From 9555742ab809af1f8f91f346368edc9eb463f711 Mon Sep 17 00:00:00 2001
From: Curtis Rueden Behavior 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.
+ 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. A Behavior leaf node object contains a scheduling region and two
+methods: an The scheduling region defines a spatial volume that serves
+to enable the scheduling of Behavior nodes. A Behavior node is active
+(can receive stimuli) whenever an active ViewPlatform's activation
+volume intersects a Behavior object's scheduling region. Only active
+behaviors can receive stimuli.
+ The scheduling interval 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.
+ The 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:
+ 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.
+ When the Java 3D behavior scheduler invokes a Behavior object's
+ 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 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:
+ A WakeupCondition object is
+an
+abstract class specialized to fourteen
+different WakeupCriterion objects and to four combining objects
+containing multiple WakeupCriterion objects.
+ 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.
+
+ 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 A Behavior object constructs a WakeupCriterion
+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.
+ 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:
+ Behavior objects can condition themselves to awaken only when
+signaled
+by another Behavior node. The WakeupOnBehaviorPost
+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.
+ 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.
+
+ 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.
+ 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.
+ 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.
+ Java 3D requires each behavior to have a scheduling region
+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.
+
+ 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").
+ 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.
+ In essence, the Java 3D scheduler performs the following
+checks:
+ Java 3D's behavior scheduler executes those Behavior objects
+that
+have
+been scheduled by calling the behavior's This section describes Java 3D's predefined Interpolator behaviors.
+They are called interpolators
+because they smoothly interpolate between the two extreme values that
+an interpolator can produce. Interpolators perform simple behavioral
+acts, yet they provide broad functionality.
+ 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.
+ 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.
+ 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.
+ Several parameters control the mapping of time onto an alpha value
+(see
+the javadoc for the Alpha 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.
+ Figure
+1
+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.
+ 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.
+ 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 α
+increasing, α at 1, α decreasing, and
+α at 0, all specify durations for
+the corresponding values
+of alpha.
+ 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.
+
+
+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 Figure
+2.
+
+
+In Figure
+2,
+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.
+ 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 Figure
+3.
+ In Figure
+3,
+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 α-decreasing value might be to combine it with a
+rotation
+interpolator to program a door closing.
+
+
+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 Figure
+4.
+
+
+In Figure
+4,
+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.
+ 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).
+ We can construct looped versions of the waveforms shown in Figure
+2, Figure
+3, and Figure
+4. Figure
+5 shows a looping interpolator with mode flags set to enable
+only the alpha-increasing and alpha-at-1 portion of the waveform.
+
+
+In Figure
+5, alpha goes from 0 to 1 over a fixed duration of time, stays
+at 1 for another fixed duration of time, and then repeats.
+ Similarly, Figure
+6 shows a looping interpolator with mode flags set to enable
+only the alpha-decreasing and alpha-at-0 portion of the waveform.
+
+
+Finally, Figure
+7 shows a looping interpolator with both the increasing and
+decreasing portions of the waveform enabled.
+ In all three cases shown by Figure
+5, Figure
+6, and Figure
+7, we can compute the exact value of alpha at any point in time.
+
+
+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.
+ 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 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. Figure
+8 shows three general examples of how the
+ 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.
+
+ 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.
+ 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.
+ 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.
+
+ The following code constructs a simple scene graph consisting of a
+group node and two leaf
+nodes.
+Listing 1 – Code for Constructing a Simple Scene Graph
+ 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 Java 3D places restrictions on how a program can insert a scene
+graph
+into a universe.
+ A Java 3D environment consists of two superstructure objects,
+VirtualUniverse and Locale, and one or more graphs, rooted by a special
+BranchGroup node. Figure 2 shows these objects
+in context with other scene graph objects.
+ 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.
+ 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.
+
+The BranchGroup node serves as the root of a branch graph.
+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 content branch contains only
+content-related leaf nodes, while a view branch
+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.
+ 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.
+ We could not insert the scene graph created by our simple example (Listing
+1) into a Locale because it does not have a BranchGoup node for
+its root. Listing 2
+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
+Listing 2 – Code for Constructing a
+Scene Graph and Some
+Superstructure Objects
+ Listing 3 – Code
+for Constructing a Scene Graph Using the Universe
+Package
+ 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.
+
+ 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.
+
+ 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.
+ 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.
+ 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.
+
+ Listing 4 –
+Capabilities Example
+ By setting the capability to write the transform, Java 3D will allow
+the following code to execute:
+ 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.
+ Here are code fragments from a simple program, 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.
+ 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.
+
+
+
+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.
+ 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.
