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Java 3D API - Scene Graph Superstructure
Scene Graph Superstructure
Java 3D's superstructure consists of one or more
VirtualUniverse objects, each of which contains a set of one or more
high-resolution Locale objects. The Locale objects, in turn, contain
collections of subgraphs that comprise the scene graph (see Figure
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.
Virtual universes are separate entities in that no node object may
exist in more than one virtual universe at any one time. Likewise, the
objects in one virtual universe are not visible in, nor do they
interact with objects in, any other virtual universe.
To support large virtual universes, Java 3D introduces the concept
of Locales that have high-resolution coordinates
as an origin. Think of high-resolution coordinates as "tie-downs" that
precisely anchor the locations of objects specified using less precise
floating-point coordinates that are within the range of influence of
the high-resolution coordinates.
A Locale, with its associated high-resolution coordinates, serves as
the next level of representation down from a virtual universe. All
virtual universes contain one or more high-resolution-coordinate
Locales, and all other objects are attached to a Locale.
High-resolution coordinates act as an upper-level translation-only
transform node. For example, the coordinates of all objects that are
attached to a particular Locale are all relative to the location of
that Locale's high-resolution coordinates.
Figure 1 – The Virtual Universe
While a virtual universe is similar to the traditional computer
graphics concept of a scene graph, a given virtual universe can become
so large that it is often better to think of a scene graph as the
descendant of a high-resolution-coordinate Locale.
Establishing a Scene
To construct a three-dimensional scene, the programmer must execute a
Java 3D program. The Java 3D application must first create a
VirtualUniverse object and attach at least one Locale to it. Then the
desired scene graph is constructed, starting with a BranchGroup node
and including at least one ViewPlatform object, and the scene graph is
attached to the Locale. Finally, a View object that references the
ViewPlatform object (see "Structuring
the Java 3D Program")
is constructed. As soon as a scene graph containing a ViewPlatform is
attached to the VirtualUniverse, Java 3D's rendering loop is engaged,
and the scene will appear on the drawing canvas(es) associated with the
View object.
Loading a Virtual Universe
Java 3D is a runtime application programming
interface (API), not a file format. As an API, Java 3D provides no
direct mechanism for loading or storing a virtual universe.
Constructing a scene graph involves the execution of a Java 3D program.
However, loaders to convert a number of standard 3D file formats to or
from Java 3D virtual universes are expected to be generally available.
Coordinate Systems
By default, Java 3D coordinate systems are right-handed, with the
orientation semantics being that +y is the local gravitational
up, +x is horizontal to the right, and +z is directly
toward the viewer. The default units are meters.
High-Resolution Coordinates
Double-precision floating-point, single-precision floating-point, or
even fixed-point representations of three-dimensional coordinates are
sufficient to represent and display rich 3D scenes. Unfortunately,
scenes are not worlds, let alone universes. If one ventures even a
hundred miles away from the (0.0, 0.0, 0.0) origin using only
single-precision floating-point coordinates, representable points
become quite quantized, to at very best a third of an inch (and much
more coarsely than that in practice).
To "shrink" down to a small size (say the size of an IC transistor),
even very near (0.0, 0.0, 0.0), the same problem arises.
If a large contiguous virtual universe is to be supported, some form
of
higher-resolution addressing is required. Thus the choice of 256-bit
positional components for "high-resolution" positions.
Java 3D High-Resolution
Coordinates
Java 3D high-resolution coordinates consist of three 256-bit
fixed-point numbers, one each for x, y, and z.
The fixed point is at bit 128, and the value 1.0 is defined to be
exactly 1 meter. This coordinate system is sufficient to describe a
universe in excess of several hundred billion light years across, yet
still define objects smaller than a proton (down to below the planck
length). Table
1 shows how many bits are needed above or below the fixed point
to represent the range of interesting physical dimensions.
Table 1 –
Java 3D High-Resolution Coordinates
2n Meters
Units
87.29
Universe (20 billion light years)
69.68
Galaxy (100,000 light years)
53.07
Light year
43.43
Solar system diameter
23.60
Earth diameter
10.65
Mile
9.97
Kilometer
0.00
Meter
-19.93
Micron
-33.22
Angstrom
-115.57
Planck length
A 256-bit fixed-point number also has the advantage of being able to
directly represent nearly any reasonable single-precision
floating-point value exactly.
High-resolution coordinates in Java 3D are used only to embed more
traditional floating point coordinate systems within a much
higher-resolution substrate. In this way a visually seamless virtual
universe of any conceivable size or scale can be created, without worry
about numerical accuracy.
Java 3D Virtual World
Coordinates
Within a given virtual world coordinate system, positions are expressed
by three floating point numbers. The virtual world coordinate scale is
in meters, but this can be affected by scale changes in the object
hierarchy.
Details of High-Resolution
Coordinates
High-resolution coordinates are represented as signed,
two's-complement, fixed-point numbers consisting of 256 bits. Although
Java 3D keeps the internal representation of high-resolution
coordinates opaque, users specify such coordinates using 8-element
integer arrays. Java 3D treats the integer found at index 0 as
containing the most significant bits and the integer found at index 7
as containing the least significant bits of the high-resolution
coordinate. The binary point is located at bit position 128, or between
the integers at index 3 and 4. A high-resolution coordinate of 1.0 is 1
meter.
The semantics of how file loaders deal with high-resolution
coordinates
is up to the individual file loader, as Java 3D does not directly
define any file-loading semantics. However, some general advice can be
given (note that this advice is not officially part of the
Java 3D specification).
For "small" virtual universes (on the order of hundreds of meters
across in relative scale), a single Locale with high-resolution
coordinates at location (0.0, 0.0, 0.0) as the root node (below the
VirtualUniverse object) is sufficient; a loader can automatically
construct this node during the loading process, and the point in
high-resolution coordinates does not need any direct representation in
the external file.
Larger virtual universes are expected to be constructed usually like
computer directory hierarchies, that is, as a "root" virtual universe
containing mostly external file references to embedded virtual
universes. In this case, the file reference object (user-specific data
hung off a Java 3D group or hi-res node) defines the location for the
data to be read into the current virtual universe.
The data file's contents should be parented to the file object node
while being read, thus inheriting the high-resolution coordinates of
the file object as the new relative virtual universe origin of the
embedded scene graph. If this scene graph itself contains
high-resolution coordinates, it will need to be offset (translated) by
the amount in the file object's high-resolution coordinates and then
added to the larger virtual universe as new high-resolution
coordinates, with their contents hung off below them. Once again, this
procedure is not part of the official Java 3D specification, but some
more details on the care and use of high-resolution coordinates in
external file formats will probably be available as a Java 3D
application note.
Authoring tools that directly support high-resolution coordinates
should create additional high-resolution coordinates as a user creates
new geometry "sufficiently" far away (or of different scale) from
existing high-resolution coordinates.
Semantics of widely moving objects. Most fixed and
nearly-fixed objects stay attached to the same high-resolution Locale.
Objects that make wide changes in position or scale may periodically
need to be reparented to a more appropriate high-resolution Locale. If
no appropriate high-resolution Locale exists, the application may need
to create a new one.
Semantics of viewing. The ViewPlatform object and
the
associated nodes in its hierarchy are very often widely moving objects.
Applications will typically attach the view platform to the most
appropriate high-resolution Locale. For display, all objects will first
have their positions translated by the difference between the location
of their high-resolution Locale and the view platform's high-resolution
Locale. (In the common case of the Locales being the same, no
translation is necessary.)