By Henry Sowizral, Kevin Rushforth, Michael Deering
Finished and definitive, this can be the basic reference for Java programmers construction multi-platform and web 3D purposes with the most recent model of the Java 3D API. The Java 3D API Specification, moment variation covers the hot Java 3D API in exceptional intensity, going past the "raw" spec to supply sensible perception for classy builders, instantly from solar Microsystems' Java 3D specialists. commence through knowing Java 3D's objectives, programming paradigm, item hierarchy, application constitution, and function good points. subsequent, grasp the fundamentals of constructing, rendering, and manipulating 3D geometry, together with operating with Java 3D scene graphs; utilizing key parts equivalent to staff node and leaf node gadgets; reusing scene graphs, and extra. The CD, new to this variation, includes a number of examples, demos, and resource code.
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Additional resources for The Java 3D API Specification, 2nd Edition
The Locale objects, in turn, contain collections of subgraphs that comprise the scene graph (see Figure 4-1). 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.
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. 1 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.
The first form is used for nodes that are not part of a shared subgraph; the second form is used for nodes that are part of a shared subgraph. The local-coordinatesto-Vworld-coordinates transform is the composite of all transforms in the scene graph from the root down to this node (via the specified Link nodes, in the second case). It is valid only for nodes that are part of a live scene graph. An exception will be thrown if the node is not part of a live scene graph or if the appropriate capability is not set.