Get a head start with this introduction to the Java 3D API In order to build a true Java platform, Sun realized early on that it needed to fill out the API picture beyond the limited functionality available in the Java 1.0 core platform. Sun has grown the core a great deal with the 1.1 and impending 1.2 releases, but there are still some pieces missing from the Java puzzle.Sun and its partners developed the Java Media and Communication APIs to provide the missing multimedia programming pieces. Two of the biggest pieces, 2D and 3D graphics, are targeted with the Java 2D and 3D APIs, respectively. Java 2D is a core platform API beginning with Java 1.2, while Java 3D will be released as an Extension API shortly after the 1.2 platform becomes available. We have recently finished a series of columns on Java 2D; now we turn our attention to Java 3D.Java 3D is meant to give Java developers the ability to write applets and applications that provide three dimensional, interactive content to users. Sun has some heavy competition from other 3D graphics technologies in this arena, and Java 3D has an uphill battle ahead of it if it’s to defeat the incumbent graphics standard, OpenGL. A request for reader comments on 3D graphics APIs for Java indicated serious interest in Java 3D and Java OpenGL bindings, so I’ve decided to concentrate my efforts on these technologies in the coming months.A more limited amount of interest was expressed in VRML. Consequently, I am going to deal with VRML by demonstrating its use in Java 3D with VRML97 content loaders and Sun’s Java 3D VRML97 browser. Direct3D received very little interest, so I’ve decided not to pursue this path, except to mention where one of the other technologies may support or interoperate with it.Pros and cons of Java 3DThis month we begin our tour of 3D graphics APIs for Java by exploring Java 3D. We’ll start by discussing some of the API’s major strengths and weaknesses. 3D graphics can seem at times rather obtuse and, thus, can be difficult to explain. If you have any lingering confusion about my examples or explanations, please feel free to write me with your questions or comments, and I’ll do my best to address them. Selling points for Java 3D:It provides a high-level, object-oriented view of 3D graphics. Java 3D accomplishes this in part by using a scene graph-based 3D graphics model. (We’ll discuss this concept in more detail later in the article.) This approach is intended to help programmers without much graphics or multimedia programming experience use 3D in their applications. In stark contrast to lower-level, procedural 3D APIs like OpenGL, which are designed to optimize for the best possible speed and give programmers the greatest possible control over the rendering process, Java 3D is meant to be straightforward enough for any experienced Java programmer to learn.If you don’t need low-level access to rendering operations, Java 3D may be an option. Rendering access is limited to requests via attributes and capability bits, similar in form and function to Java 2D’s rendering hints. (See Resources for links to my previous series on Java 2D, which included discussion and examples of 2D’s rendering hints).Java 3D is optimized for speed where possible. The runtime uses rendering capability bits, in fact, to optimize the scene graph for the fastest possible renders. This approach makes Java 3D more applicable to interactive graphics environments (games, simulations, low-latency situations) than to offline, high-quality graphics applications (like render farms).A large and growing number of 3D loaders are available to import content into the Java 3D runtime. Sun has made a Java 3D VRML97 file loader and browser freely available with code. Look for next month’s Media Programming column to explore Java 3D loaders in more detail.Java 3D requires vector math capabilities not available elsewhere in the Java platform. These math operations are currently located in the javax.vecmath package and may be moved into the core platform in the future.Java 3D supports a number of exotic devices (wands, data gloves, and headsets, for example). The com.sun.j3d.utils.trackers package included with Sun’s implementation provides classes for Fakespace, Logitech, and Polhemus devices. These devices are not widely used, however, so I will not discuss them in great detail. If you’re interested in finding out more about device support, please refer to Sun’s Java 3D sites and the