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 front.</LI><P> <LI>TRANSPARENCY_SORT_GEOMETRY - transparent objects are depth-sorted on a per-geometry basis.  Each geometry object of each transparent Shape3D node is drawn from back to front.  Note that this policy will not split geometry into smaller pieces, so intersecting or intertwined objects may not be sorted correctly.  The method used for determining which geometry is closer is implementation dependent.</LI><P> </UL> </UL> <b>Projection and Clip Parameters</b><P> The projection and clip parameters determine the view model's field of view and the front and back clipping distances.<P> <UL> <LI>Field of view - specifies the view model's horizontal field of view in radians, when in the default non-head-tracked mode. This value is ignored when the view model is operating in head-tracked mode, or when the Canvas3D's window eyepoint policy is set to a value other than the default setting of RELATIVE_TO_FIELD_OF_VIEW.</LI><P> <LI>Front clip distance - specifies the distance away from the clip origin, specified by the front clip policy variable, in the direction of gaze where objects stop disappearing. Objects closer than the clip origin (eye or screen) plus the front clip distance are not drawn. Measurements are done in the space (physical or virtual) that is specified by the associated front clip policy parameter.</LI><P> <LI>Back clip distance - specifies the distance away from the clip origin (specified by the back clip policy variable) in the direction of gaze where objects begin disappearing. Objects farther away from the clip origin (eye or screen) plus the back clip distance are not drawn. Measurements are done in the space (physical or virtual) that is specified by the associated back clip policy parameter. The View object's back clip distance is ignored if the scene graph contains an active Clip leaf node.</LI><P> There are several considerations to take into account when choosing values for the front and back clip distances.<P> <UL> <LI>The front clip distance must be greater than 0.0 in physical eye coordinates.</LI><P> <LI>The front clipping plane must be in front of the back clipping plane, that is, the front clip distance must be less than the back clip distance in physical eye coordinates.</LI><P> <LI>The front and back clip distances, in physical eye coordinates, must be less than the largest positive single-precision floating point value, Float.MAX_VALUE. In practice, since these physical eye coordinate distances are in meters, the values should be much less than that.</LI><P> <LI>The ratio of the back distance divided by the front distance, in physical eye coordinates, affects Z-buffer precision. This ratio should be less than about 3000 to accommodate 16-bit Z-buffers. Values of 100 to less than 1000 will produce better results.</LI><P> </UL> Violating any of the above rules will result in undefined behavior. In many cases, no picture will be drawn.<P> </UL> <b>Frame Start Time, Duration, and Number</b><P> There are five methods used to get information about system execution and performance:<P> <UL> <code>getCurrentFrameStartTime</code> returns the time at which  the most recent rendering frame started.<P> <code>getLastFrameDuration</code> returns the duration, in milliseconds, of the most recently completed rendering frame.<P> <code>getFrameNumber</code> returns the frame number for this view.<P> <code>getMaxFrameStartTimes</code> retrieves the implementation-dependent maximum number of frames whose start times will be recorded by the system.<P> <code>getFrameStartTimes</code> copies the last k frame start time values into the user-specified array.<P> </UL> <b>View Traversal and Behavior Scheduling</b><P> The following methods control the traversal, the rendering, and the execution of the behavior scheduler for this view:<P> <UL> <code>startBehaviorScheduler</code> starts the behavior scheduler  running after it has been stopped.<P> <code>stopBehaviorScheduler</code> stops the behavior scheduler after all currently-scheduled behaviors are executed.<P> <code>isBehaviorSchedulerRunning</code> retrieves a flag that indicates whether the behavior scheduler is currently running.<P> <code>startView</code> starts traversing this view and starts the renderers associated with all canvases attached to this view.<P> <code>stopView</code> stops traversing this view after the current state of the scene graph is reflected on all canvases attached to this view.<P> <code>isViewRunning</code> returns a flag indicating whether the traverser is currently running on this view.<P> </UL> Note: The above six methods are heavy-weight methods intended for verification and image capture (recording). They are not intended to be used for flow control.<P> <b>Scene Antialiasing</b><P> The following methods set and retrieve the scene antialiasing flag. Scene antialiasing is either enabled or disabled for this view. If enabled, the entire scene will be antialiased on each canvas in which scene antialiasing is available. Scene antialiasing is disabled by default.<P> <UL> <code>setSceneAntialiasingEnable</code> sets the scene antialiasing flag.<P> <code>getSceneAntialiasingEnable</code> returns the scene antialiasing flag.