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(limited to 'src/main/javadoc') diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Behaviors.html b/src/main/javadoc/org/jogamp/java3d/doc-files/Behaviors.html new file mode 100644 index 0000000..7bcc4a2 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/Behaviors.html @@ -0,0 +1,596 @@ + + + + + Java 3D API - Behaviors and Interpolators + + +

Behaviors and Interpolators

+

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.

+

Behavior Object

+

A Behavior leaf node object contains a scheduling region and two +methods: an 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. +

+

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 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. +

+

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. +

+

Code Structure

+

When the Java 3D behavior scheduler invokes a Behavior object's +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. +

+

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 initialize +method or each time Java 3D invokes its processStimulus +method. +

+

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: +

+ + + + +

WakeupCondition Object

+

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. +

+

+

+

WakeupCriterion Object

+

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 processStimulus +method whenever +

+ + + + + + + + + + + + + + +

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. +

+

Composing WakeupCriterion +Objects

+

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: +

+ +
            WakeupCriterion && WakeupCriterion && ...
+ +
            WakeupCriterion || WakeupCriterion || ...
+ +
            WakeupOr && WakeupOr && ...
+ +
            WakeupAnd || WakeupAnd || ...
+

Composing Behaviors

+

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. +

+

+

+

Scheduling

+

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. +

+

+

+

How Java 3D Performs +Execution Culling

+

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 processStimulus +method. +

+

Interpolator Behaviors

+

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. +

+

Mapping Time to Alpha

+

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. +

+

Time-to-Alpha Mapping +

+

+

+ +

+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. +

+

Alpha Increasing +

+

+

+ +

+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. +

+

Alpha Decreasing +

+

+

+ +

+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. +

+

Alpha Increasing & Decreasing +

+

+

+ +

+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. +

+

Alpha Increasing Infinite Loop +

+

+

+ +

+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. +

+

Alpha Decreasing Infinite Loop +

+

+

+ +

+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. +

+

Alpha Increasing & Decreasing  Infinite Loop +

+

+

+ +

+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. +

+

Acceleration of Alpha

+

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 increasingAlphaRampDuration +and the decreasing-AlphaRampDuration. +

+

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 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. +

+

Alpha acceleration +

+

+

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Java 3D Concepts

+

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. +

+

+

+

Basic Scene Graph Concepts

+

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. +

+

+

+

Constructing a Simple Scene +Graph

+

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 +

+
+
Shape3D myShape1 = new Shape3D(myGeometry1, myAppearance1);
Shape3D myShape2 = new Shape3D(myGeometry2);
myShape2.setAppearance(myAppearance2);

Group myGroup = new Group();
myGroup.addChild(myShape1);
myGroup.addChild(myShape2);
+
+

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 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. +

+

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. +

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. +

+

Content Branch, View Branch, Superstructure +

+ +

+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 addBranchGraph, +whereas addChild is the method for adding children to all +group nodes.

+

+Listing 2 – Code for Constructing a +Scene Graph and Some +Superstructure Objects +

+
+
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. +

Listing 3 – Code +for Constructing a Scene Graph Using the Universe +Package +

+
+
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. +

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. +

+

+

+

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. +

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

+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. +

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. +

+

+

+

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. +

Listing 4 – +Capabilities Example +

+
+
TransformGroup myTrans = new TransformGroup();
myTrans.setCapability(Transform.ALLOW_TRANSFORM_WRITE);
+
+

By setting the capability to write the transform, Java 3D will allow +the following code to execute: +

+
myTrans.setTransform3D(myT3D);
+

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. +

+ + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts1.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts1.gif new file mode 100644 index 0000000..8aa0dbc Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts1.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts2.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts2.gif new file mode 100644 index 0000000..f21e085 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/Concepts2.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/DAG.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/DAG.gif new file mode 100644 index 0000000..8479136 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/DAG.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/HelloUniverse.html b/src/main/javadoc/org/jogamp/java3d/doc-files/HelloUniverse.html new file mode 100644 index 0000000..5e37bd6 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/HelloUniverse.html @@ -0,0 +1,21 @@ + + + + + HelloUniverse + + +

HelloUniverse: A Sample Java +3D Program

+

Here are 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. 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. +

+


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);
}
}
+ + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate.html b/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate.html new file mode 100644 index 0000000..101fe22 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate.html @@ -0,0 +1,114 @@ + + + + + Java 3D API - Immediate-Mode Rendering + + +

Immediate-Mode Rendering

+

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. +

+

+

+

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). +

Minimal Immediate-Mode Structure

+

+

+ +

+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 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. +

