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author | Curtis Rueden <ctrueden@wisc.edu> | 2015-11-30 11:30:09 -0600 |
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committer | Curtis Rueden <ctrueden@wisc.edu> | 2015-11-30 11:30:09 -0600 |
commit | 9555742ab809af1f8f91f346368edc9eb463f711 (patch) | |
tree | 86b4a7ecce67666dc999ab7280cb03ebc13ef7d1 /src/main/java | |
parent | 2d50e9b954c99f1a2d04a160d934076b921fd709 (diff) |
Move javadoc files to standard Maven location
Diffstat (limited to 'src/main/java')
45 files changed, 0 insertions, 3352 deletions
diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors.html b/src/main/java/org/jogamp/java3d/doc-files/Behaviors.html deleted file mode 100644 index 7bcc4a2..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors.html +++ /dev/null @@ -1,596 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Behaviors and Interpolators</title> -</head> -<body> -<h2>Behaviors and Interpolators</h2> -<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/main/java/org/jogamp/java3d/doc-files/Behaviors1.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors1.gif Binary files differdeleted file mode 100644 index bb288ce..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors1.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors2.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors2.gif Binary files differdeleted file mode 100644 index 005564f..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors2.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors3.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors3.gif Binary files differdeleted file mode 100644 index a8beb09..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors3.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors4.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors4.gif Binary files differdeleted file mode 100644 index 685bcb7..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors4.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors5.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors5.gif Binary files differdeleted file mode 100644 index 74783fb..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors5.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors6.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors6.gif Binary files differdeleted file mode 100644 index 8614a4e..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors6.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors7.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors7.gif Binary files differdeleted file mode 100644 index 0f2ce48..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors7.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Behaviors8.gif b/src/main/java/org/jogamp/java3d/doc-files/Behaviors8.gif Binary files differdeleted file mode 100644 index d048cfa..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Behaviors8.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Concepts.html b/src/main/java/org/jogamp/java3d/doc-files/Concepts.html deleted file mode 100644 index 7b005af..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Concepts.html +++ /dev/null @@ -1,291 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Concepts</title> -</head> -<body> -<h2>Java 3D Concepts</h2> -<p>The Java 3D API specification serves to define objects, methods, and -their actions precisely. Describing how to use an API belongs in a -tutorial or programmer's -reference manual, and is well beyond the scope of this specification. -However, a short introduction to the main concepts in Java 3D will -provide the context for understanding the detailed, but isolated, -specification found in the class and method descriptions. We introduce -some of the key Java 3D concepts and illustrate them with some simple -program fragments. -</p> -<p> -</p> -<h2>Basic Scene Graph Concepts</h2> -<p>A scene graph is a "tree" structure that contains data arranged in a -hierarchical manner. The scene graph consists of parent nodes, child -nodes, and data objects. The parent nodes, called Group nodes, organize -and, in some cases, control how Java 3D interprets their descendants. -Group nodes serve as the glue that holds a scene graph together. Child -nodes can be either Group nodes or Leaf nodes. Leaf nodes have no -children. They encode the core semantic elements of a scene graph- for -example, what to draw (geometry), what to play (audio), how to -illuminate objects (lights), or what code to execute (behaviors). Leaf -nodes refer to data objects, called NodeComponent objects. -NodeComponent objects are not scene graph nodes, but they contain the -data that Leaf nodes require, such as the geometry to draw or the sound -sample to play. -</p> -<p>A Java 3D application builds and manipulates a scene graph by -constructing Java 3D objects and then later modifying those objects by -using their methods. A Java 3D program first constructs a scene graph, -then, once built, hands that scene graph to Java 3D for processing. -</p> -<p>The structure of a scene graph determines the relationships among -the -objects in the graph and determines which objects a programmer can -manipulate as a single entity. Group nodes provide a single point for -handling or manipulating all the nodes beneath it. A programmer can -tune a scene graph appropriately by thinking about what manipulations -an application will need to perform. He or she can make a particular -manipulation easy or difficult by grouping or regrouping nodes in -various ways. -</p> -<p> -</p> -<h3>Constructing a Simple Scene -Graph</h3> -<p>The following code constructs a simple scene graph consisting of a -group node and two leaf -nodes.<br> -</p> -<p><font size="-1"><b><a name="Listing_1"> -<i>Listing 1</i> – Code for Constructing a Simple Scene Graph -</a></b></font></p> -<hr> -<pre>Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);<br>Shape3D myShape2 = new Shape3D(myGeometry2);<br>myShape2.setAppearance(myAppearance2);<br><br>Group myGroup = new Group();<br>myGroup.addChild(myShape1);<br>myGroup.addChild(myShape2);<br></pre> -<hr> -<p>It first constructs one leaf node, the first of two Shape3D -nodes, using a constructor that takes both a Geometry and an Appearance -NodeComponent object. It then constructs the second Shape3D node, with -only a Geometry object. Next, since the second Shape3D node was created -without an Appearance object, it supplies the missing Appearance object -using the Shape3D node's <code>setAppearance</code> method. At this -point both leaf nodes have been fully constructed. The code next -constructs a group node to hold the two leaf nodes. It -uses the Group node's <code>addChild</code> method to add the two leaf -nodes as children to the group node, finishing the construction of the -scene graph. <a href="#Figure_1">Figure -1</a> -shows the constructed scene graph, all the nodes, the node component -objects, and the variables used in constructing the scene graph. -</p> -<p><a name="Figure_1"></a><img style="width: 491px; height: 279px;" - alt="A Simple Scene Graph" title="A Simple Scene Graph" - src="Concepts1.gif"> -</p> -<ul> - <font size="-1"><b><i>Figure 1</i> – A Simple Scene Graph</b></font> -</ul> -<h3>A Place For Scene Graphs</h3> -Once a scene graph has been constructed, the -question becomes what to do with it? Java 3D cannot start rendering a -scene graph until a program "gives" it the scene graph. The program -does this by inserting the scene graph into the virtual universe. -<p>Java 3D places restrictions on how a program can insert a scene -graph -into a universe. -</p> -<p>A Java 3D environment consists of two superstructure objects, -VirtualUniverse and Locale, and one or more graphs, rooted by a special -BranchGroup node. <a href="#Figure_2">Figure 2</a> shows these objects -in context with other scene graph objects. -</p> -<p>The VirtualUniverse object defines a universe. A universe allows a -Java -3D program to create a separate and distinct arena for defining objects -and their relationships to one another. Typically, Java 3D programs -have only one