Java 3D mailing list archive (both available from the main Sun Java 3D URLs included in the Resources below).Java 3D has a lot of pros, but what about the cons? They include:Java 3D is a standard extension API. Java platform licensees are given the option to implement the API if they like, but they’re not required to implement it. Java 3D’s positioning as a standard extension runs the risk of reducing the portability of Java 3D code across platforms — most vendors have to struggle to keep up with changes and additions to the core platform alone.Java 3D has severe availability constraints. These are the result of Java 3D’s status as an extension API. The only major vendor currently providing a Java 3D implementation is Sun, with its implementations for Solaris and Win32. Compared to OpenGL, which is available for every flavor of Unix, Windows, and many other operating systems, the cross-platform portability of Java 3D code looks questionable.Along with software availability problems come documentation deficits. Sun is making a valiant effort to provide developer training and support for Java 3D, but it is still falling short compared to the rest of the industry’s efforts in documenting OpenGL and its use. The OpenGL Consortium’s Web site is far deeper and broader than anything Sun has managed to put together for Java 3D so far. This is not a minor point: the relative complexity of 3D graphics APIs make good documentation a necessity.Java 3D hides rendering-pipeline details from the developer. Because Java 3D is a high-level API, it intentionally hides details of the rendering pipeline from the developer, which makes it unsuitable for a significant number of problems where such details are important. (We’ll discuss OpenGL’s lower-level model and access to the rendering pipeline later in this 3D series.)Java 3D components are heavyweight. That is, they have a native (non-Java) peer that actually does the rendering. This can complicate your GUI development if you use Java Swing and its all-Java, or lightweight, components. There are some special workarounds, but in general, lightweight and heavyweight components don’t mix well in the same container objects and windows. More information on lightweight-heavyweight component problems is available from the Resources at the end of this article.Installing Java 3DNow that we understand the major features and constraints of Java 3D, let’s get ready to try out some example code. Java 3D is available in beta for Win32 and Solaris. The more mature of Sun’s implementations of Java 3D is built on top of OpenGL. An alpha-quality Direct3D implementation is also available for Win32. All require Java 1.2, with the latest Java 3D beta corresponding to Java 1.2 Beta 4. Sun has promised to release the final Java 3D implementation shortly after it releases Java 1.2, which is currently scheduled for December 1998.A slightly confusing aside: Sun released Java 3D 1.0 alpha implementations, which corresponded to the Java 3D 1.0 API, but it never released anything beyond alpha for the 1.0 API. Sun then modified the API, releasing the modified version as the Java 3D 1.1 API. This version was followed with releases of what it called 1.1 beta implementations, two so far. Sun has promised to release a final API and implementation shortly after the final release of the Java 1.2 platform. Hopefully, the API has stabilized and won’t be revved, yet again, with the world still waiting on a bonafide final release of an implementation.Because we will be covering Java OpenGL bindings in a future column, I have decided to economize and use the OpenGL version of Java 3D in these installation instructions too. If you install the OpenGL version to use with these Java 3D examples, you will have the rendering libraries you need for the Java-OpenGL examples to come later. The software components you need to use Java 3D are:Java 3D runtime, available from Sun (free Java Developer Connection login required). Be sure to choose the OpenGL version of Java 3D for your platform (I’m using Win32). As of now, the latest Win32 Java 3D for OpenGL is 1.1 Beta 2, in java3d11-beta2-win32-opengl.exe, and weighs in at approximately 1.7 MB.OpenGL 1.1, bundled with Windows NT 4.0 and Windows 95 OSR 2. If you have the OSR 1 release of Windows 95, though, you can download OpenGL support. The latest Windows 95-OpenGL 1.1 implementation is available from Microsoft as opengl95.exe, and is approximately 0.5 MB.Java 