The basic Java 3D stereo rendering loop, executed for +each +Canvas3D, is as follows: +

+


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 buffers
+
call postSwap()                            // user-supplied method


+The basic Java 3D monoscopic rendering loop is as +follows: +


clear canvas
+
call 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 buffers
+
call 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. + + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate1.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate1.gif new file mode 100644 index 0000000..2d549b1 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/Immediate1.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/Rendering.html b/src/main/javadoc/org/jogamp/java3d/doc-files/Rendering.html new file mode 100644 index 0000000..7415ce8 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/Rendering.html @@ -0,0 +1,148 @@ + + + + + Java 3D API - Execution and Rendering Model + + +

Execution and Rendering Model

+

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. +

+

+

+

Three Major Rendering Modes

+

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

+

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

+

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

+

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." +

+

+

+

Instantiating the Render Loop

+

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. +

+

+

An Application-Level +Perspective

+

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 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

+

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. +

+ + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphOverview.html b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphOverview.html new file mode 100644 index 0000000..f1616df --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphOverview.html @@ -0,0 +1,226 @@ + + + + + Java 3D API - Scene Graph Overview + + +

Scene Graph Basics

+

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.

+

Scene Graph Structure

+

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. +

+

Spatial Separation

+

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. +

+

Directed Acyclic Graph

+

+ +

+

State Inheritance

+

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).

+

+

Rendering

+

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. +

+

+

Scene Graph Objects

+

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 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).

+

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 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. +

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.

+

+

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. +

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.

+

+

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

+

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.
+

+


+

+

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 new file mode 100644 index 0000000..ff80cb4 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing.html @@ -0,0 +1,250 @@ + + + + + Java 3D API - Reusing Scene Graphs + + +

Reusing Scene Graphs

+

+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. +

+

Sharing Subgraphs

+

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.
+

+

Sharing a Subgraph +

+ +

Cloning Subgraphs

+

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 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

+

When 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. +

+

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. +

+

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). +

To handle these ambiguities, a callback mechanism is provided. +

+

References to Other Scene Graph Nodes +

+ +

+A leaf node that needs to update referenced nodes upon being duplicated +by a call to 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. +

+

Suppose, for instance, that the leaf node Lf1 in Figure +3 implemented the 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). +

+

Updated Subgraph after updateNodeReferences Call +

+

+

+ +

+All predefined Java 3D nodes will automatically have their 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. +

Dangling Reference

+

+

+ +

+When a dangling reference is discovered, 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. +

Leaf node subclasses (for example, Behaviors) that contain any user +node-specific data that needs to be duplicated during a cloneTree +operation must define the following two methods: +

+
Node cloneNode(boolean forceDuplicate);
void duplicateNode(Node n, boolean forceDuplicate)
+The cloneNode method consists of three lines: +


UserSubClass usc = new UserSubClass();
usc.duplicateNode(this, forceDuplicate);

return usc;


+The duplicateNode method must first call super.duplicateNode +before duplicating any necessary user-specific data or setting any +user-specific state. +

NodeComponent subclasses that contain any user node-specific data +must define the following two methods: +

+
NodeComponent cloneNodeComponent();
void duplicateNodeComponent(NodeComponent nc, boolean forceDuplicate);
+The cloneNodeComponent method consists of three lines: +


UserNodeComponent unc = new UserNodeComponent();
unc.duplicateNodeComponent(this, forceDuplicate);

return un;


+The 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 =
(TransformGroup)t.getNewObjectReference(
objectTransform);
setTransformGroup(newTg);
}
}
+ + diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif new file mode 100644 index 0000000..f6ca47c Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing1.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif new file mode 100644 index 0000000..c062c81 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing2.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif new file mode 100644 index 0000000..325cab1 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing3.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif new file mode 100644 index 0000000..78aeaab Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing4.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif new file mode 100644 index 0000000..2ff6547 Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/SceneGraphSharing5.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/ViewBranch.gif b/src/main/javadoc/org/jogamp/java3d/doc-files/ViewBranch.gif new file mode 100644 index 0000000..75cc40d Binary files /dev/null and b/src/main/javadoc/org/jogamp/java3d/doc-files/ViewBranch.gif differ diff --git a/src/main/javadoc/org/jogamp/java3d/doc-files/ViewModel.html b/src/main/javadoc/org/jogamp/java3d/doc-files/ViewModel.html new file mode 100644 index 0000000..3cc9ece --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/doc-files/ViewModel.html @@ -0,0 +1,1064 @@ + + + + + Java 3D API - View Model + + +

View Model

+

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. +

+

+

+

Why a New Model?

