Reputation: 327
The default universe bounds are x=[-1 meter,1 meter], y=[-1,1] and z=[-1,1]. When objects intersect these bounds they are rendered only partially. How can I set another universe size?
Upvotes: 2
Views: 2143
Reputation: 3797
Well actually, the Default Universe technically is unlimited, it is a virtual universe after all.
This is how the Java3D universe works:
Source:
So the universe is not too small, your object is just simply too big for the view you are trying to get. Image standing right next to a massive building, theres no way you can see the whole thing at once, but if you step back you can all of it from a distance and it appears smaller. So, you either need to move the object or move your view. Here is how you would move your object:
TransformGroup moveGroup = new TransformGroup();
Transform3D move = new Transform3D();
move.setTranslation(new Vector3f(0.0f, 0.0f, -10.0f));
//^^ set the Vector3f to where you want the object to be
moveGroup.setTransform(move);
moveGroup.addChild(YOUR_OBJECT);
You can also change where your viewing platform is viewing from. Here is how you would do that:
public class MoveEye extends Applet
{
public MoveEye()
{
setLayout(new BorderLayout());
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(config);
add("Center", canvas);
BranchGroup content = getScene();
content.compile();
SimpleUniverse universe = new SimpleUniverse(canvas);
Transform3D move = lookTowardsOriginFrom(new Point3d(0, 0, -3));
universe.getViewingPlatform().getViewPlatformTransform().setTransform(move);
universe.addBranchGraph(content);
}
public BranchGroup getScene()
{
BranchGroup group = new BranchGroup();
group.addChild(new ColorCube(.5));
return group;
}
public Transform3D lookTowardsOriginFrom(Point3d point)
{
Transform3D move = new Transform3D();
Vector3d up = new Vector3d(point.x, point.y + 1, point.z);
move.lookAt(point, new Point3d(0.0d, 0.0d, 0.0d), up);
return move;
}
public static void main(String args[])
{
Frame frame = new MainFrame(new MoveEye(), 256, 256);
}
}
It's probably good practice to just move the View instead of moving the object but in this case you can do either i suppose, i hope this helped!
Upvotes: 1