By Ian Palmer BSc, MSc, DPhil (auth.)
Packed with plenty of examples and illustrations, together with an 8-page color part, Essential Java 3D fast is an introductory textbook when you are looking to examine Java 3D fast.
The top strategy to research any programming language is via writing courses. during this publication, Ian Palmer takes you thru the stairs to jot down an easy application in Java 3D, after which exhibits you ways to change and upload good points to this software, so that you study the main positive factors of Java 3D.
Learn approximately: Writing an easy Java 3D program;
The examples during this ebook think a operating wisdom of Java and a few history in 3D pictures, as a way to clarify the hot strategies in Java 3D.
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Extra resources for Essential Java 3D fast : Developing 3D Graphics Applications in Java
Lighting and Appearance I. Palmer, Essential Java 3D fast © Springer-Verlag London Limited 2001 Essential Java 3D fast Introduction To actually see the objects in the scene we need a light source. Up to now we've either ignored this fact or have included simple lights just to allow us to see the shape of the objects that we have created. Weare now going to look at how we can define lights and materials to give the objects in the scene a more realistic appearance. We'll start by looking at the way the lighting model works in Java 3D, which like the other features we've looked at so far doesn't stray very far from that used in other existing graphics systems.
Of. OO. OO. setNormallndices(O. e. the texture only appears on the face for which we have specified the texture coordinates. This texture is a little large for the face; we would like the bricks to appear smaller. We can do this by changing the texture coordinates. If we want the texture to be tiled twice in each direction, resulting in four copies of the texture image to be applied to the face, we merely change the texture coodinates so that they will be larger than the actual image. 0f. 0f. l,2,3,3,O,l,2,l,2,3,O,l ,2,3,O,3,O,l ,2,l,2,3,O}; If we change these lines and recompile and run the program we get the output shown in Plate 14.
The full file is given in Appendix A. Loading entire scenes of objects using the Lightwave3D loader The ObjectFile class allows us to load individual objects, but the Lw3dLoader class goes one step further. 5 format. loaders. e. a group node above the individual objects. If we want to access an individual object, we use the getObject function. lwo ShowObject 8 7 This loads an object and labels it 'heraldbody'. lwo' file. A Lightwave scene loaded into Java 3D is shown in Plate 3. Another feature of the Lw3dLoader is that it will import animations.