+ In pure immediate mode, the user must stop the Java 3D
+renderer, via
+the Canvas3D object
+ The basic Java 3D stereo rendering loop, executed for
+each
+Canvas3D, is as follows:
+ Java 3D's execution and rendering model assumes the
+existence of a VirtualUniverse
+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.
+ 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.
+
+ 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.
+ 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 "Immediate-Mode Rendering" section.
+ 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.
+ Java 3D's retained mode allows a programmer to construct
+objects,
+insert objects into a database, compose objects, and add behaviors to
+objects.
+ 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.
+
+ 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.
+ 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.
+ 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.
+ 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."
+
+ 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.
+ 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 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.
+ A scene graph consists of Java 3D
+objects, called nodes,
+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 Figure
+1.
+ Java 3D refines the Node object class
+into two subclasses: Group
+and
+Leaf 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 "Reusing Scene Graphs").
+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. 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.
+ 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.
+ 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.
+ 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. 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. 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). 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.
+ 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 node component objects.
+All scene graph node and component objects are subclasses of a common
+SceneGraphObject class. The
+SceneGraphObject class is an abstract class
+that defines methods that are common among nodes and component objects.
+ Scene graph objects are constructed by creating a new instance of
+the
+desired class and are accessed and manipulated using the object's 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 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. 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. 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. 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.
+
+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.
+ An application that wishes to share a subgraph from multiple places
+in
+a scene graph must do so through the use of the Link
+leaf node and an
+associated SharedGroup 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.
+ A SharedGroup node allows multiple Link leaf nodes to share its
+subgraph as shown in Figure
+1 below. 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.
+ Java 3D provides the When 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.
+ Figure
+2
+shows two instances of NodeComponent objects that are shared and one
+NodeComponent element that is duplicated for the cloned subgraph.
+
+ To handle these ambiguities, a callback mechanism is provided.
+
+A leaf node that needs to update referenced nodes upon being duplicated
+by a call to Suppose, for instance, that the leaf node Lf1 in Figure
+3 implemented the
+
+All predefined Java 3D nodes will automatically have their
+
+When a dangling reference is discovered, Leaf node subclasses (for example, Behaviors) that contain any user
+node-specific data that needs to be duplicated during a NodeComponent subclasses that contain any user node-specific data
+must define the following two methods:
+ 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.
+ 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.
+ 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.
+
+ 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.
+ 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."
+ 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.
+ 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.
+
+ Letting the application control all viewing parameters is not
+reasonable in systems in which the physical environment dictates some
+of the view parameters.
+ 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.
+ 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.
+ 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 "View Model Details."
+
+ 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.
+ 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.
+
+ 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.
+ 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.
+ 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.
+
+ 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. Figure
+1 shows graphically the central role of the View object and the
+subsidiary role of its component objects.
+
+
+The view-related objects shown in Figure
+1
+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 "View Model
+Details."
+ 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.
+ 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.
+ Figure
+2
+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 Figure
+2.
+ 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.
+
+
+ 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.
+ Controlling the ViewPlatform object can produce very interesting and
+useful results. Our first simple scene graph (see "Introduction," Figure 1)
+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.
+ An alternative application scene graph, shown in Figure
+3,
+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.
+ Had we populated this world with more objects, this scene graph
+would allow navigation through the world via the Behavior node.
+
+
+Applications and behaviors manipulate a TransformGroup through its
+access methods. These methods allow an application to retrieve and
+set the Group node's Transform3D object. Transform3D Node methods
+include
+ A scene graph may contain multiple ViewPlatform
+objects. If a user detaches a View 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. Java 3D does not have any built-in semantics for displaying a
+visible
+manifestation of a ViewPlatform within the virtual world (an avatar).
+However, a developer can construct and manipulate an avatar using
+standard Java 3D constructs.
+ 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
+ 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 "View Model Details."
+ 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.
+
+ Figure
+4
+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.
+
+ In our scene graph, what we would normally consider the
+model transformation would consist of the following three
+transformations: LT1T2. By
+multiplying LT1T2
+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 (LTv1)-1
+or Tv1-1L-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.
+ Fortunately, however, there is a solution to this problem. Composing
+the model and view platform transformations gives us
+ 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 Tvn-1...Tv2-1Tv1-1T1T2...Tm.
+ As mentioned earlier, the View object contains the remainder of the
+view information, specifically, the eye matrix, E,
+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, P, 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 PETv1-1T1T2.
+In general this is PETvn-1...Tv2-1Tv1-1T1T2...Tm.
+ The details of how Java 3D constructs the matrices E
+and P in different end-user configurations are
+described in "View Model Details."
+
+ 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 not attached
+to the same Locale.
+ 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 LT1T2...Tm.
+In our specific example, a point in Locale L2 would be transformed into
+VirtualUniverse coordinates by L2T1T2...Tm.