VirtualUniverse object. Programs that have more than one -VirtualUniverse may share NodeComponent objects but not scene graph -node objects. -</p> -<p>The Locale object specifies a fixed position within the universe. -That -fixed position defines an origin for all scene graph nodes beneath it. -The Locale object allows a programmer to specify that origin very -precisely and with very high dynamic range. A Locale can accurately -specify a location anywhere in the known physical universe and at the -precision of Plank's distance. Typically, Java 3D programs have only -one Locale object with a default origin of (0, 0, 0). Programs that -have more than one Locale object will set the location of the -individual Locale objects so that they provide an appropriate local -origin for the nodes beneath them. For example, to model the Mars -landing, a programmer might create one Locale object with an origin at -Cape Canaveral and another with an origin located at the landing site -on Mars. -</p> -<p><a name="Figure_2"></a><img style="width: 500px; height: 286px;" - alt="Content Branch, View Branch, Superstructure" - title="Superstructure" src="Concepts2.gif"> -</p> -<ul> - <font size="-1"><b><i>Figure 2</i> – Content Branch, View Branch, and -Superstructure</b></font> -</ul> -<p> -The BranchGroup node serves as the root of a <em>branch graph</em>. -Collectively, the BranchGroup node and all of its children form the -branch graph. The two kinds of branch graphs are called content -branches and view branches. A <em>content branch</em> contains only -content-related leaf nodes, while a <em>view branch</em> -contains a ViewPlatform leaf node and may contain other content-related -leaf nodes. Typically, a universe contains more than one branch -graph-one view branch, and any number of content branches. -</p> -<p>Besides serving as the root of a branch graph, the BranchGroup node -has -two special properties: It alone may be inserted into a Locale object, -and it may be compiled. Java 3D treats uncompiled and compiled branch -graphs identically, though compiled branch graphs will typically render -more efficiently. -</p> -<p>We could not insert the scene graph created by our simple example (<a - href="#Listing_1">Listing -1</a>) into a Locale because it does not have a BranchGoup node for -its root. <a href="#Listing_2">Listing 2</a> -shows a modified version of our first code example that creates a -simple content branch graph and the minimum of superstructure objects. -Of special note, Locales do not have children, and they are not part of -the scene graph. The method for inserting a branch graph is <code>addBranchGraph</code>, -whereas <code>addChild</code> is the method for adding children to all -group nodes.</p> -<p><font size="-1"><b> -<i><a name="Listing_2"></a>Listing 2</i> – Code for Constructing a -Scene Graph and Some -Superstructure Objects -</b></font></p> -<hr> -<pre>Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);<br>Shape3D myShape2 = new Shape3D(myGeometry2, myAppearance2);<br><br>BranchGroup myBranch = new BranchGroup();<br>myBranch.addChild(myShape1);<br>myBranch.addChild(myShape2);<br>myBranch.compile();<br><br>VirtualUniverse myUniverse = new VirtualUniverse();<br>Locale myLocale = new Locale(myUniverse);<br>myLocale.addBranchGraph(myBranch);<br></pre> -<hr> -<h3>SimpleUniverse Utility</h3> -Most Java 3D programs build an identical set of superstructure and view -branch objects, so the Java 3D utility packages provide a <code>universe</code> -package for constructing and manipulating the objects in a view branch. -The classes in the <code>universe</code> package provide a quick means -for building a single view (single window) application. <a - href="#Listing_3">Listing 3</a> -shows a code fragment for using the SimpleUniverse class. Note that the -SimpleUniverse constructor takes a Canvas3D as an argument, in this -case referred to by the variable <code>myCanvas</code>. -<p><font size="-1"><b><i><a name="Listing_3"></a>Listing 3</i> – Code -for Constructing a Scene Graph Using the Universe -Package -</b></font></p> -<hr> -<pre>import com.sun.j3d.utils.universe.*;<br><br>Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);<br>Shape3D myShape2 = new Shape3D(myGeometry2, myAppearance2);<br><br>BranchGroup myBranch = new BranchGroup();<br>myBranch.addChild(myShape1);<br>myBranch.addChild(myShape2);<br>myBranch.compile();<br><br>SimpleUniverse myUniv = new SimpleUniverse(myCanvas);<br>myUniv.addBranchGraph(myBranch);<br></pre> -<hr> -<h3>Processing a Scene Graph</h3> -When given a scene graph, Java 3D processes that scene graph as -efficiently as possible. How a Java 3D implementation processes a scene -graph can vary, as long as the implementation conforms to the semantics -of the API. In general, a Java 3D implementation will render all -visible objects, play all enabled sounds, execute all triggered -behaviors, process any identified input devices, and check for and -generate appropriate collision events. -<p>The order that a particular Java 3D implementation renders objects -onto -the display is carefully not defined. One implementation might render -the first Shape3D object and then the second. Another might first -render the second Shape3D node before it renders the first one. Yet -another implementation may render both Shape3D nodes in parallel. -</p> -<p> -</p> -<h2>Features of Java 3D</h2> -Java 3D allows a programmer to specify a broad range of information. It -allows control over the shape of objects, their color, and -transparency. It allows control over background effects, lighting, and -environmental effects such as fog. It allows control over the placement -of all objects (even nonvisible objects such as lights and behaviors) -in the scene graph and over their orientation and scale. It allows -control over how those objects move, rotate, stretch, shrink, or morph -over time. It allows control over what code should execute, what sounds -should play, and how they should sound and change over time. -<p>Java 3D provides different techniques for controlling the effect of -various features. Some techniques act fairly locally, such as getting -the color of a vertex. Other techniques have broader influence, such as -changing the color or appearance of an entire object. Still other -techniques apply to a broad number of objects. In the first two cases, -the programmer can modify a particular object or an object associated -with the affected object. In the latter case, Java 3D provides a means -for specifying more than one object spatially. -</p> -<p> -</p> -<h3>Bounds</h3> -Bounds objects allow a programmer to define a volume in space. There -are three ways to specify this volume: as a box, a sphere, or a set of -planes enclosing a space. -<p>Bounds objects specify a volume in which particular operations -apply. -Environmental effects such as lighting, fog, alternate appearance, and -model clipping planes use bounds objects to specify their region of -influence. Any object that falls within the space defined by the bounds -object has the particular environmental effect applied. The proper use -of bounds objects can ensure that these environmental effects are -applied only to those objects in a particular volume, such as a light -applying only to the objects within a single room. -</p> -<p>Bounds objects are also used to specify a region of action. -Behaviors -and sounds execute or play only if they are close enough to the viewer. -The use of behavior and sound bounds objects allows Java 3D to cull -away those behaviors and sounds that are too far away to affect the -viewer (listener). By using bounds properly, a programmer can ensure -that only the relevant behaviors and sounds execute or play. -</p> -<p>Finally, bounds objects are used to specify a region of application -for -per-view operations such as background, clip, and soundscape selection. -For example, the background node whose region of application is closest -to the viewer is selected for a given view. -</p> -<p> -</p> -<h3>Nodes</h3> -All scene graph nodes have an implicit location in space of (0, 