A Java 3D API Tutorial

The Java 3D libraries allow programmers to manipulate shapes and images inside a virtual 3D environment complete with textures and lighting to simulate a true 3D experience. While jumping into the API is daunting, a few basic rules can help beginners understand the structure of a Java 3D program. By recognizing how to draw images, and that these images must be inserted into a "universe" or perspective that dictates how the 3D image appears to viewers, you can get a basic feel for how the Java 3D API works.

Things You'll Need

  • Java Development Kit (JDK)
  • Java 3D Libraries
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Instructions

    • 1

      Import the Java 3D libraries into your project:

      import com.sun.j3d.*

      public class 3DTest extends Applet{

    • 2

      Create a simple canvas in which images will exist:

      setLayout(new BorderLayout());
      GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
      Canvas3D canvas3D = new Canvas3D(config);

    • 3

      Create a simple universe object:

      add("Center", canvas3D);
      BranchGroup scene = drawScene(); //method to create an image
      scene.compile();

      SimpleUniverse simpleU = new SimpleUniverse(canvas3D);

    • 4

      Insert content into the local universe:

      simpleU.getViewingPlatform().setNominalViewingTransform();
      simpleU.addBranchGraph(scene);

    • 5

      Define the "drawScene" method to draw "ColorCube" image in the created universe:

      public BranchGroup drawScene() {
      BranchGroup objRoot = new BranchGroup();

      objRoot.addChild(new ColorCube(0.4));
      return objRoot;
      }

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