+The view platform transformation would be (L1Tv1Tv1...Tvn)-1
+or Tvn-1...Tv2-1Tv1-1L1-1.
+Composing these two matrices gives us
+ Thus, to render objects in another Locale, it is sufficient to
+compute L1-1L2
+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 L1-1L2
+is a simple translation by L2 - L1.
+Again, it is not actually necessary to transform points into
+high-resolution VirtualUniverse coordinates.
+ 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."
+
+ 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:
+ 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.
+
+ Java 3D must handle two rather different head-tracking
+situations.
+In one case, we rigidly attach a tracker's base,
+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 sensor, 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.
+
+ The following two examples show how end-user environments can
+significantly affect how an application must construct viewing
+transformations.
+
+ 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.
+
+ 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).
+ Java 3D's view model incorporates the appropriate abstractions
+to
+compensate automatically for such variability in end-user hardware
+environments.
+
+
+
+ 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.
+ 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.
+
+
+
+
+
+
+A multiple-projection wall display presents a more exotic environment.
+Such environments have multiple screens, typically three or more. Figure
+9 shows a scene graph fragment representing such a system, and Figure
+10 shows the corresponding display environment.
+
+
+
+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.
+
+ The "Generating a View" 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.
+ 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.
+
+ 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.
+ 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 Note: 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.
+ 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.
+ 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.
+
+
+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.
+ 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.
+
+ 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.
+ 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.
+
+ The Transform3D object provides a The Transform3D object provides three methods for
+creating a projection matrix: The The arguments define the frustum and its associated perspective
+projection: The The arguments define the frustum and its associated perspective
+projection:
+
+
+The The arguments define a rectangular box used for projection:
+
+ The 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 Figure
+1).
+
+ 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.
+ To support large virtual universes, Java 3D introduces the concept
+of Locales that have high-resolution coordinates
+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.
+ 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.
+
+
+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.
+
+ 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.
+ 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.
+
+Behaviors and Interpolators
+Behavior Object
+initialize
method called once when the
+behavior becomes "live" and a processStimulus
+method called whenever appropriate by the Java 3D behavior
+scheduler.
+The Behavior object also contains the state information needed by its initialize
+and processStimulus
methods.
+processStimulus
method receives and processes a
+behavior's ongoing messages. The Java 3D behavior scheduler
+invokes a
+Behavior node's processStimulus
+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 processStimulus
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.
+
+
+processStimulus
+method of a single behavior instance are guaranteed to take effect in
+the same rendering frame
+
+processStimulus
+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.Code Structure
+processStimulus
+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.
+initialize
+method or each time Java 3D invokes its processStimulus
+method.
+
+
+
+
+
+
+
+
+WakeupCondition Object
+WakeupCriterion Object
+processStimulus
+method whenever
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Composing WakeupCriterion
+Objects
+
+
+ WakeupCriterion && WakeupCriterion && ...
+
+
+ WakeupCriterion || WakeupCriterion || ...
+
+
+ WakeupOr && WakeupOr && ...
+
+
+ WakeupAnd || WakeupAnd || ...
+Composing Behaviors
+Scheduling
+How Java 3D Performs
+Execution Culling
+
+
+
+
+true
,
+schedule that Behavior object for execution.processStimulus
+method.
+Interpolator Behaviors
+Mapping Time to Alpha
+
+ Figure 1 – An Interpolator's Generic
+Time-to-Alpha Mapping Sequence
+
+
+ Figure 2 – 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
+
+
+ Figure 3 – 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
+
+
+ Figure 4 – An Interpolator Set to a Loop
+Count of 1 with Mode Flags
+Set to Enable All Portions of the Waveform
+
+
+ Figure 5 – An Interpolator Set to Loop
+Infinitely and Mode Flags Set to Enable
+Only the Alpha-Increasing and Alpha-at-1 Portion of the Waveform
+
+
+ Figure 6 – An Interpolator Set to Loop
+Infinitely and Mode Flags Set to Enable
+Only the Alpha-Decreasing and Alpha-at-0 Portion of the Waveform
+
+
+ Figure 7 – An Interpolator Set to Loop
+Infinitely and Mode Flags Set
+to Enable All Portions of the Waveform
+
+Acceleration of Alpha
+increasingAlphaRampDuration
+and the decreasing-AlphaRampDuration
.
+increasingAlphaRampDuration
+method can be used to modify the alpha waveform. A value of 0 for the
+increasing ramp duration implies that α
+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 α is accelerated during the first half of the
+period and
+then decelerated during the second half of the period. For a value of n
+that is less than 0.5, alpha is accelerated for duration n,
+held constant for duration (1.0 - 2n), then decelerated for
+duration n of the period.