0, 0). -For objects that exist in space, this implicit location provides a -local coordinate system for that object, a fixed reference point. Even -abstract objects that may not seem to have a well-defined location, -such as behaviors and ambient lights, have this implicit location. An -object's location provides an origin for its local coordinate system -and, just as importantly, an origin for any bounding volume information -associated with that object. -<h3>Live and/or Compiled</h3> -All scene graph objects, including nodes and node component objects, -are either part of an active universe or not. An object is said to be <em>live</em> -if it is part of an active universe. Additionally, branch graphs are -either <em>compiled</em> -or not. When a node is either live or compiled, Java 3D enforces access -restrictions to nodes and node component objects. Java 3D allows only -those operations that are enabled by the program before a node or node -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> – -Capabilities Example -</b></font></p> -<hr> -<pre>TransformGroup myTrans = new TransformGroup();<br>myTrans.setCapability(Transform.ALLOW_TRANSFORM_WRITE);<br></pre> -<hr> -<p>By setting the capability to write the transform, Java 3D will allow -the following code to execute: -</p> -<pre>myTrans.setTransform3D(myT3D);<br></pre> -<p>It is important to ensure that all needed capabilities are set and -that -unnecessary capabilities are not set. The process of compiling a branch -graph examines the capability bits and uses that information to reduce -the amount of computation needed to run a program. -</p> -</body> -</html> diff --git a/src/main/java/org/jogamp/java3d/doc-files/Concepts1.gif b/src/main/java/org/jogamp/java3d/doc-files/Concepts1.gif Binary files differdeleted file mode 100644 index 8aa0dbc..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Concepts1.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Concepts2.gif b/src/main/java/org/jogamp/java3d/doc-files/Concepts2.gif Binary files differdeleted file mode 100644 index f21e085..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Concepts2.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/DAG.gif b/src/main/java/org/jogamp/java3d/doc-files/DAG.gif Binary files differdeleted file mode 100644 index 8479136..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/DAG.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/HelloUniverse.html b/src/main/java/org/jogamp/java3d/doc-files/HelloUniverse.html deleted file mode 100644 index 5e37bd6..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/HelloUniverse.html +++ /dev/null @@ -1,21 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>HelloUniverse</title> -</head> -<body> -<h2>HelloUniverse: A Sample Java -3D Program</h2> -<p>Here are code fragments from a simple program, <code>HelloUniverse.java</code>, -that creates a cube and a RotationInterpolator behavior object that -rotates the cube at a constant rate of pi/2 radians per second. The -HelloUniverse class creates the branch graph -that includes the cube and the RotationInterpolator behavior. It then -adds this branch graph to the Locale object generated by the -SimpleUniverse utility. -</p> -<pre><hr><br>public class HelloUniverse ... {<br> public BranchGroup createSceneGraph() {<br><i> // Create the root of the branch graph<br></i> BranchGroup objRoot = new BranchGroup();<br><br><i> // Create the TransformGroup node and initialize it to the<br> // identity. Enable the TRANSFORM_WRITE capability so that<br> // our behavior code can modify it at run time. Add it to<br> // the root of the subgraph.<br></i> TransformGroup objTrans = new TransformGroup();<br> objTrans.setCapability(<br> TransformGroup.ALLOW_TRANSFORM_WRITE);<br> objRoot.addChild(objTrans);<br><br><i> // Create a simple Shape3D node; add it to the scene graph.<br></i> objTrans.addChild(new ColorCube(0.4));<br><br><i> // Create a new Behavior object that will perform the<br> // desired operation on the specified transform and add<br> // it into the scene graph.<br></i> Transform3D yAxis = new Transform3D();<br> Alpha rotationAlpha = new Alpha(-1, 4000);<br> RotationInterpolator rotator = new RotationInterpolator(<br> rotationAlpha, objTrans, yAxis,<br> 0.0f, (float) Math.PI*2.0f);<br> BoundingSphere bounds =<br> new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);<br> rotator.setSchedulingBounds(bounds);<br> objRoot.addChild(rotator);<br><br><i> // Have Java 3D perform optimizations on this scene graph.</i><br> objRoot.compile();<br><br> return objRoot;<br> }<br><br> public HelloUniverse() {<br><i> <set layout of container, construct canvas3d, add canvas3d><br><br> // Create the scene; attach it to the virtual universe<br></i> BranchGroup scene = createSceneGraph();<br> SimpleUniverse u = new SimpleUniverse(canvas3d);<br> u.getViewingPlatform().setNominalViewingTransform();<br> u.addBranchGraph(scene);<br> }<br>}</pre> -</body> -</html> diff --git a/src/main/java/org/jogamp/java3d/doc-files/Immediate.html b/src/main/java/org/jogamp/java3d/doc-files/Immediate.html deleted file mode 100644 index 101fe22..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Immediate.html +++ /dev/null @@ -1,114 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Immediate-Mode Rendering</title> -</head> -<body> -<h2>Immediate-Mode Rendering</h2> -<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/main/java/org/jogamp/java3d/doc-files/Immediate1.gif b/src/main/java/org/jogamp/java3d/doc-files/Immediate1.gif Binary files differdeleted file mode 100644 index 2d549b1..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Immediate1.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/Rendering.html b/src/main/java/org/jogamp/java3d/doc-files/Rendering.html deleted file mode 100644 index 7415ce8..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/Rendering.html +++ /dev/null @@ -1,148 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Execution and Rendering Model</title> -</head> -<body> -<h2>Execution and Rendering Model</h2> -<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/main/java/org/jogamp/java3d/doc-files/SceneGraphOverview.html b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphOverview.html deleted file mode 100644 index f1616df..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphOverview.html +++ /dev/null @@ -1,226 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Scene Graph Overview</title> -</head> -<body> -<h2>Scene Graph Basics</h2> -<p>A scene graph consists of Java 3D -objects, called <em>nodes</em>, -arranged in a tree structure. The user creates one or more scene -subgraphs and attaches them to a virtual universe. The individual -connections between Java 3D nodes always represent a directed -relationship: parent to child. Java 3D restricts scene graphs in one -major way: Scene graphs may not contain cycles. Thus, a Java 3D scene -graph is a directed acyclic graph (DAG). See <a href="#Figure_1">Figure -1</a>. -</p> -<p>Java 3D refines the <a href="../Node.html">Node</a> object class -into two subclasses: <a href="../Group.html">Group</a> -and -<a href="../Leaf.html">Leaf</a> node objects. Group node objects group -together one or more child -nodes. A group node can point to zero or more children but can have -only one parent. The SharedGroup node cannot have any parents (although -it allows sharing portions of a scene graph, as described in "<a - href="SceneGraphSharing.html">Reusing Scene Graphs</a>"). -Leaf node objects contain the actual definitions of shapes (geometry), -lights, fog, sounds, and so forth. A leaf node has no children and only -one parent. The semantics of the various group and leaf nodes are -described in subsequent chapters. </p> -<h2>Scene Graph Structure</h2> -<p>A scene graph organizes and controls the rendering -of its constituent objects. The Java 3D renderer draws a scene graph in -a consistent way that allows for concurrence. The Java 3D renderer can -draw one object independently of other objects. Java 3D can allow such -independence because its scene graphs have a particular