public final class Stereoscopic extends Object implements IDisposable
All Stereoscopic properties must be set before any other objects are created or methods are called within AGI.Foundation.Graphics. Once the options are specified, they cannot be changed for the lifetime of the application. These settings are typically best applied in a static constructor that is called early in an application's lifetime.
Modifier and Type | Method and Description |
---|---|
void |
dispose()
Performs application-defined tasks associated with freeing, releasing, or resetting
unmanaged resources.
|
protected void |
dispose(boolean disposing) |
protected void |
finalize()
Called by the garbage collector on an object when garbage collection
determines that there are no more references to the object.
|
StereoscopicDisplayMode |
getDisplayMode()
Gets the stereoscopic display mode for all Scenes.
|
double |
getEyeSeparationFactor()
Gets the eye separation factor.
|
double |
getProjectionDistance()
Gets the projection distance.
|
StereoProjectionMode |
getProjectionMode()
Gets whether the type of stereo projection that will be used.
|
void |
setDisplayMode(StereoscopicDisplayMode stereoscopicDisplayMode)
Sets the stereoscopic display mode for all Scenes.
|
void |
setEyeSeparationFactor(double eyeSeparationFactor)
Sets the eye separation factor.
|
void |
setProjectionDistance(double projectionDistance)
Sets the projection distance.
|
void |
setProjectionMode(StereoProjectionMode projectionMode)
Sets whether the type of stereo projection that will be used.
|
clone, equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
close
protected void finalize() throws Throwable
java.lang.Object
finalize
method to dispose of
system resources or to perform other cleanup.
The general contract of finalize
is that it is invoked
if and when the Java™ virtual
machine has determined that there is no longer any
means by which this object can be accessed by any thread that has
not yet died, except as a result of an action taken by the
finalization of some other object or class which is ready to be
finalized. The finalize
method may take any action, including
making this object available again to other threads; the usual purpose
of finalize
, however, is to perform cleanup actions before
the object is irrevocably discarded. For example, the finalize method
for an object that represents an input/output connection might perform
explicit I/O transactions to break the connection before the object is
permanently discarded.
The finalize
method of class Object
performs no
special action; it simply returns normally. Subclasses of
Object
may override this definition.
The Java programming language does not guarantee which thread will
invoke the finalize
method for any given object. It is
guaranteed, however, that the thread that invokes finalize will not
be holding any user-visible synchronization locks when finalize is
invoked. If an uncaught exception is thrown by the finalize method,
the exception is ignored and finalization of that object terminates.
After the finalize
method has been invoked for an object, no
further action is taken until the Java virtual machine has again
determined that there is no longer any means by which this object can
be accessed by any thread that has not yet died, including possible
actions by other objects or classes which are ready to be finalized,
at which point the object may be discarded.
The finalize
method is never invoked more than once by a Java
virtual machine for any given object.
Any exception thrown by the finalize
method causes
the finalization of this object to be halted, but is otherwise
ignored.
finalize
in class Object
Throwable
- the Exception
raised by this methodWeakReference
,
PhantomReference
public final void dispose()
IDisposable
dispose
in interface IDisposable
protected void dispose(boolean disposing)
public final StereoscopicDisplayMode getDisplayMode()
All stereoscopic properties must be set before any other objects are created or methods are called within AGI.Foundation.Graphics. Once the option is specified, it cannot be changed for the lifetime of the application. This setting is typically best applied in a static constructor that is called early in an application's lifetime.
public final void setDisplayMode(StereoscopicDisplayMode stereoscopicDisplayMode)
All stereoscopic properties must be set before any other objects are created or methods are called within AGI.Foundation.Graphics. Once the option is specified, it cannot be changed for the lifetime of the application. This setting is typically best applied in a static constructor that is called early in an application's lifetime.
public final StereoProjectionMode getProjectionMode()
public final void setProjectionMode(StereoProjectionMode projectionMode)
public final double getProjectionDistance()
ProjectionMode
(get
) is set to eStkGraphicsStereoProjectionAutomatic,
the value of this property will be ignored.
When displaying in stereo there are two virtual cameras, one for the left eye and one for the right eye. These cameras both look in the same general direction, each aimed at a point a fixed distance away. This distance is called the Projection Distance. It should be about the same distance that the cameras are from the nearest visible object.
Objects in the scene that get closer than the projection distance will appear to pop out of the display in 3D. If this is done carefully, it can create a dramatic 3D effect. If it is pushed too far, the 3D effect will break down or cause eye strain.
public final void setProjectionDistance(double projectionDistance)
ProjectionMode
(get
) is set to eStkGraphicsStereoProjectionAutomatic,
the value of this property will be ignored.
When displaying in stereo there are two virtual cameras, one for the left eye and one for the right eye. These cameras both look in the same general direction, each aimed at a point a fixed distance away. This distance is called the Projection Distance. It should be about the same distance that the cameras are from the nearest visible object.
Objects in the scene that get closer than the projection distance will appear to pop out of the display in 3D. If this is done carefully, it can create a dramatic 3D effect. If it is pushed too far, the 3D effect will break down or cause eye strain.
public final double getEyeSeparationFactor()
The default eye separation factor is 0.02. Increasing this number will increase the overall left/right eye separation, which makes the image appear to have more depth.
Care must be taken when increasing the Eye Separation Factor. If the value is too high, the separation between distant objects will be wider than the distance between the viewer's eyes causing the image to be put of focus. Also, if the separation is too large, viewers cannot focus on distant parts of the image and may experience eyestrain while attempting to do so.
Having too small of an Eye Separation Factor causes the image to appear not as "deep" as it should look and distant objects, such as stars, to appear to be very far away. But the image still appears to be three-dimensional.
The correct setting for the Eye Separation Factor is actually dependent on the physical size of the display on which the image is shown. A relatively large setting, like 0.08, might look fine on a small monitor where the separation works out to be only about an inch or so, easily less than the distance between the viewer's eyes. The very same image, displayed on a giant wall projection system, may produce a separation of several inches, growing larger than the distance between the viewer's eyes.
public final void setEyeSeparationFactor(double eyeSeparationFactor)
The default eye separation factor is 0.02. Increasing this number will increase the overall left/right eye separation, which makes the image appear to have more depth.
Care must be taken when increasing the Eye Separation Factor. If the value is too high, the separation between distant objects will be wider than the distance between the viewer's eyes causing the image to be put of focus. Also, if the separation is too large, viewers cannot focus on distant parts of the image and may experience eyestrain while attempting to do so.
Having too small of an Eye Separation Factor causes the image to appear not as "deep" as it should look and distant objects, such as stars, to appear to be very far away. But the image still appears to be three-dimensional.
The correct setting for the Eye Separation Factor is actually dependent on the physical size of the display on which the image is shown. A relatively large setting, like 0.08, might look fine on a small monitor where the separation works out to be only about an inch or so, easily less than the distance between the viewer's eyes. The very same image, displayed on a giant wall projection system, may produce a separation of several inches, growing larger than the distance between the viewer's eyes.