+
+ Figure 8 – How an Alpha-Increasing Waveform
+Changes with Various
+Values of increasing-AlphaRampDuration
+
+
+
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+
+
+
+
+ Java 3D Concepts
+Basic Scene Graph Concepts
+Constructing a Simple Scene
+Graph
+
+
+Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);
+
Shape3D myShape2 = new Shape3D(myGeometry2);
myShape2.setAppearance(myAppearance2);
Group myGroup = new Group();
myGroup.addChild(myShape1);
myGroup.addChild(myShape2);
+setAppearance
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 addChild
method to add the two leaf
+nodes as children to the group node, finishing the construction of the
+scene graph. Figure
+1
+shows the constructed scene graph, all the nodes, the node component
+objects, and the variables used in constructing the scene graph.
+
+ Figure 1 – A Simple Scene Graph
+
+A Place For Scene Graphs
+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.
+
+ Figure 2 – Content Branch, View Branch, and
+Superstructure
+
+addBranchGraph
,
+whereas addChild
is the method for adding children to all
+group nodes.
+Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);
+
Shape3D myShape2 = new Shape3D(myGeometry2, myAppearance2);
BranchGroup myBranch = new BranchGroup();
myBranch.addChild(myShape1);
myBranch.addChild(myShape2);
myBranch.compile();
VirtualUniverse myUniverse = new VirtualUniverse();
Locale myLocale = new Locale(myUniverse);
myLocale.addBranchGraph(myBranch);
+SimpleUniverse Utility
+Most Java 3D programs build an identical set of superstructure and view
+branch objects, so the Java 3D utility packages provide a universe
+package for constructing and manipulating the objects in a view branch.
+The classes in the universe
package provide a quick means
+for building a single view (single window) application. Listing 3
+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 myCanvas
.
+
+import com.sun.j3d.utils.universe.*;
+
Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);
Shape3D myShape2 = new Shape3D(myGeometry2, myAppearance2);
BranchGroup myBranch = new BranchGroup();
myBranch.addChild(myShape1);
myBranch.addChild(myShape2);
myBranch.compile();
SimpleUniverse myUniv = new SimpleUniverse(myCanvas);
myUniv.addBranchGraph(myBranch);
+Processing a Scene Graph
+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.
+Features of Java 3D
+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.
+Bounds
+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.
+Nodes
+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.
+Live and/or Compiled
+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 live
+if it is part of an active universe. Additionally, branch graphs are
+either compiled
+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. Listing 4 shows
+an example where we create a TransformGroup node and
+enable it for writing.
+
+TransformGroup myTrans = new TransformGroup();
+
myTrans.setCapability(Transform.ALLOW_TRANSFORM_WRITE);
+myTrans.setTransform3D(myT3D);
+HelloUniverse: A Sample Java
+3D Program
+HelloUniverse.java
,
+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.
+
+
+
diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate.html b/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate.html
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+
+
+
+
+
public class HelloUniverse ... {
public BranchGroup createSceneGraph() {
// Create the root of the branch graph
BranchGroup objRoot = new BranchGroup();
// Create the TransformGroup node and initialize it to the
// identity. Enable the TRANSFORM_WRITE capability so that
// our behavior code can modify it at run time. Add it to
// the root of the subgraph.
TransformGroup objTrans = new TransformGroup();
objTrans.setCapability(
TransformGroup.ALLOW_TRANSFORM_WRITE);
objRoot.addChild(objTrans);
// Create a simple Shape3D node; add it to the scene graph.
objTrans.addChild(new ColorCube(0.4));
// Create a new Behavior object that will perform the
// desired operation on the specified transform and add
// it into the scene graph.
Transform3D yAxis = new Transform3D();
Alpha rotationAlpha = new Alpha(-1, 4000);
RotationInterpolator rotator = new RotationInterpolator(
rotationAlpha, objTrans, yAxis,
0.0f, (float) Math.PI*2.0f);
BoundingSphere bounds =
new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
rotator.setSchedulingBounds(bounds);
objRoot.addChild(rotator);
// Have Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}
public HelloUniverse() {
<set layout of container, construct canvas3d, add canvas3d>
// Create the scene; attach it to the virtual universe
BranchGroup scene = createSceneGraph();
SimpleUniverse u = new SimpleUniverse(canvas3d);
u.getViewingPlatform().setNominalViewingTransform();
u.addBranchGraph(scene);
}
}Immediate-Mode Rendering
+Two Styles of Immediate-Mode
+Rendering
+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.
+Pure Immediate-Mode
+Rendering
+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.
+
Note: Scene antialiasing is not supported
+in pure immediate mode.
+
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 Figure
+1).
+
+
+ Figure 1 – Minimal Immediate-Mode Structure
+
+stopRenderer()
+method, prior to adding the Canvas3D object to an active View object
+(that is, one that is attached to a live ViewPlatform object).
