Abstract
In the last chapter, a brief introduction on the creation of 3D content through the use of Java 3D and other programming methodologies for virtual reality applications has been Given .Before giving details on the various Java 3D classes and functions in subsequent s, we will now discuss the basic Java 3D program structure in this . Specifically, JDK installation, programming and compiling tools, as well as the difference between Java 3D applet and application will be explained. Originated from Sun Microsystems, the Java 3D API is made up of a few packages (Java platform API specification, 2006), which in turn contain the classes of some related components and elements. Specifically, the package javax.media.j3d (Package javax.media.j3d, 2006) contains the most basic classes, often referred to as core classes, which are needed to create a Java3D program. Note, however, that a complete application will often use many other packages and classes as well. As an example, if there is a need to use vectors, points and matrices to draw the virtual universe, the package javax.vecmath (Package javax.media.j3d, 2006) has to be imported. Another important package is java.awt (AWT stands for Abstract Windowing Toolkit), which include classes to create a window to display the rendering. Associated with each class is a variety of methods to aid the programmer in creating the application. Together, these classes and methods give the programmer the basic tools to construct a simple rotating cube system to a 3D virtual city. An important concept in Java 3D programming is that the program and the programming objects created has a tree like structure. Thus, a Java3D program will create and instantiate Java 3D objects and places them in a virtual world through the use of a tree like scene graph. This will be explained in greater detail in subsequent sections
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