<h3>Associating Geometry with a +ViewPlatform</h3> +<p>Java 3D does not have any built-in semantics for displaying a +visible +manifestation of a ViewPlatform within the virtual world (an <em>avatar</em>). +However, a developer can construct and manipulate an avatar using +standard Java 3D constructs. +</p> +<p>A developer can construct a small scene graph consisting of a +TransformGroup node, a behavior leaf node, and a shape node and insert +it directly under the BranchGroup node associated with the ViewPlatform +object. The shape node would contain a geometric model of the avatar's +head. The behavior node would change the TransformGroup's transform +periodically to the value stored in a View object's <code>UserHeadToVworld</code><strong> +</strong>parameter (see "<a href="#View_Model_Details">View Model +Details</a>"). +The avatar's virtual head, represented by the shape node, will now move +around in lock-step with the ViewPlatform's TransformGroup<em> and </em>any +relative position and orientation changes of the user's actual physical +head (if a system has a head tracker). +</p> +<p> +</p> +<h2><a name="Generating_View"></a>Generating a View</h2> +<p>Java 3D generates viewing matrices in one of a few different +ways, +depending on whether the end user has a head-mounted or a room-mounted +display environment and whether head tracking is enabled. This section +describes the computation for a non-head-tracked, room-mounted +display-a standard computer display. Other environments are described +in "<a href="#View_Model_Details">View Model Details</a>." +</p> +<p>In the absence of head tracking, the ViewPlatform's origin specifies +the virtual eye's location and orientation within the virtual world. +However, the eye location provides only part of the information needed +to render an image. The renderer also needs a projection matrix. In the +default mode, Java 3D uses the projection policy, the specified +field-of-view information, and the front and back clipping distances to +construct a viewing frustum. +</p> +<p> +</p> +<h3>Composing Model and Viewing +Transformations</h3> +<p><a href="#Figure_4">Figure +4</a> +shows a simple scene graph. To draw the object labeled "S," +Java 3D +internally constructs the appropriate model, view platform, eye, and +projection matrices. Conceptually, the model transformation for a +particular object is computed by concatenating all the matrices in a +direct path between the object and the VirtualUniverse. The view matrix +is then computed-again, conceptually-by concatenating all the matrices +between the VirtualUniverse object and the ViewPlatform attached to the +current View object. The eye and projection matrices are constructed +from the View object and its associated component objects. +</p> +<p><a name="Figure_4"></a><img style="width: 500px; height: 332px;" + alt="Object and ViewPlatform Transform" + title="Object and ViewPlatform Transform" src="ViewModel4.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 4</i> – Object and ViewPlatform +Transformations</b></font> +</ul> +<p>In our scene graph, what we would normally consider the +model transformation would consist of the following three +transformations: <strong>LT</strong>1<strong>T</strong>2. By +multiplying <strong>LT</strong>1<strong>T</strong>2 +by a vertex in the shape object, we would transform that vertex into +the virtual universe's coordinate system. What we would normally +consider the view platform transformation would be (<strong>LT</strong>v1)-1 +or <strong>T</strong>v1<sup>-1</sup><strong>L</strong>-1. +This presents a problem since coordinates in the virtual universe are +256-bit fixed-point values, which cannot be used to represent +transformed points efficiently. +</p> +<p>Fortunately, however, there is a solution to this problem. Composing +the model and view platform transformations gives us +</p> +<dl> + <dt><br> + </dt> + <dd> <strong>T</strong>v1<sup>-1</sup><strong>L</strong>-1<strong>LT</strong>1<strong>T</strong>2 += <strong>T</strong>v1<sup>-1</sup><strong>IT</strong>1<strong>T</strong>2 += <strong>T</strong>v1<sup>-1</sup><strong>T</strong>1<strong>T</strong>2, + </dd> +</dl> +<p>the matrix that takes vertices in an object's local coordinate +system +and places them in the ViewPlatform's coordinate system. Note that the +high-resolution Locale transformations cancel each other out, which +removes the need to actually transform points into high-resolution +VirtualUniverse coordinates. The general formula of the matrix that +transforms object coordinates to ViewPlatform coordinates is <strong>T</strong>vn<sup>-1</sup>...<strong>T</strong>v2<sup>-1</sup><strong>T</strong>v1<sup>-1</sup><strong>T</strong>1<strong>T</strong>2...