+Mixed-Mode Rendering
+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.
+
+
clear canvas (both eyes)call preRender() // user-supplied method
+
set left eye view
render opaque scene graph objects
call renderField(FIELD_LEFT) // user-supplied method
render transparent scene graph objects
set right eye view
render opaque scene graph objects again
call renderField(FIELD_RIGHT) // user-supplied method
render transparent scene graph objects again
call postRender() // user-supplied method
synchronize and swap bufferscall postSwap() // user-supplied method
+The basic Java 3D monoscopic rendering loop is as
+follows:
+
+
clear canvascall preRender() // user-supplied method
+
set view
render opaque scene graph objects
call renderField(FIELD_ALL) // user-supplied method
render transparent scene graph objects
call postRender() // user-supplied method
synchronize and swap bufferscall postSwap() // user-supplied method
+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 preRender
, postRender
, postSwap
,
+and/or renderField
methods.
+
+
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+
+
+
+
+ Execution and Rendering Model
+Three Major Rendering Modes
+Immediate Mode
+Retained Mode
+Compiled-Retained Mode
+Instantiating the Render Loop
+An Application-Level
+Perspective
+compile
+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.
+Retained and
+Compiled-Retained Rendering Modes
+Scene Graph Basics
+Scene Graph Structure
+Spatial Separation
+
+ Figure 1 – A Java
+3D Scene Graph Is a DAG
+(Directed Acyclic Graph)
+
+State Inheritance
+Rendering
+Scene Graph Objects
+set
+and get
+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 Locale
+object-making the object live. Prior to attaching a subgraph
+to a virtual
+universe, the entire subgraph can be compiled into an
+optimized, internal format (see the
+BranchGroup.compile()
+method). set
and get
+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 set
+and get
+methods corresponding to capability bits that are explicitly enabled
+(set) prior to the object being compiled or made live are legal.
+Scene Graph Superstructure
+Objects
+Java 3D defines two scene graph superstructure objects,
+VirtualUniverse
+and Locale, which are used to contain
+collections of subgraphs that
+comprise the scene graph. These objects are described in more detail in
+"Scene Graph Superstructure."
+VirtualUniverse Object
+A VirtualUniverse 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.
+Locale Object
+The Locale 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.
+Scene Graph Viewing Objects
+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 Canvas3D,
+Screen3D, View,
+PhysicalBody, and PhysicalEnvironment. They are
+described in more detail in the "View Model"
+document.
+Canvas3D Object
+The Canvas3D 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.
+Screen3D Object
+The Screen3D 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.
+View Object
+The View object specifies information
+needed to render the scene graph.
+Figure
+2 shows a View object attached to a simple scene graph for
+viewing the scene.
+PhysicalBody Object
+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.
+PhysicalEnvironment Object
+
+
+ Figure 2 – Viewing a Scene Graph
+
+
+
diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing.html b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing.html
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+
+
+
+
+ Reusing Scene Graphs
+Sharing Subgraphs
+
+
+ Figure 1 – Sharing a Subgraph
+
+Cloning Subgraphs
+cloneTree
+method for this
+purpose. The cloneTree
+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.
+References to Node Component
+Objects
+cloneTree
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.
+
+ Figure 2 – Referenced and Duplicated
+NodeComponent Objects
+
+References to Other Scene
+Graph Nodes
+Leaf nodes that contain references to other nodes
+(for example, Light nodes reference a Group node) can create a problem
+for the cloneTree
method. After the cloneTree
+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 Figure
+3).
+
+ Figure 3 – References to Other Scene Graph
+Nodes
+
+cloneTree
must implement the updateNodeReferences
+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.
+updateNodeReferences
method. Once
+all nodes had been duplicated, the clone-Tree
method
+would then call each cloned leaf's node updateNodeReferences
+method. When cloned leaf node Lf2's method was called, Lf2 could ask if
+the node N1 had been duplicated during the cloneTree
+operation. If the node had been duplicated, leaf Lf2 could then update
+its internal state with the cloned node, N2 (see Figure
+4).
+
+ Figure 4 – Updated Subgraph after
+updateNodeReferences Call
+
+updateNodeReferences
+method defined. Only subclassed nodes that reference other nodes need
+to have this method overridden by the user.
+Dangling References
+Because cloneTree
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 (Figure
+5). A dangling reference is discovered when a leaf node's updateNodeReferences
+method calls the getNewNodeReference
method and the
+cloned subgraph does not contain a counterpart to the node being looked
+up.
