1 INTRODUCTION: Introduction. What is Java 3D? Running Java 3D programs. How to use this book. Conventions.- 2 OUR FIRST JAVA 3D PROGRAM: Introduction. The Scene Graph. The View branch. The Content branch. The SimpleWorld program. Summary.- 3 CREATING SHAPES: Introduction. Geometric primitives in the utility library. Geometry arrays. Loading pre-made geometric models. Summary.- 4 LIGHTING THE SCENE AND DEFINING APPEARANCES: Introduction. The lighting model. The Appearance class. Adding more light types. Lighting geometry array objects. Using textures. Summary.- 5 GROUPING OBJECTS AND TRANSFORMATIONS: Introduction. The BranchGroup. The TransformGroup. The Switch class.- 6 ANIMATION: Introduction. Interpolators and their features. A rotation interpolator example. PathInterpolator classes. Performing 3D morphing. Summary.- 7 INTERACTION AND BEHAVIOUR: Introduction. Use of behaviours and their features. Behavior: the base behaviour class. The wake up criteria. A first behaviour: simple morph.- User input utilities: Collision detection and response. Summary.- 8 ADVANCED TOPICS: Introduction. Compiling scene graph content. Billboards. Level of detail. Sound. Summary.- APPENDIX A SOURCE CODE LISTINGS: Introduction. Chapter 2. Chapter 3. Chapter 7.- APPENDIX B EXAMPLE DATA FILES: Introduction.- REFERENCES.- INDEX.
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