4.3 Java 3D and the scenegraph | JAVA 3D Programming | Cheater 4

4.3 Java 3D and the scenegraph
This section will cover additional scenegraph elements required by Java 3D to manage and render your scenegraph.
A VirtualUniverse contains at least one Locale object. A Locale defines a geographical region within your scenegraph. Locales are covered in depth in chapter 6.

 In Java 3D there are two distinct branches within the scenegraph: scene and view. Up to now we have discussed only the high−level principles behind the scene side of the scenegraph. The scene branch contains the application’s scenegraph elements, as discussed in the preceding examples. The view branch contains a ViewPlatform node and defines scaling, rotation, and translation information for the view. The view is responsible for rendering the scene side of the scenegraph. As shown in figure 4.6, the view attaches to a ViewPlatform and reads position and orientation information from the Nodes above the ViewPlatform on the view side of the scenegraph.


The view renders into its attached Canvas3D component. Canvas3D is a GUI component with an associated native windowing system window.
It is possible to have multiple ViewPlatforms in a scenegraph. Multiple ViewPlatforms allow you to define multiple points of view of your scene. By removing the view from a ViewPlatform and attaching it to a new ViewPlatform you can easily shift between predefined points of view.
 It is also possible to have multiple views each rendering into multiple Canvas3Ds. For more on these advanced scenegraph features please refer to chapter 6.
An important property of a Node in the scenegraph is that it contains boundary (Bounds is the Java 3D class) information for the Node. The Bounds instance is typically a BoundingSphere or a BoundingBox object. These classes (derived from Bounds) define a volume of space within the 3D scene that encloses all the geometry and children of the Node. For the F1 car example this would mean that the Bounds for the F1 car Group node are such that they enclose the geometry for the stabilizer, rear fin, chassis, and four wheel Nodes. In turn, the Bounds for the wheel Group Node are such that they enclose the geometry for the spokes, rim, and tire Nodes.
 Java 3D can exploit the hierarchical Bounds information to optimize many scenegraph operations, including rendering. For example, when the Renderer comes to render an F1 car, if it finds that the Bounds of the F1 car Group are outside the current view frustum the Renderer can immediately move on to the next car in the scene. The high−level visibility test on the F1 car Group has saved the Renderer from performing visibility tests on the child Nodes of the F1 car Group.
This implies another important property of a good scenegraph hierarchy: the structure of the scenegraph should provide as much Bounds information as possible to allow the Renderer to optimize rendering. As the scenegraph designer you should be cognizant of the potential Bounds of your scenegraph Nodes. From the full F1 race circuit example you could see that as you move down the scenegraph hierarchy the Bounds of the Groups and Nodes become smaller and smaller.
The Grass Group contains everything within the 3D scene, and as such must always be recursively processed by the Renderer. The Grass Group will be rendered irrespective of the user’s point of view of the scene. It would not matter whether the user was riding in−car with a point of view from one of drivers, was orbiting the circuit in a helicopter, or had a view from somewhere around the circuit. If the user can see the virtual world, the Renderer will process the grass Group. Figure 4.7 shows three sample points of view around the circuit.



The trees Group (figure 4.8) contains all the trees within the scene. Since the trees are scattered across the terrain surrounding the race circuit the trees Group will have Bounds that are close to the size of the grass Group. The trees Group will also usually be processed by the scenegraph Renderer (as most points of view around the circuit will intersect trees). Conceivably the viewer of the scene could be positioned at the periphery of the circuit and facing away from the center of the circuit, such that their FOV falls outside of the Bounds of the trees Group. Note that FOV #1 is not such a case. Though viewer #1 cannot see any trees, his FOV does intersect the trees Group’s Bounds object. Each of the trees within the Trees Group will have to be tested against FOV #1—even though none of them actually intersect with FOV #1.


The Circuit Group (figure 4.9) encloses all of the geometry that composes the circuit roadway. This is still a large Group and not significantly smaller than the overall grass Group. It is very unlikely that a viewer of the scene will not be able to view the circuit, which is the central feature of the application.


The F1 car Group (figure 4.10), on the other hand, merely has Bounds that enclose the geometry required for an individual F1 car (a meter by a few meters). It is very likely that a particular F1 car Group will not intersect a given FOV. It is highly unlikely that a single viewer will be able to see all of the F1 cars as they race around the circuit. For example
• FOV #1 intersects with 0 F1 car Groups
• FOV #2 intersects with 1 F1 car Group
        • FOV #3 intersects with 1 F1 car Group


As there are 10 F1 car Groups in the scenegraph this represents a considerable saving.
The start light Group (figure 4.11) will be even smaller than the F1 car Group (less than a cubic meter). It will rarely intersect with a given FOV, even if we ride in the car with a driver. None of the FOVs defined on figure 4.7 can see the start light.


Figure 4.12 shows bounding rectangles for five classes of objects in the racing circuit virtual world. The level of detail of objects within the world should reflect the theme of the application. For example, the grass around the circuit would probably be modeled as a simple rectangular height field with an applied texture image, while the F1 cars themselves would be complex 3D models composed from hundreds of vertices. On the other hand, if the application were a landscape design package the grass and trees may be represented using complex geometry. Some of the most challenging applications allow the user to control the application at several levels of detail, dynamically reapportioning the detail within the scene as appropriate. An excellent example of this is the game “Black and White” by Lionhead. The game allows the user to zoom out to control entire countries and to zoom in to view individual character animations and interactions.








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