+
+
+ Figure 5 – Dangling Reference: Bold Nodes
+Are Being Cloned
+
+cloneTree
can
+handle it in one of two ways. If cloneTree
is called
+without the allowDanglingReferences
parameter set to true
,
+a dangling reference will result in a DanglingReferenceException
+being thrown. The user can catch this exception if desired. If cloneTree
+is called with the allowDanglingReferences
parameter set
+to true
, the update-NodeReferences
method
+will return a reference to the same object passed into the getNewNodeReference
+method. This will result in the cloneTree
operation
+completing with dangling references, as in Figure
+5.
+Subclassing Nodes
+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 cloneTree
.
+cloneTree
+operation must define the following two methods:
+Node cloneNode(boolean forceDuplicate);
+The
void duplicateNode(Node n, boolean forceDuplicate)cloneNode
method consists of three lines:
+
+The UserSubClass usc = new UserSubClass();
usc.duplicateNode(this, forceDuplicate);
return usc;duplicateNode
method must first call super.duplicateNode
+before duplicating any necessary user-specific data or setting any
+user-specific state.
+NodeComponent cloneNodeComponent();
+The
void duplicateNodeComponent(NodeComponent nc, boolean forceDuplicate);cloneNodeComponent
method consists of three lines:
+
+The UserNodeComponent unc = new UserNodeComponent();
unc.duplicateNodeComponent(this, forceDuplicate);
return un;duplicateNodeComponent
must first call super.duplicateNodeComponent
+and then can duplicate any user-specific data or set any user-specific
+state as necessary.
+NodeReferenceTable Object
+The NodeReferenceTable object is used by a leaf node's updateNodeReferences
+method called by the cloneTree
+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.
+Example: User Behavior Node
+The following is an example of a user-defined Behavior object to show
+properly how to define a node to be compatible with the cloneTree
+operation.
+
+class RotationBehavior extends Behavior {
+
TransformGroup objectTransform;
WakeupOnElapsedFrames w; Matrix4d rotMat = new Matrix4d();
+
Matrix4d objectMat = new Matrix4d();
Transform3D t = new Transform3D(); // Override Behavior's initialize method to set up wakeup
+
// criteria public void initialize() {
+ // Establish initial wakeup criteria
+ wakeupOn(w);
+
} // Override Behavior's stimulus method to handle the event
+ public void processStimulus(Enumeration criteria) {
+ // Rotate by another PI/120.0 radians
+ objectMat.mul(objectMat, rotMat);
+
t.set(objectMat);
objectTransform.setTransform(t); // Set wakeup criteria for next time
+ wakeupOn(w);
+
} // Constructor for rotation behavior.
+ public RotationBehavior(TransformGroup tg, int numFrames) {
+
w = new WakeupOnElapsedFrames(numFrames);
objectTransform = tg; objectMat.setIdentity();
+ // Create a rotation matrix that rotates PI/120.0
+
// radians per frame
rotMat.rotX(Math.PI/120.0); // Note: When this object is duplicated via cloneTree,
+
// the cloned RotationBehavior node needs to point to
// the TransformGroup in the just-cloned tree.
} // Sets a new TransformGroup.
+ public void setTransformGroup(TransformGroup tg) {
+
objectTransform = tg; }
+ // The next two methods are needed for cloneTree to operate
+
// correctly.
// cloneNode is needed to provide a new instance of the user
// derived subclass. public Node cloneNode(boolean forceDuplicate) {
+ // Get all data from current node needed for
+
// the constructor
int numFrames = w.getElapsedFrameCount(); RotationBehavior r =
+
new RotationBehavior(objectTransform, numFrames);
r.duplicateNode(this, forceDuplicate);
return r;
} // duplicateNode is needed to duplicate all super class
+
// data as well as all user data. public void duplicateNode(Node originalNode, boolean
+
forceDuplicate) {
super.duplicateNode(originalNode, forceDuplicate); // Nothing to do here - all unique data was handled
+
// in the constructor in the cloneNode routine.
} // Callback for when this leaf is cloned. For this object
+
// we want to find the cloned TransformGroup node that this
// clone Leaf node should reference. public void updateNodeReferences(NodeReferenceTable t) {
+ super.updateNodeReferences(t);
+ // Update node's TransformGroup to proper reference
+ TransformGroup newTg =
+
+
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+
+
+
+
+
(TransformGroup)t.getNewObjectReference(
objectTransform);
setTransformGroup(newTg);
}
}View Model
+Why a New Model?
+The Physical Environment
+Influences the View
+Separation of Physical and
+Virtual
+The Virtual World
+The Physical World
+The Objects That Define the
+View
+
+ Figure 1 – View Object, Its Component
+Objects, and Their
+Interconnection
+
+
+
+
+
+
+
+
+
+
+
+
+
+ViewPlatform: A Place in the
+Virtual World
+
+ Figure 2 – A Portion of a Scene Graph
+Containing a ViewPlatform Object
+
+Moving through the Virtual
+World
+
+ Figure 3 – A Simple Scene Graph with View
+Control
+
+getTransform
and setTransform
.