1.2, available from Sun. (Note that as I write this, Sun has released a new Java 1.2 — Release Candidate 1. Examples will be updated for the latest release as soon as possible.) Java 3D is coupled into the 1.2 platform, and Sun has stated on the java3d-interest mailing list that it has no interest in decoupling the API and trying to make it available with previous platform releases.Optionally, you may also want to download the Java 3D documentation and example code. Both are available from the same link as the Java 3D runtime.Please note that you are no longer required to set the CLASSPATH environment variables in order for your java or appletviewer executables to find extension libraries. With Java 1.2, Sun has finally created a standard extension directory. This directory is located at /jre/lib/ext/ within your JDK installation directory. For instance, on my system, Java 1.2 Beta 4 is installed at: C:jdk1.2beta4and the standard extension directory is at:C:jdk1.2beta4jrelibext All extension libraries should place their jar archives into this extensions directory at install-time, and all standard JDK tools know to search here for needed class files.For Sun’s Java 3D, these archives include both public (documented in the Java 3D API specification) and private (Sun implementation-specific) classes. Public class archives include:j3dcore.jar — Contains class files for the public Java 3D package javax.media.j3d.vecmath.jar — Contains classes for javax.vecmath.Private archives include: j3daudio.jar — Archives the com.sun.j3d.audio classes, which build support for spatialized audio on top of a custom copy of the Java portion of the Java Sound, Headspace-based audio engine, debuting in Java 1.2.j3dutils.jar — Encapsulates a variety of Sun utility classes in 16 total packages and subpackages underneath com.sun.j3d. I will dig deeper into these packages in next month’s continuation of our Java 3D discussion.j3dutilscontrib.jar — Archives useful utilities contributed by others to Sun’s efforts. There are seven packages under the com.sun.j3d hierarchy, including the com.sun.j3d.utils.trackers code mentioned above. Again, next month’s column will provide more information on the packages in this jar.Please note that in theory you may instantiate and call methods on any of the classes provided in nonstandard packages like com.sun, but caveat emptor: There is no guarantee they will be available on the platform your code executes on. In current practice, Java 3D is only available from Sun, so a lot of developers do, in fact, use classes within Sun’s private archives. You should be aware of the potential portability trade-off entailed in choosing to do so.There’s no magic in how the public and private Java 3D classes interface with system resources, either. Sun installs native libraries in J3D.dll and j3daudio.dll under the /jre/bin/ directory. The Java 3D classes use native methods to call these DLLs and interface with the Win32 platform and OpenGL rendering library. (Similar libraries exist for Solaris implementations.)One final note on installation: The OpenGL rendering pipeline is designed to take advantage of OpenGL acceleration hardware to speed up your graphics applications. For the purposes of this column, though, you should be able to experiment with the examples without any special hardware. (In fact, I’m developing all the examples on a Pentium 150-MHz MMX laptop with no OpenGL acceleration hardware.) If you’re interested in acceleration cards, you should refer to the OpenGL Web site or the Java 3D mailing list (see Resources) for more information. I plan to include a little more information in next month’s Java 3D column on acceleration hardware, too. Constructing the view branch of the sceneAs I noted earlier, one of the biggest strengths of the scene graph graphics model is that it allows inexperienced graphics programmers to add 3D to their applications. Traditionally, 3D programmers have had to specify where and how individual lines or other graphics primitives are to be drawn. Using a scene graph, however, the programmer simply creates a tree-like structure containing nodes that represent objects to be rendered as well as rendering instructions (such as where the viewpoint displayed to the monitor is located, physical geometry of the 3D world the programmer is creating, and relative distances between things).In Java 3D, there are two major portions, or branches, to this tree: the view branch and the content