+

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. +

+

+

+

The Physical Environment +Influences the View

+

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." +

+

+

+

Separation of Physical and +Virtual

+

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

+

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

+

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. +

+

+

+

The Objects That Define the +View

+

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. +

+

View Object + Other Components

+

+

+ +

+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. +

+

ViewPlatform: A Place in the +Virtual World

+

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. +

+

View Platform Branch Graph +

+

+

+ +

+

+

Moving through the Virtual +World

+

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. +

+

Simple Scene Graph with View Control +

+

+

+ +

+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 getTransform and setTransform. +

+

+

+

Dropping in on a Favorite +Place

+

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.

+

Associating Geometry with a +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 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

+

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. +

+

+

+

Composing Model and Viewing +Transformations

+

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. +

+

Object and ViewPlatform Transform

+

+

+ +

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 +

+
+

+
+
Tv1-1L-1LT1T2 += Tv1-1IT1T2 += Tv1-1T1T2, +
+
+

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." +

+

+

+

Multiple Locales

+

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 +

+
+

+
+
Tvn-1...Tv2-1Tv1-1L1-1L2T1T2...Tm. +
+
+

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." +

+

+

+

A Minimal Environment

+

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: +

+ + + + + +
+

View Model Details

+

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. +

+

+

+

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. +

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. +

+

+

+

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. +

The following two examples show how end-user environments can +significantly affect how an application must construct viewing +transformations. +

+

+

+

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. +

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. +

+

+

+

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. +

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 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. +

Display Rigidly Attached to 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 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. +

+

+

+

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. +

Display Rigidly Attached to Head Tracker

+

+

+ +

+

+

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. +

Environment with Single Screen3D Object

+

+

+ +

+Single-Screen Display Environment

+

+

+ +

+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. +

+

Environment with Three Screen3D Object +

+

+

+ +

+Three-Screen 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. +

+

+

+

Viewing in Head-Tracked Environments

+

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. +

+

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. +

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. +

+

+

+

Compatibility Mode

+

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 setCompatibilityModeEnable +method turns compatibility mode on or off. Compatibility mode is +disabled by default. +

+
+

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. +

+
+

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. +

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. +

+

Camera-Based View Model +

+

+

+ +

+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. +

+

+

+

Using the Camera-Based View +Model

+

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. +

+

+

+

Creating a Viewing Matrix

+

The Transform3D object provides a 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

+

The Transform3D object provides three methods for +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.
+

+

The 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). +

+

The arguments define the frustum and its associated perspective +projection: (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. +

+

The 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. +

+

The arguments define the frustum and its associated perspective +projection: -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. +

+

Perspective Viewing Frustum +

+

+

+ +

+Perspective View Model Arguments

+

+

+ +

+The 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. +

+

The arguments define a rectangular box used for projection: (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. +

+

Orthographic View Model +

+

+

+ +

+

+

The setLeftProjection +and setRightProjection methods are used to set the +projection matrices for the left eye and right eye, respectively, when +in compatibility mode.

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Scene Graph Superstructure

+

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). +

+

+

+

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. +

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. +

+

The Virtual Universe +

+

+

+ +

+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. +

+

+

+

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). +

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. +

+

+

+

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. +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Table 1 – +Java 3D High-Resolution Coordinates
2n Meters Units
87.29Universe (20 billion light years) 
+
69.68Galaxy (100,000 light years)
53.07Light year
43.43Solar system diameter
23.60Earth diameter
10.65Mile
9.97Kilometer
0.00Meter
-19.93Micron
-33.22Angstrom
-115.57Planck 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. +

+

+

+

Java 3D Virtual World +Coordinates

+Within a given virtual world coordinate system, positions are expressed +by three floating point numbers. The virtual world coordinate scale is +in meters, but this can be affected by scale changes in the object +hierarchy. +

Details of High-Resolution +Coordinates

+High-resolution coordinates are represented as signed, +two's-complement, fixed-point numbers consisting of 256 bits. Although +Java 3D keeps the internal representation of high-resolution +coordinates opaque, users specify such coordinates using 8-element +integer arrays. Java 3D treats the integer found at index 0 as +containing the most significant bits and the integer found at index 7 +as containing the least significant bits of the high-resolution +coordinate. The binary point is located at bit position 128, or between +the integers at index 3 and 4. A high-resolution coordinate of 1.0 is 1 +meter. +

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 @@ + + + + + The Java 3D API - Introduction + + +

