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Java 3D API - Scene Graph Overview
Scene Graph Basics
A scene graph consists of Java 3D
objects, called nodes,
arranged in a tree structure. The user creates one or more scene
subgraphs and attaches them to a virtual universe. The individual
connections between Java 3D nodes always represent a directed
relationship: parent to child. Java 3D restricts scene graphs in one
major way: Scene graphs may not contain cycles. Thus, a Java 3D scene
graph is a directed acyclic graph (DAG). See Figure
1.
Java 3D refines the Node object class
into two subclasses: Group
and
Leaf node objects. Group node objects group
together one or more child
nodes. A group node can point to zero or more children but can have
only one parent. The SharedGroup node cannot have any parents (although
it allows sharing portions of a scene graph, as described in "Reusing Scene Graphs").
Leaf node objects contain the actual definitions of shapes (geometry),
lights, fog, sounds, and so forth. A leaf node has no children and only
one parent. The semantics of the various group and leaf nodes are
described in subsequent chapters.
Scene Graph Structure
A scene graph organizes and controls the rendering
of its constituent objects. The Java 3D renderer draws a scene graph in
a consistent way that allows for concurrence. The Java 3D renderer can
draw one object independently of other objects. Java 3D can allow such
independence because its scene graphs have a particular form and cannot
share state among branches of a tree.
Spatial Separation
The hierarchy of the scene graph encourages a natural spatial
grouping
on the geometric objects found at the leaves of the graph. Internal
nodes act to group their children together. A group node also defines a
spatial bound that contains all the geometry defined by its
descendants. Spatial grouping allows for efficient implementation of
operations such as proximity detection, collision detection, view
frustum culling, and occlusion culling.
Figure 1 – A Java
3D Scene Graph Is a DAG
(Directed Acyclic Graph)
State Inheritance
A leaf node's state is defined by the nodes in a direct path between
the scene graph's root and the leaf. Because a leaf's graphics context
relies only on a linear path between the root and that node, the Java
3D renderer can decide to traverse the scene graph in whatever order it
wishes. It can traverse the scene graph from left to right and top to
bottom, in level order from right to left, or even in parallel. The
only exceptions to this rule are spatially bounded attributes such as
lights and fog.
This characteristic is in marked contrast to many older scene
graph-based APIs (including PHIGS and SGI's Inventor) where, if a node
above or to the left of a node changes the graphics state, the change
affects the graphics state of all nodes below it or to its right.
The most common node object, along the path from the root to the
leaf,
that changes the graphics state is the TransformGroup object. The
TransformGroup object can change the position, orientation, and scale
of the objects below it.
Most graphics state attributes are set by a Shape3D leaf node
through
its constituent Appearance object, thus allowing parallel rendering.
The Shape3D node also has a constituent Geometry object that specifies
its geometry-this permits different shape objects to share common
geometry without sharing material attributes (or vice versa).
Rendering
The Java 3D renderer incorporates all graphics state changes made in
a
direct path from a scene graph root to a leaf object in the drawing of
that leaf object. Java 3D provides this semantic for both retained and
compiled-retained modes.
Scene Graph Objects
A Java 3D scene graph consists of a collection of Java 3D node
objects
connected in a tree structure. These node objects reference other scene
graph objects called node component objects.
All scene graph node and component objects are subclasses of a common
SceneGraphObject class. The
SceneGraphObject class is an abstract class
that defines methods that are common among nodes and component objects.
Scene graph objects are constructed by creating a new instance of
the
desired class and are accessed and manipulated using the object's set
and get
methods. Once a scene graph object is created and connected to other
scene graph objects to form a subgraph, the entire subgraph can be
attached to a virtual universe---via a high-resolution Locale
object-making the object live. Prior to attaching a subgraph
to a virtual
universe, the entire subgraph can be compiled into an
optimized, internal format (see the
BranchGroup.compile()
method).
An important characteristic of all scene graph objects is that
they can
be accessed or modified only during the creation of a scene graph,
except where explicitly allowed. Access to most set
and get
methods of objects that are part of a live or compiled scene graph is
restricted. Such restrictions provide the scene graph compiler with
usage information it can use in optimally compiling or rendering a
scene graph. Each object has a set of capability bits that enable
certain functionality when the object is live or compiled. By default,
all capability bits are disabled (cleared). Only those set
and get
methods corresponding to capability bits that are explicitly enabled
(set) prior to the object being compiled or made live are legal.
Scene Graph Superstructure
Objects
Java 3D defines two scene graph superstructure objects,
VirtualUniverse
and Locale, which are used to contain
collections of subgraphs that
comprise the scene graph. These objects are described in more detail in
"Scene Graph Superstructure."
VirtualUniverse Object
A VirtualUniverse object
consists of a list of Locale objects that
contain a collection of scene graph nodes that exist in the universe.
Typically, an application will need only one VirtualUniverse, even for
very large virtual databases. Operations on a VirtualUniverse include
enumerating the Locale objects contained within the universe.
Locale Object
The Locale object acts as a container for
a collection of subgraphs of
the scene graph that are rooted by a BranchGroup node. A Locale also
defines a location within the virtual universe using high-resolution
coordinates (HiResCoord) to specify its position. The HiResCoord serves
as the origin for all scene graph objects contained within the Locale.
A Locale has no parent in the scene graph but is implicitly
attached to
a virtual universe when it is constructed. A Locale may reference an
arbitrary number of BranchGroup nodes but has no explicit children.
The coordinates of all scene graph objects are relative to the
HiResCoord of the Locale in which they are contained. Operations on a
Locale include setting or getting the HiResCoord of the Locale, adding
a subgraph, and removing a subgraph.
Scene Graph Viewing Objects
Java 3D defines five scene graph viewing objects that are not part of
the scene graph per se but serve to define the viewing parameters and
to provide hooks into the physical world. These objects are Canvas3D,
Screen3D, View,
PhysicalBody, and PhysicalEnvironment. They are
described in more detail in the "View Model"
document.
Canvas3D Object
The Canvas3D object encapsulates all of
the parameters associated with
the window being rendered into.
When a Canvas3D object is attached to a View object, the Java 3D
traverser renders the specified view onto the canvas. Multiple Canvas3D
objects can point to the same View object.
Screen3D Object
The Screen3D object encapsulates all of
the
parameters associated with the physical screen containing the canvas,
such as the width and height of the screen in pixels, the physical
dimensions of the screen, and various physical calibration values.
View Object
The View object specifies information
needed to render the scene graph.
Figure
2 shows a View object attached to a simple scene graph for
viewing the scene.
The View object is the central Java 3D object for coordinating all
aspects of viewing.
All viewing parameters in Java 3D are directly contained either within
the View object or within objects pointed to by a View object. Java 3D
supports multiple simultaneously active View objects, each of which can
render to one or more canvases.
PhysicalBody Object
The PhysicalBody object encapsulates all of the
parameters associated with the physical body, such as head position,
right and left eye position, and so forth.
PhysicalEnvironment Object
The PhysicalEnvironment object encapsulates all of the parameters
associated with the physical environment, such as calibration
information for the tracker base for the head or hand tracker.
Figure 2 – Viewing a Scene Graph