<strong>T</strong>m. +</p> +<p>As mentioned earlier, the View object contains the remainder of the +view information, specifically, the eye matrix, <strong>E</strong>, +that takes points in the View-Platform's local coordinate system and +translates them into the user's eye coordinate system, and the +projection matrix, <strong>P</strong>, that projects objects in the +eye's coordinate system into clipping coordinates. The final +concatenation of matrices for rendering our shape object "S" on the +specified Canvas3D is <strong>PET</strong>v1<sup>-1</sup><strong>T</strong>1<strong>T</strong>2. +In general this is <strong>PET</strong>vn<sup>-1</sup>...<strong>T</strong>v2<sup>-1</sup><strong>T</strong>v1<sup>-1</sup><strong>T</strong>1<strong>T</strong>2...<strong>T</strong>m. +</p> +<p>The details of how Java 3D constructs the matrices <strong>E</strong> +and <strong>P</strong> in different end-user configurations are +described in "<a href="#View_Model_Details">View Model Details</a>." +</p> +<p> +</p> +<h3>Multiple Locales</h3> +<p>Java 3D supports multiple high-resolution Locales. In some +cases, +these +Locales are close enough to each other that they can "see" each other, +meaning that objects can be rendered even though they are not in the +same Locale as the ViewPlatform object that is attached to the View. +Java 3D automatically handles this case without the application +having +to do anything. As in the previous example, where the ViewPlatform and +the object being rendered are attached to the same Locale, Java 3D +internally constructs the appropriate matrices for cases in which the +ViewPlatform and the object being rendered are <em>not</em> attached +to the same Locale. +</p> +<p>Let's take two Locales, L1 and L2, with the View attached to a +ViewPlatform in L1. According to our general formula, the modeling +transformation-the transformation that takes points in object +coordinates and transforms them into VirtualUniverse coordinates-is <strong>LT</strong>1<strong>T</strong>2...<strong>T</strong>m. +In our specific example, a point in Locale L2 would be transformed into +VirtualUniverse coordinates by <strong>L</strong>2<strong>T</strong>1<strong>T</strong>2...<strong>T</strong>m. +The view platform transformation would be (<strong>L</strong>1<strong>T</strong>v1<strong>T</strong>v1...<strong>T</strong>vn)-1 +or <strong>T</strong>vn<sup>-1</sup>...<strong>T</strong>v2<sup>-1</sup><strong>T</strong>v1<sup>-1</sup><strong>L</strong>1<sup>-1</sup>. +Composing these two matrices gives us +</p> +<dl> + <dt><br> + </dt> + <dd> <strong>T</strong>vn<sup>-1</sup>...<strong>T</strong>v2<sup>-1</sup><strong>T</strong>v1<sup>-1</sup><strong>L</strong>1<sup>-1</sup><strong>L</strong>2<strong>T</strong>1<strong>T</strong>2...<strong>T</strong>m. + </dd> +</dl> +<p>Thus, to render objects in another Locale, it is sufficient to +compute <strong>L</strong>1<sup>-1</sup><strong>L</strong>2 +and use that as the starting matrix when composing the model +transformations. Given that a Locale is represented by a single +high-resolution coordinate position, the transformation <strong>L</strong>1<sup>-1</sup><strong>L</strong>2 +is a simple translation by <strong>L</strong>2 - <strong>L</strong>1. +Again, it is not actually necessary to transform points into +high-resolution VirtualUniverse coordinates. +</p> +<p>In general, Locales that are close enough that the difference in +their +high-resolution coordinates can be represented in double precision by a +noninfinite value are close enough to be rendered. In practice, more +sophisticated culling techniques can be used to render only those +Locales that really are "close enough." +</p> +<p> +</p> +<h2>A Minimal Environment</h2> +<p>An application must create a minimal set of Java 3D objects +before +Java +3D can render to a display device. In addition to a Canvas3D object, +the application must create a View object, with its associated +PhysicalBody and PhysicalEnvironment objects, and the following scene +graph elements: +</p> +<ul> + <li>A VirtualUniverse object</li> +</ul> +<ul> + <li>A high-resolution Locale object</li> +</ul> +<ul> + <li>A BranchGroup node object</li> +</ul> +<ul> + <li>A TransformGroup node object with associated transform</li> +</ul> +<ul> + <li>A ViewPlatform leaf node object that defines the position and +orientation within the virtual universe for generating views</li> +</ul> +<hr> +<h2><a name="View_Model_Details"></a>View Model Details</h2> +<p>An application programmer writing a 3D +graphics program that will deploy on a variety of platforms must +anticipate the likely end-user environments and must carefully +construct the view transformations to match those characteristics using +a low-level API. This appendix addresses many of the issues an +application must face and describes the sophisticated features