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CHAPTER 9 THE MOBILE 3D GRAPHICS API
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Figure 9-3. The surface of the pyramid is defined as a strip of triangles. The TriangleStripArray can be defined implicitly or explicitly. To define it implicitly, you just give the index of the vertex you want to start with in your VertexBuffer, and the rest of the vertices in the VertexBuffer are assumed to be in the correct order from there. That s the way I ve done it in this example. I start by ordering the vertices in the order given by following the bold line in Figure 9-3. You can see from the figure that this ordered set of vertices implicitly defines four triangles. It s also possible to define a TrianglestripArray explicitly. To do that, you construct it with an additional array that gives the order of the indices to use to construct the triangle strip. Then, since it s not usually convenient to create a 3D object from a single strip of triangles, you provide another array to define how many triangle strips you d like in your TriangleStripArray and how long each one should be. If we call this array stripLengths, then the first triangle strip is made of stripLengths[0] vertices (to create stripLengths[0] - 2 triangles). Then to make the next triangle strip, we move ahead to the next (unused) vertex on the list and make a triangle strip from the next stripLengths[1] vertices, and so on. The following code defines the square-base pyramid implicitly using a TriangleStripArray. This pyramid can easily be defined using a single strip of triangles, but in this example I ll define it as two separate triangle strips and leave one face off the pyramid so that I can do some tricks with the normal vectors as this example continues: // Here we define the triangle strips // use the first six vertices to make one strip of triangles, // then make a triangle strip from the next three vertices: int[] strip = { 6, 3 };
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CHAPTER 9 THE MOBILE 3D GRAPHICS API
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// Then construct the corresponding IndexBuffer // as an implicitly-defined TriangleStripArray IndexBuffer tsa = new TriangleStripArray(0, strip); The VertexBuffer and the IndexBuffer in our examples can be used together to define the polygon at render time if we re rendering in immediate mode (which we discuss in a moment). You can see that the first triangle strip starts with one of the four top faces of the pyramid, defines the two triangles that make up the base of the pyramid, and then gives the face opposite the first face. The second triangle strip has only one triangle: another of the four top faces. I m leaving the fourth face off so that we can look at the inside of the pyramid.
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Lights, Camera, Render!
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In the M3G API, rendering is the act of projecting your three-dimensional object or scene onto a two-dimensional target. Usually the target in question is some region of the handset s screen, accessed through the Canvas class; however, it is also possible in Java ME to render into a mutable Image by getting the associated Graphics object (in exactly the same way you might draw anything else in a mutable Image). The first step in rendering is to get a handle to the singleton Graphics3D object, which is the class that does the work of rendering. Then bind it to the Graphics object of the target. To define how your 3D object should be projected onto the target, you obviously need to specify a few things. Where is the camera positioned What kind of light is lighting the object, and in what direction(s) What does the background look like How near or far away must the object be to be visible Should perspective be employed so that farther objects appear smaller The following simple code creates a background and a standard Camera object that defines where the viewer is (at a point in space), and then binds the Graphics3D object to the Graphics object of the Canvas or mutable Image. If this code is in the paint method of a Canvas or Canvas-like object, the Graphics object is retrieved as an argument; in other cases you get it from the getGraphics() method. // Render by getting a handle to the Graphics3D // object which does the work of projecting the // 3D scene onto the 2D screen (rendering): g3d = Graphics3D.getInstance(); // Bind the Graphics3D object to the Graphics // instance of the current canvas: g3d.bindTarget(g); // Clear the screen by painting it with a plain // black background: Background background = new Background(); background.setColor(0x000000); g3d.clear(background); // Create the camera object to define where the polygon // is being viewed from and in what way: Camera camera = new Camera(); // Set the camera so that it will project the 3D // picture onto the screen in perspective, with a // vanishing point in the distance. The arguments
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