+Dropping in on a Favorite
+Place
+Associating Geometry with a
+ViewPlatform
+UserHeadToVworld
+parameter (see "View Model
+Details").
+The avatar's virtual head, represented by the shape node, will now move
+around in lock-step with the ViewPlatform's TransformGroup and any
+relative position and orientation changes of the user's actual physical
+head (if a system has a head tracker).
+Generating a View
+Composing Model and Viewing
+Transformations
+
+ Figure 4 – Object and ViewPlatform
+Transformations
+
+
+
+
+ Multiple Locales
+
+
+
+ A Minimal Environment
+
+
+
+
+
+
+
+
+
+
+
+View Model Details
+An Overview of the
+Java 3D
+View Model
+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.
+Physical Environments and
+Their Effects
+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.
+A Head-Mounted Example
+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.
+A Room-Mounted Example
+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.
+Impact of Head Position and
+Orientation on the Camera
+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.
+The Coordinate Systems
+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.
+Room-Mounted Coordinate
+Systems
+The room-mounted coordinate system is divided into the virtual
+coordinate system and the physical coordinate system. Figure
+5
+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.
+The Virtual Coordinate
+Systems
+ The Virtual World Coordinate System
+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 +x to the right, +y up, and +z toward
+the viewer.
+ The ViewPlatform Coordinate System
+The ViewPlatform coordinate system is the local coordinate system of
+the ViewPlatform leaf node to which the View is attached.
+
+
+ Figure 5 – Display Rigidly Attached to the
+Tracker Base
+
+ The Coexistence Coordinate System
+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.
+The Physical Coordinate
+Systems
+ The Head Coordinate System
+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.
+ The Image Plate Coordinate System
+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 XY
+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.
+ The Head Tracker Coordinate System
+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.
+ The Tracker Base Coordinate System
+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.
+Head-Mounted Coordinate
+Systems
+Head-mounted coordinate systems divide the same virtual coordinate
+systems and the physical coordinate systems. Figure
+6
+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.
+ The Left Image Plate and Right Image Plate Coordinate Systems
+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 XY plane. Note that the left image plate's XY
+plane does not necessarily lie parallel to the right image plate's XY
+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.
+
+
+ Figure 6 – Display Rigidly Attached to the
+Head Tracker (Sensor)
+
+The Screen3D Object
+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. Figure
+7 shows a scene graph fragment for a display environment designed
+for such an end-user environment. Figure
+8 shows a display environment that matches the scene graph
+fragment in Figure
+7.
+
+
+ Figure 7 – A Portion of a Scene Graph
+Containing a Single Screen3D
+Object
+
+
+
+ Figure 8 – A Single-Screen Display
+Environment
+
+
+ Figure 9 – A Portion of a Scene Graph
+Containing Three Screen3D
+Objects
+
+
+
+ Figure 10 – A Three-Screen Display
+Environment
+
+Viewing in Head-Tracked Environments
+A Room-Mounted Display with
+Head Tracking
+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.
+A Head-Mounted Display with
+Head Tracking
+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.
+Compatibility Mode
+setCompatibilityModeEnable
+method turns compatibility mode on or off. Compatibility mode is
+disabled by default.
+
+
+Overview of the
+Camera-Based View Model
+The traditional camera-based view model, shown in Figure
+11,
+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.
+
+ Figure 11 – The Camera-Based View Model
+
+Using the Camera-Based View
+Model
+Creating a Viewing Matrix
+lookAt
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 VpcToEc
+transform via the compatibility-mode viewing functions. The setVpcToEc
+method is used to set the viewing matrix when in compatibility mode.
+
Creating a Projection
+Matrix
+frustum
, perspective
,
+and ortho
. 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 z
+= -1.
+frustum
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).
+(left
, bottom
, -near)
+and (right
, top
, -near)
+specify the point on the near clipping plane that maps onto the
+lower-left and upper-right corners of the window, respectively. The -far
+parameter specifies the far clipping plane. See Figure
+12.
+perspective
method establishes a perspective
+projection with the eye at the apex of a symmetric view frustum,
+centered about the Z-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.
+-near
and -far
specify the near
+and far clipping planes; fovx
specifies the field of view
+in the X dimension, in radians; and aspect
+specifies the aspect ratio of the window. See Figure
+13.
+
+ Figure 12 – A Perspective Viewing Frustum
+
+
+
+ Figure 13 – Perspective View Model Arguments
+
+ortho
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.
+(left
,
+bottom
, -near)
and (right
, top
,
+-near)
+specify the point on the near clipping plane that maps onto the
+lower-left and upper-right corners of the window, respectively. The -far
+parameter specifies the far clipping plane. See Figure
+14.