that +Java 3D's advanced view model provides. +</p> +<p> +</p> +<h2>An Overview of the +Java 3D +View Model</h2> +Both camera-based and Java 3D-based view models allow a programmer +to +specify the shape of a view frustum and, under program control, to +place, move, and reorient that frustum within the virtual environment. +However, how they do this varies enormously. Unlike the camera-based +system, the Java 3D view model allows slaving the view frustum's +position and orientation to that of a six-degrees-of-freedom tracking +device. By slaving the frustum to the tracker, Java 3D can +automatically modify the view frustum so that the generated images +match the end-user's viewpoint exactly. +<p>Java 3D must handle two rather different head-tracking +situations. +In one case, we rigidly attach a tracker's <em>base</em>, +and thus its coordinate frame, to the display environment. This +corresponds to placing a tracker base in a fixed position and +orientation relative to a projection screen within a room, to a +computer display on a desk, or to the walls of a multiple-wall +projection display. In the second head-tracking situation, we rigidly +attach a tracker's <em>sensor</em>, not its base, to the display +device. This corresponds to rigidly attaching one of that tracker's +sensors to a head-mounted display and placing the tracker base +somewhere within the physical environment. +</p> +<p> +</p> +<h2>Physical Environments and +Their Effects</h2> +Imagine an application where the end user sits on a magic carpet. The +application flies the user through the virtual environment by +controlling the carpet's location and orientation within the virtual +world. At first glance, it might seem that the application also +controls what the end user will see-and it does, but only +superficially. +<p>The following two examples show how end-user environments can +significantly affect how an application must construct viewing +transformations. +</p> +<p> +</p> +<h3>A Head-Mounted Example</h3> +Imagine that the end user sees the magic carpet and the virtual world +with a head-mounted display and head tracker. As the application flies +the carpet through the virtual world, the user may turn to look to the +left, to the right, or even toward the rear of the carpet. Because the +head tracker keeps the renderer informed of the user's gaze direction, +it might not need to draw the scene directly in front of the magic +carpet. The view that the renderer draws on the head-mount's display +must match what the end user would see if the experience had occurred +in the real world. +<h3>A Room-Mounted Example</h3> +Imagine a slightly different scenario where the end user sits in a +darkened room in front of a large projection screen. The application +still controls the carpet's flight path; however, the position and +orientation of the user's head barely influences the image drawn on the +projection screen. If a user looks left or right, then he or she sees +only the darkened room. The screen does not move. It's as if the screen +represents the magic carpet's "front window" and the darkened room +represents the "dark interior" of the carpet. +<p>By adding a left and right screen, we give the magic carpet rider a +more complete view of the virtual world surrounding the carpet. Now our +end user sees the view to the left or right of the magic carpet by +turning left or right. +</p> +<p> +</p> +<h3>Impact of Head Position and +Orientation on the Camera</h3> +In the head-mounted example, the user's head position and orientation +significantly affects a camera model's camera position and orientation +but hardly has any effect on the projection matrix. In the room-mounted +example, the user's head position and orientation contributes little to +a camera model's camera position and orientation; however, it does +affect the projection matrix. +<p>From a camera-based perspective, the application developer must +construct the camera's position and orientation by combining the +virtual-world component (the position and orientation of the magic +carpet) and the physical-world component (the user's instantaneous head +position and orientation). +</p> +<p>Java 3D's view model incorporates the appropriate abstractions +to +compensate automatically for such variability in end-user hardware +environments. +</p> +<p> +</p> +<h2>The Coordinate Systems</h2> +The basic view model consists of eight or nine coordinate systems, +depending on whether the end-user environment consists of a +room-mounted display or a head-mounted display. First, we define the +coordinate systems used in a room-mounted display environment. Next, we +define the added coordinate system introduced when using a head-mounted +display system. +<h3>Room-Mounted Coordinate +Systems</h3> +The