Virtual Universe in Java

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Virtual Universe
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Figure 8-1
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View Object, Its Component Objects, and Their Interconnection
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The view-related objects shown in Figure 8-1 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 con gurations are derived in this chapter The remainder of the details are described in Appendix C, View Model Details ViewPlatform: A leaf node that locates a view within a scene graph The ViewPlatform s parents specify its location, orientation, and scale within
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VIEW MODEL
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ViewPlatform: A Place in the Virtual World
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the virtual universe See Section 510, ViewPlatform Node, and Section 84, ViewPlatform: A Place in the Virtual World, for more information View: The main view object It contains many pieces of view state See Section 87, The View Object, for more information Canvas3D: The 3D version of the Abstract Windowing Toolkit (AWT) Canvas object It represents a window in which Java 3D will draw images It contains a reference to a Screen3D object and information describing the Canvas3D s size, its shape, and its location within the Screen3D object See Section 89, The Canvas3D Object, for more information Screen3D: An object that contains information describing the display screen s physical properties Java 3D places display-screen information in a separate object to prevent the duplication of screen information within every Canvas3D object that shares a common screen See Section 88, The Screen3D Object, for more information PhysicalBody: An object that contains calibration information describing the user s physical body See Section 810, The PhysicalBody Object, for more information PhysicalEnvironment: An object that contains calibration information describing the physical world, mainly information that describes the environment s six-degrees-of freedom tracking hardware, if present See Section 811, The PhysicalEnvironment Object, for more information
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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 exibility in generating views a exibility needed to support alternative display con gurations
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ViewPlatform: A Place in the Virtual World
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A ViewPlatform leaf node de nes 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 8-2 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
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Moving Through the Virtual World
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VIEW MODEL
above a ViewPlatform, an application or behavior can move that ViewPlatform anywhere within the virtual world A simple application might de ne one TransformGroup node directly above a ViewPlatform, as shown in Figure 8-2 A VirtualUniverse may have many different ViewPlatforms, but a particular View object can only attach itself to a single ViewPlatform Thus, each rendering onto a Canvas3D is done from the point of view of a single ViewPlatform
Virtual Universe
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BranchGroup
TransformGroup
ViewPlatform VP
View
Canvas3D
Screen3D
Physical Body
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Figure 8-2
A Portion of a Scene Graph Containing a ViewPlatform Object
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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 rst simple scene graph (see Figure 1-2) de nes a scene graph for a simple application that draws an object in the center of a window and rotates that
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VIEW MODEL
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object about its center point In that gure, the Behavior object modi es the TransformGroup directly above the Shape3D node An alternative application scene graph, shown in Figure 8-3, 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