Disclaimer

+

+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. + +

+
+

Introduction to the Java 3D API

+

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.
+

+ +

+

+

Programming Paradigm

+Java 3D is an object-oriented API. Applications construct individual +graphics elements as separate objects and connect them together into a +treelike structure called a scene graph. The application +manipulates these objects using their predefined accessor, mutator, and +node-linking methods. +

The Scene Graph Programming +Model

+Java 3D's scene graph-based programming model provides a simple and +flexible mechanism for representing and rendering scenes. The scene +graph contains a complete description of the entire scene, or virtual +universe. This includes the geometric data, the attribute information, +and the viewing information needed to render the scene from a +particular point of view. The "Scene +Graph Basics" document provides more information on the Java 3D +scene graph programming model. +

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. +

+

+

+

Rendering Modes

+Java 3D includes three different rendering modes: immediate mode, +retained mode, and compiled-retained mode (see "Execution +and Rendering Model"). +Each successive rendering mode allows Java 3D more freedom in +optimizing an application's execution. Most Java 3D applications will +want to take advantage of the convenience and performance benefits that +the retained and compiled-retained modes provide. +

Immediate Mode

+Immediate mode leaves little room for global +optimization at the scene graph level. Even so, Java 3D has raised the +level of abstraction and accelerates immediate mode rendering on a +per-object basis. An application must provide a Java 3D draw method +with a complete set of points, lines, or triangles, which are then +rendered by the high-speed Java 3D renderer. Of course, the application +can build these lists of points, lines, or triangles in any manner it +chooses. +

Retained Mode

+Retained mode requires an application to construct a scene graph and +specify which elements of that scene graph may change during rendering. +The scene graph describes the objects in the virtual universe, the +arrangement of those objects, and how the application animates those +objects. +

Compiled-Retained Mode

+Compiled-retained mode, like retained mode, requires the application to +construct a scene graph and specify which elements of the scene graph +may change during rendering. Additionally, the application can compile +some or all of the subgraphs that make up a complete scene graph. Java +3D compiles these graphs into an internal format. The compiled +representation of the scene graph may bear little resemblance to the +original tree structure provided by the application, however, it is +functionally equivalent. Compiled-retained mode provides the highest +performance. +

Extensibility

+Most Java 3D classes expose only accessor and mutator methods. Those +methods operate only on that object's internal state, making it +meaningless for an application to override them. Therefore, Java 3D +does not provide the capability to override the behavior of Java 3D +attributes. To make Java 3D work correctly, applications must call "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. +

+

+

+

High Performance

+Java 3D's programming model allows the Java 3D API to do the mundane +tasks, such as scene graph traversal, managing attribute state changes, +and so forth, thereby simplifying the application's job. Java 3D does +this without sacrificing performance. At first glance, it might appear +that this approach would create more work for the API; however, it +actually has the opposite effect. Java 3D's higher level of abstraction +changes not only the amount but, more important, also the kind of work +the API must perform. Java 3D does not need to impose the same type of +constraints as do APIs with a lower level of abstraction, thus allowing +Java 3D to introduce optimizations not possible with these lower-level +APIs. +

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. +

+

+

+

Layered Implementation

+Besides optimizations at the scene graph level, one of the more +important factors that determines the performance of Java 3D is the +time it takes to render the visible geometry. Java 3D implementations +are layered to take advantage of the native, low-level API that is +available on a given system. In particular, Java 3D implementations +that use Direct3D and OpenGL are available. This means that Java 3D +rendering will be accelerated across the same wide range of systems +that are supported by these lower-level APIs. +

Target Hardware Platforms

+Java 3D is aimed at a wide range of 3D-capable hardware and software +platforms, from low-cost PC game cards and software renderers at the +low end, through midrange workstations, all the way up to very +high-performance specialized 3D image generators. +

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. +

+

+

+

Structuring the Java 3D Program

+

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. +

+

Java 3D Application Scene +Graph

+

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." +

+

Application
+scene graph

+

+

+ +

+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. +

+

+

+

Recipe for a Java 3D Program

+

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:

+ +

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
+

HelloUniverse: A Sample Java +3D Program

+

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.
+

+

Other Documents
+

+

Here are other documents that provide explanatory material, +previously included as part of +the Java 3D API Specification Guide.
+

+ +


+

+ + diff --git a/src/main/javadoc/org/jogamp/java3d/package.html b/src/main/javadoc/org/jogamp/java3d/package.html new file mode 100644 index 0000000..d95eda6 --- /dev/null +++ b/src/main/javadoc/org/jogamp/java3d/package.html @@ -0,0 +1,40 @@ + + + + + org.jogamp.java3d + + + +

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