room-mounted coordinate system is divided into the virtual +coordinate system and the physical coordinate system. <a + href="#Figure_5">Figure +5</a> +shows these coordinate systems graphically. The coordinate systems +within the grayed area exist in the virtual world; those outside exist +in the physical world. Note that the coexistence coordinate system +exists in both worlds. +<h4>The Virtual Coordinate +Systems</h4> +<h5> The Virtual World Coordinate System</h5> +The virtual world coordinate system encapsulates +the unified coordinate system for all scene graph objects in the +virtual environment. For a given View, the virtual world coordinate +system is defined by the Locale object that contains the ViewPlatform +object attached to the View. It is a right-handed coordinate system +with +<em>x</em> to the right, +<em>y</em> up, and +<em>z</em> toward +the viewer. +<h5> The ViewPlatform Coordinate System</h5> +The ViewPlatform coordinate system is the local coordinate system of +the ViewPlatform leaf node to which the View is attached. +<p><a name="Figure_5"></a><img style="width: 500px; height: 181px;" + alt="Display Rigidly Attached to Tracker Base" + title="Display Rigidly Attached to Tracker Base" src="ViewModel5.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 5</i> – Display Rigidly Attached to the +Tracker Base</b></font> +</ul> +<p> +</p> +<h5> The Coexistence Coordinate System</h5> +A primary implicit goal of any view model is to map a specified local +portion of the physical world onto a specified portion of the virtual +world. Once established, one can legitimately ask where the user's head +or hand is located within the virtual world or where a virtual object +is located in the local physical world. In this way the physical user +can interact with objects inhabiting the virtual world, and vice versa. +To establish this mapping, Java 3D defines a special coordinate +system, +called coexistence coordinates, that is defined to exist in both the +physical world and the virtual world. +<p>The coexistence coordinate system exists half in the virtual world +and +half in the physical world. The two transforms that go from the +coexistence coordinate system to the virtual world coordinate system +and back again contain all the information needed to expand or shrink +the virtual world relative to the physical world. It also contains the +information needed to position and orient the virtual world relative to +the physical world. +</p> +<p>Modifying the transform that maps the coexistence coordinate system +into the virtual world coordinate system changes what the end user can +see. The Java 3D application programmer moves the end user within +the +virtual world by modifying this transform. +</p> +<p> +</p> +<h4>The Physical Coordinate +Systems</h4> +<h5> The Head Coordinate System</h5> +The head coordinate system allows an application to import its user's +head geometry. The coordinate system provides a simple consistent +coordinate frame for specifying such factors as the location of the +eyes and ears. +<h5> The Image Plate Coordinate System</h5> +The image plate coordinate system corresponds with the physical +coordinate system of the image generator. The image plate is defined as +having its origin at the lower left-hand corner of the display area and +as lying in the display area's <em>XY</em> +plane. Note that image plate is a different coordinate system than +either left image plate or right image plate. These last two coordinate +systems are defined in head-mounted environments only. +<h5> The Head Tracker Coordinate System</h5> +The head tracker coordinate system corresponds to the +six-degrees-of-freedom tracker's sensor attached to the user's head. +The head tracker's coordinate system describes the user's instantaneous +head position. +<h5> The Tracker Base Coordinate System</h5> +The tracker base coordinate system corresponds to the emitter +associated with absolute position/orientation trackers. For those +trackers that generate relative position/orientation information, this +coordinate system is that tracker's initial position and orientation. +In general, this coordinate system is rigidly attached to the physical +world. +<h3>Head-Mounted Coordinate +Systems</h3> +Head-mounted coordinate systems divide the same virtual coordinate +systems and the physical coordinate systems. <a href="#Figure_6">Figure +6</a> +shows these coordinate systems graphically. As with the room-mounted +coordinate systems, the coordinate systems within the grayed area exist +in the virtual world; those outside exist in the physical world. Once +again, the coexistence coordinate system exists in both worlds. The +arrangement of the coordinate system differs from those for a +room-mounted display environment. The