+
+ Figure 14 – Orthographic View Model
+
+setLeftProjection
+and setRightProjection
methods are used to set the
+projection matrices for the left eye and right eye, respectively, when
+in compatibility mode.Scene Graph Superstructure
+The Virtual Universe
+Java 3D defines the concept of a virtual universe
+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.
+
+ Figure 1 – The Virtual Universe
+
+Establishing a Scene
+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 "Structuring
+the Java 3D Program")
+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.
+Loading a Virtual Universe
+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.
+Coordinate Systems
+By default, Java 3D coordinate systems are right-handed, with the
+orientation semantics being that +y is the local gravitational
+up, +x is horizontal to the right, and +z is directly
+toward the viewer. The default units are meters.
+High-Resolution Coordinates
+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).
+Java 3D High-Resolution
+Coordinates
+Java 3D high-resolution coordinates consist of three 256-bit
+fixed-point numbers, one each for x, y, and z.
+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). Table
+1 shows how many bits are needed above or below the fixed point
+to represent the range of interesting physical dimensions.
+
+
+
+
+ 2n Meters
+ Units
+
+
+ 87.29
+ Universe (20 billion light years)
+
+
+
+ 69.68
+ Galaxy (100,000 light years)
+
+
+ 53.07
+ Light year
+
+
+ 43.43
+ Solar system diameter
+
+
+ 23.60
+ Earth diameter
+
+
+ 10.65
+ Mile
+
+
+ 9.97
+ Kilometer
+
+
+ 0.00
+ Meter
+
+
+ -19.93
+ Micron
+
+
+ -33.22
+ Angstrom
+
+
+
+ -115.57
+ Planck length
+
A 256-bit fixed-point number also has the advantage of being able to +directly represent nearly any reasonable single-precision +floating-point value exactly. +
+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. +
++
+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 not officially part of the +Java 3D specification). +
+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. +
+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. +
+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. +
+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. +
+Semantics of widely moving objects. 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. +
+Semantics of viewing. 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.) +
+ + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/intro.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/intro.gif new file mode 100644 index 0000000..503f818 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/intro.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/intro.html b/src/main/javadoc/org/jogamp/java3d/doc-files/intro.html new file mode 100644 index 0000000..f5ea134 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/intro.html @@ -0,0 +1,337 @@ + + + + ++This guide, which contains documentation formerly +published separately from the javadoc-generated API documentation, +is not 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. + +
+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. +
+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. +
+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.
+
+
+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. +
++
+super.setXxxxx
"
+for any attribute state set method that is overridden.
+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. +
+Java 3D does provide hooks for mixing +Java 3D-controlled scene graph rendering and user-controlled rendering +using Java 3D's immediate mode constructs (see "Mixed-Mode Rendering"). Alternatively, +the application can +stop Java 3D's renderer and do all its drawing in immediate mode (see "Pure Immediate-Mode Rendering"). +
+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 "Behaviors +and Interpolators" document describes Java 3D's behavior +model. +
++
+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. +
++
+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. +
+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. +
++
+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. +
+The scene graph for the sample application is shown below. +
+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 "Scene Graph Basics." +
+ ++
++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 "Scene Graph Superstructure." +
+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). +
+The scene graph itself starts with the BranchGroup +nodes. +A BranchGroup serves as the root of a +subgraph, called a branch graph, of the scene graph. Only +BranchGroup objects can attach to Locale objects. +
+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. +
+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). +
+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. +
+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. +
++
+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:
+2. Create a BranchGroup as the root of the scene branch graph.
+3. Construct a Shape3D node with a TransformGroup node above it.
+4. Attach a RotationInterpolator behavior to the TransformGroup.
+5. Call the simple universe utility function to do the following:
+b. Create the PhysicalBody, PhysicalEnvironment, View, and +ViewPlat-form objects.
+c. Create a BranchGroup as the root of the view platform branch +graph.
+d. Insert the view platform branch graph into the Locale.
+The Java 3D renderer then starts running in an infinite loop. The +renderer conceptually performs the following operations:
+while(true) {+
Process input
If (request to exit) break
Perform Behaviors
Traverse the scene graph and render visible objects
}
Cleanup and exit
Click here to see code fragments
+from a simple program, HelloUniverse.java
,
+that creates a cube and a RotationInterpolator behavior object that
+rotates the cube at a constant rate of pi/2 radians per second.
+
Here are other documents that provide explanatory material,
+previously included as part of
+the Java 3D API Specification Guide.
+
+
Provides the core set of classes for the +3D graphics API for the Java platform; click here for more information, +including explanatory material that was formerly found in the guide. +
+ +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. +
+ + + + + -- cgit v1.2.3