Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1

Chapter 12 ■ 3D MoDel Design anD priMitives: Using JavaFX 9 shape3D Classes


Summary


In this twelveth chapter, we learned about the classes in the javafx.scene.shape package that allow you to
work with 3D models, including primitives with the Box, Sphere, and Cylinder classes and polygonal objects
with the MeshView, VertexFormat, and TriangleMesh classes. These classes all are based on the abstract
Mesh and Shape3D superclasses.
You learned how to create 3D primitives and how to set their properties, you learned about face culling
and wireframes, and you observed how the Camera object works when you move (translate) it around the
3D Scene.
You learned about the difference between algorithmically (code) generated primitives and more
advanced polygonal mesh objects and about the different workflows for creating 3D models for your pro Java
9 game design and development pipeline, which we will be continuing to learn about over the next several
chapters.
In the next chapter, we are going to take a look at the JavaFX texture mapping using the abstract
Material superclass and its PhongMaterial subclass, as well as learn more about shaders, textures, texture
mapping, and related topics such as ambient, diffuse, specular, and self-illumination attributes.

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