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In addition to specifying what objects appear in your scene, you can also control how they appear by specifying lighting effects. The rotX(double angle) method sets the rotational component to a counterclockwise rotation around the X axis. You should use this function to resize an object. The setScale(double scale) method sets the scale of this transform. The setTranslation(Vector3f trans) method translates (moves) an object by replacing the translate values of this transform with the x, y, and z values in the trans argument. Transform3D has many helper functions for specifying common transformations, such as translations, rotations, and scaling. Transformations are specified as matrices in the powerful Transform3D class. The location, direction, and orientation of your view is called the viewpoint.
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When the objects are ready and you want them to be displayed, you can move and scale them by using 3D transformations - in essence, animating the objects. Transformations, lightning, and texturing For example, an Appearance object can contain both a ColoringAttributes object and a RenderingAttributes object. Each Shape3D and Primitive object will have its own Appearance object, and each Appearance object contains several attribute objects. This object describes the overall attributes of an object's surface. While you can specify a great deal of data with each vertex, many of your graphics effects are applied using the Appearance object. When you use the Primitive classes, vertex normals and texture coordinates are generated for you. Each vertex could also have an alpha, or transparency, value specified with its color. Normal vectors are used for lighting effects, and texture coordinates are used when applying textures to the surface via texture mapping. In addition to location values, you can specify other items for each vertex, such as a color value, normal vector, and texture coordinates. A geometric representation of a sphere would be defined as a polygonal mesh, typically using strips of connected triangles or quads.Īt a minimum, every vertex must have a location value (coordinate). You can specify data as triangles, quadrilaterals, lines, and points.
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If you are not using one of the Primitive classes, you'll have to use the Shape3D class to specify all of the vertex data. For example, when using the Sphere class, you simply specify a radius, and all the vertex data is generated for you. Java 3D includes four useful concrete subclasses of Primitive - Sphere, Box, Cone, and Cylinder - that allow you to easily create basic objects without having to specify a lot of data. The Primitive class is an abstract class for geometry objects that can be used as simple building blocks in your scene graph. It will obscure portions of the blue torus when the z values of both tori are compared during rendering.Ī 3D object contains a collection of coordinates rendered together. The z values of the red torus in Figure A are small because it is close to the viewer. Java 3D uses z values to remove nonvisible surfaces of distance obscured objects. In a three-dimensional coordinate (x,y,z), the z component specifies distance from the viewer. OpenGL accelerated adapters are common in newer workstations, so your Java 3D programs should be hardware accelerated. Java 3D ultimately generates OpenGL calls in a JNI layer that can be accelerated by your graphics card. Java 3D can take advantage of any 3D acceleration that your graphics adapter provides. You get to program at a higher level with the many built-in power tools.
#JAVA 3D RENDERING CODE#
You don't have to write any code to handle displaying your data - Java 3D does it for you.
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Then, you hand the scene graph over to Java 3D for rendering. With Java 3D, you set up all your graphics objects (also called geometry objects) in a scene graph, which is a hierarchical model containing all the information about the objects in your scene and how they will be rendered. The design of Java 3D is significantly different from popular 3D graphics APIs such as OpenGL and Direct3D, which are low-level procedural APIs that are closely tied to the design of 3D hardware. This scene graph is structured as a tree containing several elements that are necessary to display the objects. This article describes a scene that is constructed using a scene graph, which is a representation of the objects that have to be shown. In addition, Java 3D offers extensive 3D sound support. Java 3D runs on top of OpenGL or Direct3D it's also an interface that encapsulates graphics programming using a real, object-oriented concept. Since version 1.2, Java 3D is developed under the Java Community Process. The Java 3D API allows you to develop 3D graphics applications that have a high degree of visual realism.