form and cannot -share state among branches of a tree. -</p> -<h3>Spatial Separation</h3> -<p>The hierarchy of the scene graph encourages a natural spatial -grouping -on the geometric objects found at the leaves of the graph. Internal -nodes act to group their children together. A group node also defines a -spatial bound that contains all the geometry defined by its -descendants. Spatial grouping allows for efficient implementation of -operations such as proximity detection, collision detection, view -frustum culling, and occlusion culling. -</p> -<p><a name="Figure_1"></a><img style="width: 500px; height: 341px;" - alt="Directed Acyclic Graph" title="Directed Acyclic Graph" - src="DAG.gif"></p> -<p> </p> -<ul> - <font size="-1"><b><i>Figure 1</i> – A Java -3D Scene Graph Is a DAG -(Directed Acyclic Graph)</b></font> -</ul> -<p> </p> -<h3>State Inheritance</h3> -<p>A leaf node's state is defined by the nodes in a direct path between -the scene graph's root and the leaf. Because a leaf's graphics context -relies only on a linear path between the root and that node, the Java -3D renderer can decide to traverse the scene graph in whatever order it -wishes. It can traverse the scene graph from left to right and top to -bottom, in level order from right to left, or even in parallel. The -only exceptions to this rule are spatially bounded attributes such as -lights and fog. -</p> -<p>This characteristic is in marked contrast to many older scene -graph-based APIs (including PHIGS and SGI's Inventor) where, if a node -above or to the left of a node changes the graphics state, the change -affects the graphics state of all nodes below it or to its right. </p> -<p>The most common node object, along the path from the root to the -leaf, -that changes the graphics state is the TransformGroup object. The -TransformGroup object can change the position, orientation, and scale -of the objects below it. </p> -<p>Most graphics state attributes are set by a Shape3D leaf node -through -its constituent Appearance object, thus allowing parallel rendering. -The Shape3D node also has a constituent Geometry object that specifies -its geometry-this permits different shape objects to share common -geometry without sharing material attributes (or vice versa). </p> -<p> </p> -<h3>Rendering</h3> -<p>The Java 3D renderer incorporates all graphics state changes made in -a -direct path from a scene graph root to a leaf object in the drawing of -that leaf object. Java 3D provides this semantic for both retained and -compiled-retained modes. -</p> -<p> </p> -<h2>Scene Graph Objects</h2> -<p>A Java 3D scene graph consists of a collection of Java 3D node -objects -connected in a tree structure. These node objects reference other scene -graph objects called <em>node component objects</em>. -All scene graph node and component objects are subclasses of a common -<a href="../SceneGraphObject.html">SceneGraphObject</a> class. The -SceneGraphObject class is an abstract class -that defines methods that are common among nodes and component objects. -</p> -<p>Scene graph objects are constructed by creating a new instance of -the -desired class and are accessed and manipulated using the object's <code>set</code> -and <code>get</code> -methods. Once a scene graph object is created and connected to other -scene graph objects to form a subgraph, the entire subgraph can be -attached to a virtual universe---via a high-resolution <a - href="../Locale.html">Locale</a> -object-making the object <em>live</em>. Prior to attaching a subgraph -to a virtual -universe, the entire subgraph can be <em>compiled</em> into an -optimized, internal format (see the -<code><a href="../BranchGroup.html#compile%28%29">BranchGroup.compile()</a></code> -method). </p> -<p>An important characteristic of all scene graph objects is that -they can -be accessed or modified only during the creation of a scene graph, -except where explicitly allowed. Access to most <code>set</code> and <code>get</code> -methods of objects that are part of a live or compiled scene graph is -restricted. Such restrictions provide the scene graph compiler with -usage information it can use in optimally compiling or rendering a -scene graph. Each object has a set of capability bits that enable -certain functionality when the object is live or compiled. By default, -all capability bits are disabled (cleared). Only those <code>set</code> -and <code>get</code> -methods corresponding to capability bits that are explicitly enabled -(set) prior to the object being compiled or made live are legal.<br> -</p> -<p> </p> -<h2>Scene Graph Superstructure -Objects</h2> -Java 3D defines two scene graph superstructure objects, -<a href="../VirtualUniverse.html">VirtualUniverse</a> -and <a href="../Locale.html">Locale</a>, which are used to contain -collections of subgraphs that -comprise the scene graph. These objects are described in more detail in -"<a href="VirtualUniverse.html">Scene Graph Superstructure</a>." -<p> </p> -<h3>VirtualUniverse Object</h3> -A <a href="../VirtualUniverse.html">VirtualUniverse</a> object -consists of a list of Locale objects that -contain a collection of scene graph nodes that exist in the universe. -Typically, an application will need only one VirtualUniverse, even for -very large virtual databases. Operations on a VirtualUniverse include -enumerating the Locale objects contained within the universe. -<p> </p> -<h3>Locale Object</h3> -The <a href="../Locale.html">Locale</a> object acts as a container for -a collection of subgraphs of -the scene graph that are rooted by a BranchGroup node. A Locale also -defines a location within the virtual universe using high-resolution -coordinates (HiResCoord) to specify its position. The HiResCoord serves -as the origin for all scene graph objects contained within the Locale. -<p>A Locale has no parent in the scene graph but is implicitly -attached to -a virtual universe when it is constructed. A Locale may reference an -arbitrary number of BranchGroup nodes but has no explicit children. </p> -<p>The coordinates of all scene graph objects are relative to the -HiResCoord of the Locale in which they are contained. Operations on a -Locale include setting or getting the HiResCoord of the Locale, adding -a subgraph, and removing a subgraph. </p> -<p> </p> -<h2>Scene Graph Viewing Objects</h2> -Java 3D defines five scene graph viewing objects that are not part of -the scene graph per se but serve to define the viewing parameters and -to provide hooks into the physical world. These objects are <a - href="../Canvas3D.html">Canvas3D</a>, -<a href="../Screen3D.html">Screen3D</a>, <a href="../View.html">View</a>, -<a href="../PhysicalBody.html">PhysicalBody</a>, and <a - href="../PhysicalEnvironment.html">PhysicalEnvironment</a>. They are -described in more detail in the "<a href="ViewModel.html">View Model</a>" -document.<br> -<p> </p> -<h3>Canvas3D Object</h3> -The <a href="../Canvas3D.html">Canvas3D</a> object encapsulates all of -the parameters associated with -the window being rendered into. -When a Canvas3D object is attached to a View object, the Java 3D -traverser renders the specified view onto the canvas. Multiple Canvas3D -objects can point to the same View object. -<p> </p> -<h3>Screen3D Object</h3> -The <a href="../Screen3D.html">Screen3D</a> object encapsulates all of -the -parameters associated with the physical screen containing the canvas, -such as the width and height of the screen in pixels, the physical -dimensions of the screen, and various physical calibration values. -<p> </p> -<h3>View Object</h3> -The <a href="../View.html">View</a> object specifies information -needed to render the scene graph. -<a href="#Figure_2">Figure -2</a> shows a View object attached to a simple scene graph for -viewing the scene. -<p>The View object is the central Java 3D object for coordinating all -aspects of viewing. -All viewing parameters in Java 3D are directly contained either within -the View object or within objects pointed to by a View object. Java 3D -supports multiple simultaneously active View objects, each of which can -render to one or more canvases. </p> -<p> </p> -<h3>PhysicalBody Object</h3> -The PhysicalBody object encapsulates all of the -parameters associated with the physical body, such as head position, -right and left eye position, and so forth. -<p> </p> -<h3>PhysicalEnvironment Object</h3> -<p>The PhysicalEnvironment object encapsulates all of the parameters -associated with the physical environment, such as calibration -information for the tracker base for the head or hand tracker.