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Tuple4b
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Tuple4d
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Tuple4f
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AxisAngle4d Used to represent four-component axis-angle rotations consisting of double-precision floating-point x, y, and z coordinates and a rotation angle in radians AxisAngle4f Used to represent four-component axis-angle rotations consisting of single-precision floating point x, y, and z coordinates and a rotation angle in radians GVector Used to represent a general, dynamically resizeable, one-dimensional vector class
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These are described in more detail in Appendix A, Math Objects
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Matrix Objects
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The matrix objects, listed in Table 7-2, de ne a complete 3 3 or 4 4 oatingpoint transformation matrix All the vector subclasses operate using this one matrix type
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Table 7-2 Class Matrix3d Matrix3f Matrix Objects Description Used to represent a double-precision floating-point 3 3 matrix Used to represent a single-precision floating-point 3 3 matrix
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Matrix Objects Table 7-2 Class Matrix4d Matrix4f GMatrix Matrix Objects (Continued) Description
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NODE COMPONENT OBJECTS
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Used to represent a double-precision floating-point 4 4 matrix Used to represent a single-precision floating-point 4 4 matrix A double-precision, general, dynamically resizeable N M matrix class
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These are described in more detail in Appendix A, Math Objects
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C H A P T E R
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View Model
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JAVA 3D introduces a new view model that takes Java s vision of write once,
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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 modi cation of the scene graph It also means that the same application, once again without modi cation, 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 nal 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 chapter rst 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 the relevant parts of the API from a developer s perspective Appendix C, View Model Details, describes the Java 3D view model from an advanced developer and Java 3D implementor s perspective
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Why a New Model
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VIEW MODEL
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 transparently generate stereo views