<P> </UL> Note that line and point antialiasing are independent of scene  antialiasing. If antialiasing is enabled for lines and points,  the lines and points will be antialiased prior to scene antialiasing. If scene antialiasing is disabled, antialiased lines and points will still be antialiased. <p> <b>Note:</b> Scene antialiasing is ignored in pure immediate mode, but is supported in mixed-immediate mode. <p> <b>Depth Buffer</b><P> The following two methods enable and disable automatic freezing of the depth buffer for objects rendered during the transparent rendering pass (that is, objects rendered using alpha blending) for this view. If enabled, depth buffer writes are disabled during the transparent rendering pass regardless of the value of the depth-buffer-write-enable flag in the RenderingAttributes object for a particular node. This flag is enabled by default.<P> <UL> <code>setDepthBufferFreezeTransparent</code> enables depth buffer freezing.<P> <code>getDepthBufferFreezeTransparent</code> retrieves the depth buffer flag.<P> </UL> Transparent objects include BLENDED transparent primitives and antialiased lines and points. Transparent objects do not include opaque objects or primitives rendered with SCREEN_DOOR transparency.<p> <b>Sensors</b><P> The following methods retrieve the sensor's location in the virtual world:<P> <UL> <code>getSensorToVworld</code> takes the sensor's last reading and generates a sensor-to-vworld coordinate system transform. This Transform3D object takes points in that sensor's local coordinate system and transforms them into virtual world coordinates.<P> <code>getSensorHotSpotInVworld</code> retrieves the specified sensor's last hotspot location in virtual world coordinates.<P> </UL> <b>Compatibility Mode</b><P> A camera-based view model allows application programmers to think about the images displayed on the computer screen as if a virtual camera took those images. Such a view model allows application programmers to position and orient a virtual camera within a virtual scene, to manipulate some parameters of the virtual camera's lens (specify its field of view), and to specify the locations of the near and far clipping planes.<P> Java 3D allows applications to enable compatibility mode for room-mounted, non-head-tracked display environments, or to disable compatibility mode using the following methods. Camera-based viewing functions are only available in compatibility mode.<P> <UL> <code>setCompatibilityModeEnable</code> turns compatibility mode on or off. Compatibility mode is disabled by default.<P> <code>getCompatabilityModeEnable</code> returns the compatibility mode enable flag.<P> </UL> Use of these view-compatibility functions will disable some of Java 3D's view model features and limit the portability of Java 3D programs. These methods are primarily intended to help jump-start porting of existing applications.<P> Setting the Viewing Transform<P> The View object provides the following compatibility-mode methods that operate on the viewing transform.<P> <UL> <code>setVpcToEc</code> a compatibility mode method that  specifies the ViewPlatform coordinates (VPC) to eye coordinates viewing transform.<P> <code>getVpcToEc</code> returns the VPC.<P> </UL> Setting the Projection Transform <p> The View object provides the following compatibility-mode methods that operate on the projection transform:<P> <UL> The <code>setLeftProjection</code> and <code>setRightProjection</code>  methods specify a viewing frustum for the left and right eye that transforms points in eye coordinates to clipping coordinates.<P>  The <code>getLeftProjection</code> and <code>getRightProjection</code>  methods return the viewing frustum for the left and right eye.<P> </UL> <p> <b>Additional Information</b> <p> For more information, see the <a href="doc-files/intro.html">Introduction to the Java 3D API</a> and <a href="doc-files/ViewModel.html">View Model</a> documents.<P><P><DL><DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/Canvas3D.html" title="class in javax.media.j3d"><CODE>Canvas3D</CODE></A>, <A HREF="../../../javax/media/j3d/PhysicalBody.html" title="class in javax.media.j3d"><CODE>PhysicalBody</CODE></A>, <A HREF="../../../javax/media/j3d/PhysicalEnvironment.html" title="class in javax.media.j3d"><CODE>PhysicalEnvironment</CODE></A>, <A HREF="../../../javax/media/j3d/ViewPlatform.html" title="class in javax.media.j3d"><CODE>ViewPlatform</CODE></A>, <A HREF="../../../javax/media/j3d/TransparencyAttributes.html" title="class in javax.media.j3d"><CODE>TransparencyAttributes</CODE></A></DL><HR><P><!-- =========== FIELD SUMMARY =========== --><A NAME="field_summary"><!-- --></A><TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"><B>Field Summary</B></FONT></TH></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/media/j3d/View.html#CYCLOPEAN_EYE_VIEW">CYCLOPEAN_EYE_VIEW</A></B></CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies that monoscopic view generated should be the view as seen from the 'center eye', the fictional eye half-way between the left and right eye.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/media/j3d/View.html#HMD_VIEW">HMD_VIEW</A></B></CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies that the viewing environment for this view is a head-mounted display environment.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/media/j3d/View.html#LEFT_EYE_VIEW">LEFT_EYE_VIEW</A></B></CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies that monoscopic view generated should be the view as seen from the left eye.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/media/j3d/View.html#NOMINAL_FEET">NOMINAL_FEET</A></B></CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies a policy whereby the origin of physical or virtual coordinates is relative to the position of the nominal feet.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>static&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/media/j3d/View.html#NOMINAL_HEAD">NOMINAL_HEAD</A></B></CODE>

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