head-mounted version of +Java 3D's +coordinate system differs in another way. It includes two image plate +coordinate systems, one for each of an end-user's eyes. +<h5> The Left Image Plate and Right Image Plate Coordinate Systems</h5> +The left image plate and right image plate +coordinate systems correspond with the physical coordinate system of +the image generator associated with the left and right eye, +respectively. The image plate is defined as having its origin at the +lower left-hand corner of the display area and lying in the display +area's <em>XY</em> plane. Note that the left image plate's <em>XY</em> +plane does not necessarily lie parallel to the right image plate's <em>XY</em> +plane. Note that the left image plate and the right image plate are +different coordinate systems than the room-mounted display +environment's image plate coordinate system. +<p><a name="Figure_6"></a><img style="width: 499px; height: 162px;" + alt="Display Rigidly Attached to Head Tracker" + title="Display Rigidly Attached to Head Tracker" src="ViewModel6.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 6</i> – Display Rigidly Attached to the +Head Tracker (Sensor)</b></font> +</ul> +<p> +</p> +<h2>The Screen3D Object</h2> +A Screen3D object represents one independent display device. The most +common environment for a Java 3D application is a desktop computer +with +or without a head tracker. <a href="#Figure_7">Figure +7</a> shows a scene graph fragment for a display environment designed +for such an end-user environment. <a href="#Figure_8">Figure +8</a> shows a display environment that matches the scene graph +fragment in <a href="#Figure_7">Figure +7</a>. +<p><a name="Figure_7"></a><img style="width: 499px; height: 185px;" + alt="Environment with Single Screen3D Object" + title="Environment with Single Screen3D Object" src="ViewModel7.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 7</i> – A Portion of a Scene Graph +Containing a Single Screen3D +Object</b></font> +</ul> +<p> +<a name="Figure_8"></a><img style="width: 500px; height: 237px;" + alt="Single-Screen Display Environment" + title="Single-Screen Display Environment" src="ViewModel8.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 8</i> – A Single-Screen Display +Environment</b></font> +</ul> +<p> +A multiple-projection wall display presents a more exotic environment. +Such environments have multiple screens, typically three or more. <a + href="#Figure_9">Figure +9</a> shows a scene graph fragment representing such a system, and <a + href="#Figure_10">Figure +10</a> shows the corresponding display environment. +</p> +<p><a name="Figure_9"></a><img style="width: 500px; height: 196px;" + alt="Environment with Three Screen3D Object" + title="Environment with Three Screen3D Object" src="ViewModel9.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 9</i> – A Portion of a Scene Graph +Containing Three Screen3D +Objects</b></font> +</ul> +<p> +<a name="Figure_10"></a><img style="width: 700px; height: 241px;" + alt="Three-Screen Display Environment" + title="Three-Screen Display Environment" src="ViewModel10.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 10</i> – A Three-Screen Display +Environment</b></font> +</ul> +<p> +A multiple-screen environment requires more care during the +initialization and calibration phase. Java 3D must know how the +Screen3Ds are placed with respect to one another, the tracking device, +and the physical portion of the coexistence coordinate system. +</p> +<p> +</p> +<h2>Viewing in Head-Tracked Environments</h2> +<p>The "<a href="#Generating_View">Generating a View</a>" section +describes how Java 3D generates a view for a standard flat-screen +display with no head tracking. In this section, we describe how +Java 3D +generates a view in a room-mounted, head-tracked display +environment-either a computer monitor with shutter glasses and head +tracking or a multiple-wall display with head-tracked shutter glasses. +Finally, we describe how Java 3D generates view matrices in a +head-mounted and head-tracked display environment. +</p> +<h3>A Room-Mounted Display with +Head Tracking</h3> +When head tracking combines with a room-mounted +display environment (for example, a standard flat-screen display), the +ViewPlatform's origin and orientation serve as a base for constructing +the view matrices. Additionally, Java 3D uses the end-user's head +position and orientation to compute where an end-user's eyes are +located in physical space. Each eye's position serves to offset the +corresponding virtual eye's position relative to the ViewPlatform's +origin. Each eye's position also serves to specify that eye's frustum +since the eye's position relative to a Screen3D uniquely specifies that +eye's view frustum. Note that Java 3D will