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Recipe for a Java 3D Program
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universe may contain as many Locales as needed In this example, a single Locale object is de ned with its origin at (00, 00, 00) The scene graph itself starts with the BranchGroup nodes (see Section 42, BranchGroup Node ) 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 speci es 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 re ection characteristics, and so forth) The right BranchGroup has a single subgraph that consists of a TransformGroup node and a ViewPlatform leaf node The TransformGroup speci es the position (relative to the Locale), orientation, and scale of the ViewPlatform This transformed ViewPlatform object de nes the end user s view within the virtual universe Finally, the ViewPlatform is referenced by a View object that speci es 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
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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: 1 Create a Canvas3D object and add it to the Applet panel 2 Create a BranchGroup as the root of the scene branch graph 3 Construct a Shape3D node with a TransformGroup node above it 4 Attach a RotationInterpolator behavior to the TransformGroup 8
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HelloUniverse: A Sample Java 3D Program
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5 Call the universe builder utility function to do the following: a Establish a virtual universe with a single high-resolution Locale (see 2, Scene Graph Basics ) b Create the PhysicalBody, PhysicalEnvironment, View, and ViewPlatform objects c Create a BranchGroup as the root of the view platform branch graph d Insert the view platform branch graph into the Locale 6 Insert the scene branch graph into the universe builder s Locale The Java 3D renderer then starts running in an in nite loop The renderer conceptually performs the following operations:
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while(true) { Process input If (request to exit) break Perform Behaviors Traverse the scene graph and render visible objects } Cleanup and exit
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HelloUniverse: A Sample Java 3D Program
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Here are code fragments from a simple program, HelloUniversejava, that creates a cube and a RotationInterpolator behavior object that rotates the cube at a constant rate of /2 radians per second 1631 HelloUniverse Class
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The HelloUniverse class, on the next page, 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 UniverseBuilder utility
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HelloUniverse: A Sample Java 3D Program
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public class HelloUniverse extends Applet { 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(); objTranssetCapability( TransformGroupALLOW_TRANSFORM_WRITE); objRootaddChild(objTrans); // Create a simple Shape3D node; add it to the scene graph objTransaddChild(new ColorCube()getShape()); // 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, AlphaINCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, objTrans, yAxis, 00f, (float) MathPI*20f); BoundingSphere bounds = new BoundingSphere(new Point3d(00,00,00), 1000); rotatorsetSchedulingBounds(bounds); objTransaddChild(rotator); return objRoot; } public HelloUniverse() { setLayout(new BorderLayout()); Canvas3D c = new Canvas3D(graphicsConfig); add("Center", c); // Create a simple scene and attach it to the virtual // universe BranchGroup scene = createSceneGraph(); UniverseBuilder u = new UniverseBuilder(c); uaddBranchGraph(scene); } }
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