<br> -</p> -<p><a name="Figure_2"></a><br> -</p> -<p><img style="width: 489px; height: 339px;" alt="Viewing a Scene Graph" - title="Viewing a Scene Graph" src="ViewBranch.gif"> -</p> -<p> </p> -<ul> - <font size="-1"><b><i>Figure 2</i> – Viewing a Scene Graph</b></font> -</ul> -</body> -</html> diff --git a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing.html b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing.html deleted file mode 100644 index ff80cb4..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing.html +++ /dev/null @@ -1,250 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Reusing Scene Graphs</title> -</head> -<body> -<h2>Reusing Scene Graphs</h2> -<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/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif Binary files differdeleted file mode 100644 index f6ca47c..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif Binary files differdeleted file mode 100644 index c062c81..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif Binary files differdeleted file mode 100644 index 325cab1..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif Binary files differdeleted file mode 100644 index 78aeaab..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif b/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif Binary files differdeleted file mode 100644 index 2ff6547..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/ViewBranch.gif b/src/main/java/org/jogamp/java3d/doc-files/ViewBranch.gif Binary files differdeleted file mode 100644 index 75cc40d..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/ViewBranch.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/ViewModel.html b/src/main/java/org/jogamp/java3d/doc-files/ViewModel.html deleted file mode 100644 index 3cc9ece..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/ViewModel.html +++ /dev/null @@ -1,1064 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - View Model</title> -</head> -<body> -<h2>View Model</h2> -<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/main/java/org/jogamp/java3d/doc-files/ViewModel1.gif b/src/main/java/org/jogamp/java3d/doc-files/ViewModel1.gif Binary files differdeleted file mode 100644 index e94743e..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/ViewModel1.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/ViewModel10.gif b/src/main/java/org/jogamp/java3d/doc-files/ViewModel10.gif Binary files differdeleted file mode 100644 index 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a/src/main/java/org/jogamp/java3d/doc-files/VirtualUniverse.html +++ /dev/null @@ -1,265 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>Java 3D API - Scene Graph Superstructure</title> -</head> -<body> -<h2>Scene Graph Superstructure</h2> -<p>Java 3D's superstructure consists of one or more -VirtualUniverse objects, each of which contains a set of one or more -high-resolution Locale objects. The Locale objects, in turn, contain -collections of subgraphs that comprise the scene graph (see <a - href="#Figure_1">Figure -1</a>). -</p> -<p> -</p> -<h2>The Virtual Universe</h2> -Java 3D defines the concept of a <em>virtual universe</em> -as a three-dimensional space with an associated set of objects. Virtual -universes serve as the largest unit of aggregate representation, and -can also be thought of as databases. Virtual universes can be very -large, both in physical space units and in content. Indeed, in most -cases a single virtual universe will serve an application's entire -needs. -<p>Virtual universes are separate entities in that no node object may -exist in more than one virtual universe at any one time. Likewise, the -objects in one virtual universe are not visible in, nor do they -interact with objects in, any other virtual universe. -</p> -<p>To support large virtual universes, Java 3D introduces the concept -of Locales that have <em>high-resolution coordinates</em> -as an origin. Think of high-resolution coordinates as "tie-downs" that -precisely anchor the locations of objects specified using less precise -floating-point coordinates that are within the range of influence of -the high-resolution coordinates. -</p> -<p>A Locale, with its associated high-resolution coordinates, serves as -the next level of representation down from a virtual universe. All -virtual universes contain one or more high-resolution-coordinate -Locales, and all other objects are attached to a Locale. -High-resolution coordinates act as an upper-level translation-only -transform node. For example, the coordinates of all objects that are -attached to a particular Locale are all relative to the location of -that Locale's high-resolution coordinates. -</p> -<p><a name="Figure_1"></a><img style="width: 500px; height: 340px;" - alt="The Virtual Universe" title="The Virtual Universe" - src="VirtualUniverse.gif"> -</p> -<p> -</p> -<ul> - <font size="-1"><b><i>Figure 1</i> – The Virtual Universe</b></font> -</ul> -<p> -While a virtual universe is similar to the traditional computer -graphics concept of a scene graph, a given virtual universe can become -so large that it is often better to think of a scene graph as the -descendant of a high-resolution-coordinate Locale. -</p> -<p> -</p> -<h2>Establishing a Scene</h2> -To construct a three-dimensional scene, the programmer must execute a -Java 3D program. The Java 3D application must first create a -VirtualUniverse object and attach at least one Locale to it. Then the -desired scene graph is constructed, starting with a BranchGroup node -and including at least one ViewPlatform object, and the scene graph is -attached to the Locale. Finally, a View object that references the -ViewPlatform object (see "<a href="intro.html#Structuring">Structuring -the Java 3D Program</a>") -is constructed. As soon as a scene graph containing a ViewPlatform is -attached to the VirtualUniverse, Java 3D's rendering loop is engaged, -and the scene will appear on the drawing canvas(es) associated with the -View object. -<h2>Loading a Virtual Universe</h2> -Java 3D is a runtime application programming -interface (API), not a file format. As an API, Java 3D provides no -direct mechanism for loading or storing a virtual universe. -Constructing a scene graph involves the execution of a Java 3D program. -However, loaders to convert a number of standard 3D file formats to or -from Java 3D virtual universes are expected to be generally available. -<h2>Coordinate Systems</h2> -By default, Java 3D coordinate systems are right-handed, with the -orientation semantics being that +<em>y</em> is the local gravitational -up, +<em>x</em> is horizontal to the right, and +<em>z</em> is directly -toward the viewer. The default units are meters. -<h2>High-Resolution Coordinates</h2> -Double-precision floating-point, single-precision floating-point, or -even fixed-point representations of three-dimensional coordinates are -sufficient to represent and display rich 3D scenes. Unfortunately, -scenes are not worlds, let alone universes. If one ventures even a -hundred miles away from the (0.0, 0.0, 0.0) origin using only -single-precision floating-point coordinates, representable points -become quite quantized, to at very best a third of an inch (and much -more coarsely than that in practice). -<p>To "shrink" down to a small size (say the size of an IC transistor), -even very near (0.0, 0.0, 0.0), the same problem arises. -</p> -<p>If a large contiguous virtual universe is to be supported, some form -of -higher-resolution addressing is required. Thus the choice of 256-bit -positional components for "high-resolution" positions. -</p> -<p> -</p> -<h3>Java 