branch. The content branch contains nodes describing the actual objects you want to render, including how to draw them, how to color them, textures to place on the primitives, how the objects are arranged in space, and how the objects should behave interactively. The view branch contains everything else, but in practice this branch is actually quite small compared to the content branch. View branches will often contain only a few nodes, while content branches may contain thousands for complicated 3D worlds.Example 1 provides a simple example for creating a Java 3D scene graph. We see how to use the heavyweight Canvas3D component within a Frame container, how to create the view branch of the graph, and how to attach a View to it. The content branch portion is left empty, so that we render an empty universe. 001 //Comment out the following package statement to compile separately. 002 package com.javaworld.media.j3d; 003 004 import java.awt.*; 005 import java.awt.event.*; 006 import javax.media.j3d.*; 007 008 public class Example01 extends Frame { 009 /** 010 * Instantiates an Example01 object. 011 **/ 012 public static void main(String args[]) { 013 new Example01(); 014 } 015 016 /** 017 * The Example01 constructor sets the frame's size, adds the 018 * visual components, and then makes them visible to the user. 019 * 020 * We place a Canvas3D object into the Frame so that Java 3D 021 * has the heavyweight component it needs to render 3D 022 * graphics into. We then call methods to construct the 023 * View and Content branches of our scene graph. 024 **/ 025 public Example01() { 026 //Title our frame and set its size. 027 super("Java 3D Example01"); 028 setSize(400,300); 029 030 //Here is our first Java 3D-specific code. We add a 031 //Canvas3D to our Frame so that we can render our 3D 032 //graphics. Java 3D requires a heavyweight component 033 //Canvas3D into which to render. 034 Canvas3D myCanvas3D = new Canvas3D(null); 035 add("Center",myCanvas3D); 036 037 //Turn on the visibility of our frame. 038 setVisible(true); 039 040 //We want to be sure we properly dispose of resources 041 //this frame is using when the window is closed. We use 042 //an anonymous inner class adapter for this. 043 addWindowListener(new WindowAdapter() 044 {public void windowClosing(WindowEvent e) 045 {dispose(); System.exit(0);} 046 } 047 ); 048 049 //Now that we have our Frame and Canvas3D, we are ready 050 //to start building our scene graph. We need to construct 051 //both a view branch and a content branch. In order to 052 //actually use our view branch, we also need to construct 053 //a View and connect it to our view branch's ViewPlatform. 054 View myView = constructView(myCanvas3D); 055 Locale myLocale = constructViewBranch(myView); 056 constructContentBranch(myLocale); 057 } 058 059 /** 060 * constructView() takes a Canvas3D reference and constructs 061 * a View to display in that Canvas3D. It uses the default 062 * PhysicalBody and PhysicalEnvironment (both required to be 063 * set or else the 3D runtime will throw exceptions). The 064 * returned View is used by constructViewBranch() to attach 065 * the scene graph's ViewPlatform to a Canvas3D for rendering. 066 * 067 * @see constructViewBranch(View) 068 **/ 069 private View constructView(Canvas3D myCanvas3D) { 070 View myView = new View(); 071 myView.addCanvas3D(myCanvas3D); 072 myView.setPhysicalBody(new PhysicalBody()); 073 myView.setPhysicalEnvironment(new PhysicalEnvironment()); 074 return(myView); 075 } 076 077 078 /** 079 * constructViewBranch() takes as input a View which we 080 * attached to our Canvas3D in constructView(). It constructs 081 * a default view branch for the scene graph, attaches 082 * the View to the ViewPlatform, and returns a reference to 083 * our Locale for use by constructContentBranch() 084 * in creating content for our scene graph. 085 * 086 * @see constructView(Canvas3D) 087 * @see constructContentBranch(Locale) 088 **/ 089 private Locale constructViewBranch(View myView) { 090 091 //First, we create the necessary coordinate systems 092 //(VirtualUniverse, Locale), container nodes 093 //(BranchGroup, TransformGroup), and platform which 094 //determines our viewing position and direction (ViewPlatform). 095 VirtualUniverse myUniverse = new VirtualUniverse(); 096 Locale myLocale = new Locale(myUniverse); 097 BranchGroup myBranchGroup = new BranchGroup(); 098 TransformGroup myTransformGroup = new TransformGroup(); 099 ViewPlatform myViewPlatform = new ViewPlatform(); 100 101 //Next, we insert the platform into the transform group, 102 //the transform group into the branch group, and the branch 103 //group into the locale's branch graph portion of the 104 //scene graph. 