access the PhysicalBody +object to obtain information describing the user's interpupilary +distance and tracking hardware, values it needs to compute the +end-user's eye positions from the head position information. +<h3>A Head-Mounted Display with +Head Tracking</h3> +In a head-mounted environment, the ViewPlatform's origin and +orientation also serves as a base for constructing view matrices. And, +as in the head-tracked, room-mounted environment, Java 3D also +uses the +end-user's head position and orientation to modify the ViewPlatform's +position and orientation further. In a head-tracked, head-mounted +display environment, an end-user's eyes do not move relative to their +respective display screens, rather, the display screens move relative +to the virtual environment. A rotation of the head by an end user can +radically affect the final view's orientation. In this situation, Java +3D combines the position and orientation from the ViewPlatform with the +position and orientation from the head tracker to form the view matrix. +The view frustum, however, does not change since the user's eyes do not +move relative to their respective display screen, so Java 3D can +compute the projection matrix once and cache the result. +<p>If any of the parameters of a View object are updated, this will +effect +a change in the implicit viewing transform (and thus image) of any +Canvas3D that references that View object. +</p> +<p> +</p> +<h2>Compatibility Mode</h2> +<p>A camera-based view model allows application programmers to think +about +the images displayed on the computer screen as if a virtual camera took +those images. Such a view model allows application programmers to +position and orient a virtual camera within a virtual scene, to +manipulate some parameters of the virtual camera's lens (specify its +field of view), and to specify the locations of the near and far +clipping planes. +</p> +<p>Java 3D allows applications to enable compatibility mode for +room-mounted, non-head-tracked display environments or to disable +compatibility mode using the following methods. Camera-based viewing +functions are available only in compatibility mode. The <code>setCompatibilityModeEnable</code> +method turns compatibility mode on or off. Compatibility mode is +disabled by default. +</p> +<hr noshade="noshade"> +<p><b>Note:</b> Use of these view-compatibility +functions will disable some of Java 3D's view model features and +limit +the portability of Java 3D programs. These methods are primarily +intended to help jump-start porting of existing applications. +</p> +<hr noshade="noshade"> +<h3>Overview of the +Camera-Based View Model</h3> +The traditional camera-based view model, shown in <a href="#Figure_11">Figure +11</a>, +places a virtual camera inside a geometrically specified world. The +camera "captures" the view from its current location, orientation, and +perspective. The visualization system then draws that view on the +user's display device. The application controls the view by moving the +virtual camera to a new location, by changing its orientation, by +changing its field of view, or by controlling some other camera +parameter. +<p>The various parameters that users control in a +camera-based view model specify the shape of a viewing volume (known as +a frustum because of its truncated pyramidal shape) and locate that +frustum within the virtual environment. The rendering pipeline uses the +frustum to decide which objects to draw on the display screen. The +rendering pipeline does not draw objects outside the view frustum, and +it clips (partially draws) objects that intersect the frustum's +boundaries. +</p> +<p>Though a view frustum's specification may have many items in common +with those of a physical camera, such as placement, orientation, and +lens settings, some frustum parameters have no physical analog. Most +noticeably, a frustum has two parameters not found on a physical +camera: the near and far clipping planes. +</p> +<p><a name="Figure_11"></a><img style="width: 500px; height: 202px;" + alt="Camera-Based View Model" title="Camera-Based View Model" + src="ViewModel11.