3D High-Resolution -Coordinates</h3> -Java 3D high-resolution coordinates consist of three 256-bit -fixed-point numbers, one each for <em>x</em>, <em>y</em>, and <em>z</em>. -The fixed point is at bit 128, and the value 1.0 is defined to be -exactly 1 meter. This coordinate system is sufficient to describe a -universe in excess of several hundred billion light years across, yet -still define objects smaller than a proton (down to below the planck -length). <a href="#Table_1">Table -1</a> shows how many bits are needed above or below the fixed point -to represent the range of interesting physical dimensions. -<p><a name="Table_1"></a> -<table bordercolorlight="#FFFFFF" bordercolordark="#000000" border="1" - cellpadding="5" cellspacing="0"> - <caption><font size="-1"><b> <i>Table 1</i> – -Java 3D High-Resolution Coordinates </b></font></caption><tbody> - <tr bgcolor="#cccccc" valign="top"> - <th><font color="#003366" size="-1">2<sup>n</sup> Meters </font></th> - <th><font color="#003366" size="-1">Units </font></th> - </tr> - <tr valign="top"> - <td> 87.29</td> - <td>Universe (20 billion light years) <br> - </td> - </tr> - <tr valign="top"> - <td> 69.68</td> - <td>Galaxy (100,000 light years) </td> - </tr> - <tr valign="top"> - <td> 53.07</td> - <td>Light year </td> - </tr> - <tr valign="top"> - <td> 43.43</td> - <td>Solar system diameter </td> - </tr> - <tr valign="top"> - <td> 23.60</td> - <td>Earth diameter </td> - </tr> - <tr valign="top"> - <td> 10.65</td> - <td>Mile </td> - </tr> - <tr valign="top"> - <td> 9.97</td> - <td>Kilometer </td> - </tr> - <tr valign="top"> - <td> 0.00</td> - <td>Meter </td> - </tr> - <tr valign="top"> - <td> -19.93</td> - <td>Micron </td> - </tr> - <tr valign="top"> - <td> -33.22</td> - <td>Angstrom </td> - </tr> - <tr valign="top"> - <td> -115.57</td> - <td>Planck length </td> - </tr> - </tbody> -</table> -</p> -<p>A 256-bit fixed-point number also has the advantage of being able to -directly represent nearly any reasonable single-precision -floating-point value <em>exactly</em>. -</p> -<p>High-resolution coordinates in Java 3D are used only to embed more -traditional floating point coordinate systems within a much -higher-resolution substrate. In this way a visually seamless virtual -universe of any conceivable size or scale can be created, without worry -about numerical accuracy. -</p> -<p> -</p> -<h3>Java 3D Virtual World -Coordinates</h3> -Within a given virtual world coordinate system, positions are expressed -by three floating point numbers. The virtual world coordinate scale is -in meters, but this can be affected by scale changes in the object -hierarchy. -<h3>Details of High-Resolution -Coordinates</h3> -High-resolution coordinates are represented as signed, -two's-complement, fixed-point numbers consisting of 256 bits. Although -Java 3D keeps the internal representation of high-resolution -coordinates opaque, users specify such coordinates using 8-element -integer arrays. Java 3D treats the integer found at index 0 as -containing the most significant bits and the integer found at index 7 -as containing the least significant bits of the high-resolution -coordinate. The binary point is located at bit position 128, or between -the integers at index 3 and 4. A high-resolution coordinate of 1.0 is 1 -meter. -<p>The semantics of how file loaders deal with high-resolution -coordinates -is up to the individual file loader, as Java 3D does not directly -define any file-loading semantics. However, some general advice can be -given (note that this advice is <em>not</em> officially part of the -Java 3D specification). -</p> -<p>For "small" virtual universes (on the order of hundreds of meters -across in relative scale), a single Locale with high-resolution -coordinates at location (0.0, 0.0, 0.0) as the root node (below the -VirtualUniverse object) is sufficient; a loader can automatically -construct this node during the loading process, and the point in -high-resolution coordinates does not need any direct representation in -the external file. -</p> -<p>Larger virtual universes are expected to be constructed usually like -computer directory hierarchies, that is, as a "root" virtual universe -containing mostly external file references to embedded virtual -universes. In this case, the file reference object (user-specific data -hung off a Java 3D group or hi-res node) defines the location for the -data to be read into the current virtual universe. -</p> -<p>The data file's contents should be parented to the file object node -while being read, thus inheriting the high-resolution coordinates of -the file object as the new relative virtual universe origin of the -embedded scene graph. If this scene graph itself contains -high-resolution coordinates, it will need to be offset (translated) by -the amount in the file object's high-resolution coordinates and then -added to the larger virtual universe as new high-resolution -coordinates, with their contents hung off below them. Once again, this -procedure is not part of the official Java 3D specification, but some -more details on the care and use of high-resolution coordinates in -external file formats will probably be available as a Java 3D -application note. -</p> -<p>Authoring tools that directly support high-resolution coordinates -should create additional high-resolution coordinates as a user creates -new geometry "sufficiently" far away (or of different scale) from -existing high-resolution coordinates. -</p> -<p><strong>Semantics of widely moving objects</strong>. Most fixed and -nearly-fixed objects stay attached to the same high-resolution Locale. -Objects that make wide changes in position or scale may periodically -need to be reparented to a more appropriate high-resolution Locale. If -no appropriate high-resolution Locale exists, the application may need -to create a new one. -</p> -<p><strong>Semantics of viewing</strong>. The ViewPlatform object and -the -associated nodes in its hierarchy are very often widely moving objects. -Applications will typically attach the view platform to the most -appropriate high-resolution Locale. For display, all objects will first -have their positions translated by the difference between the location -of their high-resolution Locale and the view platform's high-resolution -Locale. (In the common case of the Locales being the same, no -translation is necessary.) -</p> -</body> -</html> diff --git a/src/main/java/org/jogamp/java3d/doc-files/intro.gif b/src/main/java/org/jogamp/java3d/doc-files/intro.gif Binary files differdeleted file mode 100644 index 503f818..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/intro.gif +++ /dev/null diff --git a/src/main/java/org/jogamp/java3d/doc-files/intro.html b/src/main/java/org/jogamp/java3d/doc-files/intro.html deleted file mode 100644 index f5ea134..0000000 --- a/src/main/java/org/jogamp/java3d/doc-files/intro.html +++ /dev/null @@ -1,337 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>The Java 3D API - Introduction</title> -</head> -<body> -<h2>Disclaimer</h2> -<p> -<i>This guide, which contains documentation formerly -published separately from the javadoc-generated API documentation, -is <b>not</b> an -official API specification. This documentation may contain references to -Java and Java 3D, both of which are trademarks of Sun Microsystems, Inc. -Any reference to these and other trademarks of Sun Microsystems are -for explanatory purposes only. Their use does impart any rights beyond -those listed in the source code license. In particular, Sun Microsystems -retains all intellectual property and trademark rights as described in -the proprietary rights notice in the COPYRIGHT.txt file. -</i> -</p> -<hr> -<h2>Introduction to the Java 3D API</h2> -<p>The Java 3D API is an application -programming interface used for writing three-dimensional graphics -applications and applets. It gives developers high-level constructs for -creating and manipulating 3D geometry and for constructing the -structures used in rendering that geometry. Application developers can -describe very large virtual worlds using these constructs, which -provide Java 3D with enough information to render these worlds -efficiently. -</p> -<p>Java 3D delivers Java's "write once, run anywhere" -benefit to -developers of 3D graphics applications. Java 3D is part of the -JavaMedia suite of APIs, making it available on a wide range of -platforms. It also integrates well with the Internet because -applications and applets written using the Java 3D API have access to -the entire set of Java classes. -</p> -<p>The Java 3D API draws its ideas from existing -graphics APIs and from -new technologies. Java 3D's low-level graphics constructs synthesize -the best ideas found in low-level APIs such as Direct3D, OpenGL, -QuickDraw3D, and XGL. Similarly, its higher-level constructs synthesize -the best ideas found in several scene graph-based systems. Java 3D -introduces some concepts not commonly considered part of the graphics -environment, such as 3D spatial sound. Java 3D's sound capabilities -help to provide a more immersive experience for the user.