105 myTransformGroup.addChild(myViewPlatform); 106 myBranchGroup.addChild(myTransformGroup); 107 myLocale.addBranchGraph(myBranchGroup); 108 109 //Finally, we attach our view to the view platform and we 110 //return a reference to our new universe. We are ready to 111 //render 3D content! 112 myView.attachViewPlatform(myViewPlatform); 113 return(myLocale); 114 } 115 116 /** 117 * constructContentBranch() is where we specify the 3D graphics 118 * content to be rendered into the Locale referenced 119 * in the passed parameter. Nothing is currently specified, so we 120 * render an empty universe. 121 * 122 * @see constructViewBranch(View) 123 **/ 124 private void constructContentBranch(Locale myLocale) { 125 //Insert content to be rendered here. 126 } 127 } Placing content into the Java 3D scene graphNow, let’s provide some content to be rendered. We’ll start with static content: Next month, we’ll add behaviors (interactivity).One interesting thing to note about Java 3D is that it does not provide primitives like spheres or cubes. The designers of the API chose to instead provide robust support for things like GeometryArrays, so that developers could build up graphics primitives while allowing the Java 3D runtime to optimize as much as possible for speed. The astute observer will note when we get to our OpenGL discussion a couple of month’s hence that the primitives provided in Java 3D closely map to those provided in OpenGL, no surprise considering the layering of Java 3D on top of OpenGL.One result of this design decision is that you will either have to spend a lot of time creating primitives over and over again, or you will need to use a primitive library built for Java 3D. For Example 2, we sidestep the issue by rendering a three dimensional text string. Java 3D builds on top of the new text support provided in Java 2D (see the listing of my previous columns in the Resources for more information on Java 2D and text).Using the 3D text support, our updated constructViewBranch() method is:001 /** 002 * constructContentBranch() is where we specify the 3D graphics 003 * content to be rendered into the VirtualUniverse referenced 004 * in the passed parameter. As an example, let's render a 005 * some three dimensional text: We render the word "JavaWorld" 006 * in Times Roman font, extruded, then translated, scaled, and 007 * rotated off of the original coordinate axes. 008 * 009 * Compare to Java 2D example com.javaworld.media.j2d.Example04: 010 * http://www.javaworld.com/javaworld/jw-07-1998/jw-07-media.html 011 * 012 * @see constructViewBranch(View) 013 **/ 014 private void constructContentBranch(Locale myLocale) { 015 //We first create a regular 2D font, then from that a 016 //3D font, 3D text, and 3D shape, in succession. We use 017 //the default constructors for FontExtrusion and Appearance. 018 Font myFont = new Font("TimesRoman",Font.PLAIN,10); 019 Font3D myFont3D = new Font3D(myFont,new FontExtrusion()); 020 Text3D myText3D = new Text3D(myFont3D, "JavaWorld"); 021 Shape3D myShape3D = new Shape3D(myText3D, new Appearance()); 022 023 //We created a new branch group and transform group to hold 024 //our content. This time when we create the transform group, 025 //however, we pass in a Transform3D to the transform group's 026 //constructor. This 3D transform has been manipulated 027 //to perform the transformations we desire, which results 028 //in those manipulations being carried out on all children 029 //of the given transform group, in this case, our content. 030 BranchGroup contentBranchGroup = new BranchGroup(); 031 Transform3D myTransform3D = new Transform3D(); 032 myTransform3D.setTranslation(new Vector3f(-1.0f,0.0f,-4.0f)); 033 myTransform3D.setScale(0.1); 034 Transform3D tempTransform3D = new Transform3D(); 035 tempTransform3D.rotY(Math.PI/4.0d); 036 myTransform3D.mul(tempTransform3D); 037 TransformGroup contentTransformGroup = new TransformGroup(myTransform3D); 038 039 //We add our child nodes and insert the branch group into 040 //the live scene graph. This results in Java 3D rendering 041 //the content. 