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 11</i> – The Camera-Based View Model</b></font> +</ul> +<p> +The location of the near and far clipping planes allows the application +programmer to specify which objects Java 3D should not draw. +Objects +too far away from the current eyepoint usually do not result in +interesting images. Those too close to the eyepoint might obscure the +interesting objects. By carefully specifying near and far clipping +planes, an application programmer can control which objects the +renderer will not be drawing. +</p> +<p>From the perspective of the display device, the virtual camera's +image +plane corresponds to the display screen. The camera's placement, +orientation, and field of view determine the shape of the view frustum. +</p> +<p> +</p> +<h3>Using the Camera-Based View +Model</h3> +<p>The camera-based view model allows Java 3D to bridge the gap +between +existing 3D code and Java 3D's view model. By using the +camera-based +view model methods, a programmer retains the familiarity of the older +view model but gains some of the flexibility afforded by Java 3D's +new +view model. +</p> +<p>The traditional camera-based view model is supported in Java 3D +by +helping methods in the Transform3D object. These methods were +explicitly designed to resemble as closely as possible the view +functions of older packages and thus should be familiar to most 3D +programmers. The resulting Transform3D objects can be used to set +compatibility-mode transforms in the View object. +</p> +<p> +</p> +<h4>Creating a Viewing Matrix</h4> +<p>The Transform3D object provides a <code>lookAt</code> utility +method +to create a +viewing matrix. This method specifies the position and orientation of +a viewing transform. It works similarly to the equivalent function in +OpenGL. The inverse of this transform can be used to control the +ViewPlatform object within the scene graph. Alternatively, this +transform can be passed directly to the View's <code>VpcToEc</code> +transform via the compatibility-mode viewing functions. The <code>setVpcToEc</code><code></code> +method is used to set the viewing matrix when in compatibility mode. +</p> +<h4>Creating a Projection +Matrix</h4> +<p>The Transform3D object provides three methods for +creating a projection matrix: <code>frustum</code>, <code>perspective</code>, +and <code>ortho</code>. All three map points from eye coordinates +(EC) to clipping coordinates (CC). Eye coordinates are defined such +that (0, 0, 0) is at the eye and the projection plane is at <em>z</em> += -1.<br> +</p> +<p>The <code>frustum</code> method +establishes a perspective projection with the eye at the apex of a +symmetric view frustum. The transform maps points from eye coordinates +to clipping coordinates. The clipping coordinates generated by the +resulting transform are in a right-handed coordinate system (as are all +other coordinate systems in Java 3D). +</p> +<p>The arguments define the frustum and its associated perspective +projection: <code>(left</code>, <code>bottom</code>, <code>-near)</code> +and <code>(right</code>, <code>top</code>, <code>-near)</code> +specify the point on the near clipping plane that maps onto the +lower-left and upper-right corners of the window, respectively. The <code>-far</code> +parameter specifies the far clipping plane. See <a href="#Figure_12">Figure +12</a>. +</p> +<p>The <code>perspective</code> method establishes a perspective +projection with the eye at the apex of a symmetric view frustum, +centered about the <em>Z</em>-axis, +with a fixed field of view. The resulting perspective projection +transform mimics a standard camera-based view model. The transform maps +points from eye coordinates to clipping coordinates. The clipping +coordinates generated by the resulting transform are in a right-handed +coordinate system. +</p> +<p>The arguments define the frustum and its associated perspective +projection: <code>-near</code> and <code>-far</code> specify the near +and far clipping planes; <code>fovx</code> specifies the field of view +in the <em>X</em> dimension, in radians; and <code>aspect</code> +specifies the aspect ratio of the window. See <a href="#Figure_13">Figure +13</a>. +</p> +<p><a name="Figure_12"></a><img style="width: 500px; height: 209px;" + alt="Perspective Viewing Frustum" title="Perspective Viewing Frustum" + src="ViewModel12.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 12</i> – A Perspective Viewing Frustum</b></font> +</ul> +<p> +<a name="Figure_13"></a><img style="width: 500px; height: 212px;" + alt="Perspective View Model Arguments" + title="Perspective View Model Arguments" src="ViewModel13.gif"></p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 13</i> – Perspective View Model Arguments</b></font> +</ul> +<p> +The <code>ortho</code> method +establishes a parallel projection. The orthographic projection +transform mimics a standard camera-based video model. The transform +maps points from eye coordinates to clipping coordinates. The clipping +coordinates generated by the resulting transform are in a right-handed +coordinate system. +</p> +<p>The arguments define a rectangular box used for projection: <code>(left</code>, +<code>bottom</code>, <code>-near)</code> and <code>(right</code>, <code>top</code>, +<code>-near)</code> +specify the point on the near clipping plane that maps onto the +lower-left and upper-right corners of the window, respectively. The <code>-far</code> +parameter specifies the far clipping plane. See <a href="#Figure_14">Figure +14</a>. +</p> +<p><a name="Figure_14"></a><img style="width: 500px; height: 220px;" + alt="Orthographic View Model" title="Orthographic View Model" + src="ViewModel14.gif"> +</p> +<p> +</p> +<ul> + <font size="-1"><b><i>Figure 14</i> – Orthographic View Model</b></font> +</ul> +<p> +</p> +<p>The <code>setLeftProjection</code> +and <code>setRightProjection</code> methods are used to set the +projection matrices for the left eye and right eye, respectively, when +in compatibility mode.