<br> -</p> -<!-- -<p><i>NOTE: Prior to version 1.4, the -Java 3D API was formally specified by a -separate Java 3D API Specification Guide, published separately -from the javadoc. As of version 1.4, -the javadoc-generated API reference is definitive. Relevant portions of -the guide have been included here and supersede any previously -published -information.</i> -</p> ---> -<p> -</p> -<h2>Programming Paradigm</h2> -Java 3D is an object-oriented API. Applications construct individual -graphics elements as separate objects and connect them together into a -treelike structure called a <em>scene graph</em>. The application -manipulates these objects using their predefined accessor, mutator, and -node-linking methods. -<h3>The Scene Graph Programming -Model</h3> -Java 3D's scene graph-based programming model provides a simple and -flexible mechanism for representing and rendering scenes. The scene -graph contains a complete description of the entire scene, or virtual -universe. This includes the geometric data, the attribute information, -and the viewing information needed to render the scene from a -particular point of view. The "<a href="SceneGraphOverview.html">Scene -Graph Basics</a>" document provides more information on the Java 3D -scene graph programming model. -<p>The Java 3D API improves on previous graphics APIs -by eliminating many -of the bookkeeping and programming chores that those APIs impose. Java -3D allows the programmer to think about geometric objects rather than -about triangles-about the scene and its composition rather than about -how to write the rendering code for efficiently displaying the scene. -</p> -<p> -</p> -<h3>Rendering Modes</h3> -Java 3D includes three different rendering modes: immediate mode, -retained mode, and compiled-retained mode (see "<a href="Rendering.html">Execution -and Rendering Model</a>"). -Each successive rendering mode allows Java 3D more freedom in -optimizing an application's execution. Most Java 3D applications will -want to take advantage of the convenience and performance benefits that -the retained and compiled-retained modes provide. -<h4>Immediate Mode</h4> -Immediate mode leaves little room for global -optimization at the scene graph level. Even so, Java 3D has raised the -level of abstraction and accelerates immediate mode rendering on a -per-object basis. An application must provide a Java 3D draw method -with a complete set of points, lines, or triangles, which are then -rendered by the high-speed Java 3D renderer. Of course, the application -can build these lists of points, lines, or triangles in any manner it -chooses. -<h4>Retained Mode</h4> -Retained mode requires an application to construct a scene graph and -specify which elements of that scene graph may change during rendering. -The scene graph describes the objects in the virtual universe, the -arrangement of those objects, and how the application animates those -objects. -<h4>Compiled-Retained Mode</h4> -Compiled-retained mode, like retained mode, requires the application to -construct a scene graph and specify which elements of the scene graph -may change during rendering. Additionally, the application can compile -some or all of the subgraphs that make up a complete scene graph. Java -3D compiles these graphs into an internal format. The compiled -representation of the scene graph may bear little resemblance to the -original tree structure provided by the application, however, it is -functionally equivalent. Compiled-retained mode provides the highest -performance. -<h3>Extensibility</h3> -Most Java 3D classes expose only accessor and mutator methods. Those -methods operate only on that object's internal state, making it -meaningless for an application to override them. Therefore, Java 3D -does not provide the capability to override the behavior of Java 3D -attributes. To make Java 3D work correctly, applications must call "<code>super.setXxxxx</code>" -for any attribute state set method that is overridden. -<p>Applications can extend Java 3D's classes and add -their own methods. -However, they may not override Java 3D's scene graph traversal -semantics because the nodes do not contain explicit traversal and draw -methods. Java 3D's renderer retains those semantics internally. -</p> -<p>Java 3D <em>does</em> provide hooks for mixing -Java 3D-controlled scene graph rendering and user-controlled rendering -using Java 3D's immediate mode constructs (see "<a - href="Immediate.html#Mixed">Mixed-Mode Rendering</a>"). Alternatively, -the application can -stop Java 3D's renderer and do all its drawing in immediate mode (see "<a - href="Immediate.html#PureImmediate">Pure Immediate-Mode Rendering</a>"). -</p> -<p>Behaviors require applications to extend the -Behavior object and to -override its methods with user-written Java code. These extended -objects should contain references to those scene graph objects that -they will manipulate at run time. The "<a href="Behaviors.html">Behaviors -and Interpolators</a>" document describes Java 3D's behavior -model. -</p> -<p> -</p> -<h2>High Performance</h2> -Java 3D's programming model allows the Java 3D API to do the mundane -tasks, such as scene graph traversal, managing attribute state changes, -and so forth, thereby simplifying the application's job. Java 3D does -this without sacrificing performance. At first glance, it might appear -that this approach would create more work for the API; however, it -actually has the opposite effect. Java 3D's higher level of abstraction -changes not only the amount but, more important, also the kind of work -the API must perform. Java 3D does not need to impose the same type of -constraints as do APIs with a lower level of abstraction, thus allowing -Java 3D to introduce optimizations not possible with these lower-level -APIs. -<p>Additionally, leaving the details of rendering to -Java 3D allows it to -tune the rendering to the underlying hardware. For example, relaxing -the strict rendering order imposed by other APIs allows parallel -traversal as well as parallel rendering. Knowing which portions of the -scene graph cannot be modified at run time allows Java 3D to flatten -the tree, pretransform geometry, or represent the geometry in a native -hardware format without the need to keep the original data. -</p> -<p> -</p> -<h3>Layered Implementation</h3> -Besides optimizations at the scene graph level, one of the more -important factors that determines the performance of Java 3D is the -time it takes to render the visible geometry. Java 3D implementations -are layered to take advantage of the native, low-level API that is -available on a given system. In particular, Java 3D implementations -that use Direct3D and OpenGL are available. This means that Java 3D -rendering will be accelerated across the same wide range of systems -that are supported by these lower-level APIs. -<h3>Target Hardware Platforms</h3> -Java 3D is aimed at a wide range of 3D-capable hardware and software -platforms, from low-cost PC game cards and software renderers at the -low