042 contentTransformGroup.addChild(myShape3D); 043 contentBranchGroup.addChild(contentTransformGroup); 044 myLocale.addBranchGraph(contentBranchGroup); 045 } Our universe is empty no more! Using Sun utility classes to make your code simplerYou may have looked at all of the set-up code in our first two examples above and wondered, Why do we have to make so many redundant method calls each time we use Java 3D? The answer is, we don’t if we’re willing to use Sun utility classes (or write our own).Sun has provided a large number of utility classes to take some of the burden off of the developer. Assuming you can put up with the portability restrictions mentioned previously, these utilities can take care of simple view branch construction for you. They also provide a library of primitive shapes that you can use directly, rather than constructing objects from the smallest fragments each time.Example 3 illustrates the use of SimpleUniverse and ColorCube utilities. Please refer to the complete source code listing for the import statements and additional information on these utilities. 001 //Now that we have our Frame and Canvas3D, we are ready 002 //to start building our scene graph. We need to construct 003 //both a view branch and a content branch. Using Sun's 004 //SimpleUniverse utility, we can combine the View and 005 //view branch construction into one simple step. 006 SimpleUniverse myUniverse = new SimpleUniverse(myCanvas3D); 007 BranchGroup contentBranchGroup = constructContentBranch(); 008 myUniverse.addBranchGraph(contentBranchGroup); 009 } 010 011 /** 012 * constructContentBranch() is where we specify the 3D graphics 013 * content to be rendered. We return the content branch group 014 * for use with our SimpleUniverse. We also demonstrate the 015 * use of com.sun.j3d.utils.geometry.ColorCube to build more 016 * complicated 3D shapes. 017 * 018 **/ 019 private BranchGroup constructContentBranch() { 020 Font myFont = new Font("TimesRoman",Font.PLAIN,10); 021 Font3D myFont3D = new Font3D(myFont,new FontExtrusion()); 022 Text3D myText3D = new Text3D(myFont3D, "JavaWorld"); 023 Shape3D myShape3D = new Shape3D(myText3D, new Appearance()); 024 Shape3D myCube = new ColorCube(); 025 026 BranchGroup contentBranchGroup = new BranchGroup(); 027 Transform3D myTransform3D = new Transform3D(); 028 myTransform3D.setTranslation(new Vector3f(-1.0f,0.0f,-4.0f)); 029 myTransform3D.setScale(0.1); 030 Transform3D tempTransform3D = new Transform3D(); 031 tempTransform3D.rotY(Math.PI/4.0d); 032 myTransform3D.mul(tempTransform3D); 033 TransformGroup contentTransformGroup = new TransformGroup(myTransform3D); 034 035 contentTransformGroup.addChild(myShape3D); 036 contentBranchGroup.addChild(contentTransformGroup); 037 038 myTransform3D.setIdentity(); 039 myTransform3D.setTranslation(new Vector3f(-0.5f,-0.5f,-2.3f)); 040 myTransform3D.setScale(0.1); 041 TransformGroup cubeTransformGroup = new TransformGroup(myTransform3D); 042 043 cubeTransformGroup.addChild(myCube); 044 contentBranchGroup.addChild(cubeTransformGroup); 045 046 return(contentBranchGroup); 047 } JavaWorld logo plus a ColorCube from Sun’s utility packagesNote that the string “JavaWorld” should appear white: apparently, there is a bug in Java 3D involving the ordering of this render. I am following up with Sun personnel and will update the example source as need be to address this.ConclusionsA vast amount of capability, and seeming complexity, lurks beneath the calm surface of the Java 3D sea. This column has shown you how to dip your toes in and go for a short swim.Next month, we’ll continue our exploration of Java 3D. I’ll discuss loading VRML and other 3D content into Java 3D. I’ll also discuss some of the general performance issues at work under the covers in Sun’s Java 3D implementation. In the column after that, I’ll compare and contrast Java OpenGL bindings with Java 3D.I wanted to again thank everyone who stopped by to say hello at my SIGS Conference for Java Development tutorial. (I presented Programming with the Java Media APIs at JavaDevCon in late October 1998.) I greatly appreciate all the feedback I received on the tutorial and this column. As always, if you have questions or ideas for upcoming installments, please let me know. Bill Day is a software engineer at Silicon Graphics Computer Systems and an ACM Distinguished Lecturer. In addition to writing for JavaWorld, Bill is authoring a book entitled Java Media Players for O’Reilly & Associates. When Bill is not writing or programming, he loves to mountain bike, travel with his wife, and speak French. Java, c’est magnifique! JavaSoftware DevelopmentAPIs