</p> </body> </html> diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel1.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel1.gif Binary files differnew file mode 100644 index 0000000..e94743e --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel1.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel10.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel10.gif Binary files differnew file mode 100644 index 0000000..aceb6e7 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel10.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel11.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel11.gif Binary files differnew file mode 100644 index 0000000..f943c15 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel11.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel12.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel12.gif Binary files differnew file mode 100644 index 0000000..787afe7 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel12.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel13.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel13.gif Binary files differnew file mode 100644 index 0000000..a8482ef --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel13.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel14.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel14.gif Binary files differnew file mode 100644 index 0000000..f201443 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel14.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel2.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel2.gif Binary files differnew file mode 100644 index 0000000..2d549b1 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel2.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel3.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel3.gif Binary files differnew file mode 100644 index 0000000..5285015 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel3.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel4.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel4.gif Binary files differnew file mode 100644 index 0000000..ab9db1d --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel4.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel5.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel5.gif Binary files differnew file mode 100644 index 0000000..859b456 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel5.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel6.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel6.gif Binary files differnew file mode 100644 index 0000000..2200595 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel6.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel7.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel7.gif Binary files differnew file mode 100644 index 0000000..ec84ac2 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel7.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel8.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel8.gif Binary files differnew file mode 100644 index 0000000..ee4b331 --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel8.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/ViewModel9.gif b/src/classes/share/javax/media/j3d/doc-files/ViewModel9.gif Binary files differnew file mode 100644 index 0000000..0cbf72c --- /dev/null +++ b/src/classes/share/javax/media/j3d/doc-files/ViewModel9.gif diff --git a/src/classes/share/javax/media/j3d/doc-files/intro.html b/src/classes/share/javax/media/j3d/doc-files/intro.html index 3609caf..d981179 100644 --- a/src/classes/share/javax/media/j3d/doc-files/intro.html +++ b/src/classes/share/javax/media/j3d/doc-files/intro.html @@ -203,9 +203,10 @@ graph is a subgraph that is rooted by a BranchGroup node that is attached to the superstructure. For more information, see "<a href="SceneGraphOverview.html">Scene Graph Basics</a>." </p> -<p> -<img style="width: 500px; height: 263px;" alt="Application scene graph" - title="Application scene graph" src="intro.gif"></p> +<p><a name="Figure_1"></a><img style="width: 500px; height: 263px;" + alt="Application +scene graph" title="Application scene graph" + src="intro.gif"></p> <p> </p> <ul> |