end, through midrange workstations, all the way up to very -high-performance specialized 3D image generators. -<p>Java 3D implementations are expected to provide -useful rendering rates -on most modern PCs, especially those with 3D graphics accelerator -cards. On midrange workstations, Java 3D is expected to provide -applications with nearly full-speed hardware performance. -</p> -<p>Finally, Java 3D is designed to scale as the -underlying hardware -platforms increase in speed over time. Tomorrow's 3D PC game -accelerators will support more complex virtual worlds than high-priced -workstations of a few years ago. Java 3D is prepared to meet this -increase in hardware performance. -</p> -<p> -</p> -<h2><a name="Structuring"></a>Structuring the Java 3D Program</h2> -<p>This section illustrates how a developer might -structure a Java 3D application. The simple application in this example -creates a scene graph that draws an object in the middle of a window -and rotates the object about its center point. -</p> -<h3>Java 3D Application Scene -Graph</h3> -<p>The scene graph for the sample application is shown below. -</p> -<p>The scene graph consists of superstructure -components—a VirtualUniverse -object and a Locale object—and a set of branch graphs. Each branch -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><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> - <font size="-1"><b><i>Figure 1 – </i>Application Scene Graph</b></font> -</ul> -<p> -A VirtualUniverse object defines a named universe. Java 3D permits the -creation of more than one universe, though the vast majority of -applications will use just one. The VirtualUniverse object provides a -grounding for scene graphs. All Java 3D scene graphs must connect to a -VirtualUniverse object to be displayed. For more information, see "<a - href="VirtualUniverse.html">Scene Graph Superstructure</a>." -</p> -<p>Below the VirtualUniverse object is a Locale object. -The Locale object -defines the origin, in high-resolution coordinates, of its attached -branch graphs. A virtual universe may contain as many Locales as -needed. In this example, a single Locale object is defined with its -origin at (0.0, 0.0, 0.0). -</p> -<p>The scene graph itself starts with the <a href="../BranchGroup.html">BranchGroup</a> -nodes. -A BranchGroup serves as the root of a -subgraph, called a <em>branch graph</em>, of the scene graph. Only -BranchGroup objects can attach to Locale objects. -</p> -<p>In this example there are two branch graphs and, -thus, two BranchGroup -nodes. Attached to the left BranchGroup are two subgraphs. One subgraph -consists of a user-extended Behavior leaf node. The Behavior node -contains Java code for manipulating the transformation matrix -associated with the object's geometry. -</p> -<p>The other subgraph in this BranchGroup consists of a -TransformGroup -node that specifies the position (relative to the Locale), orientation, -and scale of the geometric objects in the virtual universe. A single -child, a Shape3D leaf node, refers to two component objects: a Geometry -object and an Appearance object. The Geometry object describes the -geometric shape of a 3D object (a cube in our simple example). The -Appearance object describes the appearance of the geometry (color, -texture, material reflection characteristics, and so forth). -</p> -<p>The right BranchGroup has a single subgraph that -consists of a -TransformGroup node and a ViewPlatform leaf node. The TransformGroup -specifies the position (relative to the Locale), orientation, and scale -of the ViewPlatform. This transformed ViewPlatform object defines the -end user's view within the virtual universe. -</p> -<p>Finally, the ViewPlatform is referenced by a View -object that specifies -all of the parameters needed to render the scene from the point of view -of the ViewPlatform. Also referenced by the View object are other -objects that contain information, such as the drawing canvas into which -Java 3D renders, the screen that contains the canvas, and information -about the physical environment. -</p> -<p> -</p> -<h3>Recipe for a Java 3D Program</h3> -<p>The following steps are taken by the example program to create the -scene graph elements and link them together. Java 3D will then render -the scene graph and display the graphics in a window on the screen:</p> -<ul> -1. Create a Canvas3D object and add it to the Applet panel. - <p>2. Create a BranchGroup as the root of the scene branch graph.</p> - <p>3. Construct a Shape3D node with a TransformGroup node above it.</p> - <p>4. Attach a RotationInterpolator behavior to the TransformGroup.</p> - <p>5. Call the simple universe utility function to do the following:</p> - <ul> -a. Establish a virtual universe with a single high-resolution Locale -(see "<a href="SceneGraphOverview.html">Scene Graph Basics</a>"). - <p>b. Create the PhysicalBody, PhysicalEnvironment, View, and -ViewPlat-form objects.</p> - <p>c. Create a BranchGroup as the root of the view platform branch -graph.</p> - <p>d. Insert the view platform branch graph into the Locale.</p> - </ul> -6. Insert the scene branch graph into the simple universe's Locale. -</ul> -<p>The Java 3D renderer then starts running in an infinite loop. The -renderer conceptually performs the following operations:</p> -<pre> while(true) {<br> Process input<br> If (request to exit) break<br> Perform Behaviors<br> Traverse the scene graph and render visible objects<br> }<br> Cleanup and exit<br></pre> -<h3>HelloUniverse: A Sample Java -3D Program</h3> -<p><a href="HelloUniverse.html">Click here</a> to see code fragments -from a simple program, <code>HelloUniverse.java</code>, -that creates a cube and a RotationInterpolator behavior object that -rotates the cube at a constant rate of pi/2 radians per second.<br> -</p> -<h2>Other Documents<br> -</h2> -<p>Here are other documents that provide explanatory material, -previously included as part of -the Java 3D API Specification Guide.<br> -</p> -<ul> - <li><a href="Concepts.html">Java 3D Concepts</a></li> - <li><a href="SceneGraphOverview.html">Scene Graph Basics</a></li> - <li><a href="VirtualUniverse.html">Scene Graph Superstructure</a></li> - <li><a href="SceneGraphSharing.html">Reusing Scene Graphs</a></li> - <li><a href="ViewModel.html">View Model</a></li> - <li><a href="Behaviors.html">Behaviors and Interpolators</a></li> - <li><a href="Rendering.html">Execution and Rendering Model</a></li> - <li><a href="Immediate.html">Immediate-Mode Rendering</a></li> -</ul> -<p><br> -</p> -</body> -</html> diff --git a/src/main/java/org/jogamp/java3d/package.html b/src/main/java/org/jogamp/java3d/package.html deleted file mode 100644 index d95eda6..0000000 --- a/src/main/java/org/jogamp/java3d/package.html +++ /dev/null @@ -1,40 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> -<html> -<head> - <meta content="text/html; charset=ISO-8859-1" - http-equiv="content-type"> - <title>org.jogamp.java3d</title> -</head> -<body> - -<p>Provides the core set of classes for the -3D graphics API for the Java platform; <a - href="doc-files/intro.html">click here</a> for more information, -including explanatory material that was formerly found in the guide. -</p> - -<p>The 3D API is an application -programming interface used for writing three-dimensional graphics -applications and applets. It gives developers high-level constructs for -creating and manipulating 3D geometry and for constructing the -structures used in rendering that geometry. Application developers can -describe very large virtual worlds using these constructs, which -provide the runtime system with enough information to render these worlds -efficiently. -</p> - -<!-- -<p><i>NOTE: Prior to version 1.4, the -Java 3D API was formally specified by a -separate Java 3D API Specification Guide, published separately -from the javadoc. As of version 1.4, -the javadoc-generated API reference is definitive. Relevant portions of -the guide have been included <a href="doc-files/intro.html">here</a> -and supersede any previously -published -information.</i> -</p> ---> - -</body> -</html> |