Java3D SDN's HelloUniverse1 Help
Hello, Im trying to learn Java3D, Im very new to Java as it is... im using SDN's HelloUniverse1 Example but am having real difficulties when trying to run it.
Im getting this error:
renderer.doWork(long) Line:776
renderer(J3dThread).run() Line: 250
Any ideas? (im using the eclipse IDE 3.2.0 with JRE System Library [J2SE1.5]j3dcore, j3dutils and vecmath)
thanks in advance
here is the code from HelloUniverse1
/*
* @(#)HelloUniverse1.java 1.55 02/10/21 13:43:36
*
* Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistribution in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of contributors may
* be used to endorse or promote products derived from this software without
* specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
* IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
* NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
* LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
* OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS
* LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
* INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
* CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
* OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGES.
*
* You acknowledge that Software is not designed,licensed or intended for use in
* the design, construction, operation or maintenance of any nuclear facility.
*/
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.vecmath.Point3d;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.universe.SimpleUniverse;
publicclass HelloUniverse1extends Applet{
private SimpleUniverse u =null;
public BranchGroup createSceneGraph(){
// Create the root of the branch graph
BranchGroup objRoot =new BranchGroup();
// Create the TransformGroup node and initialize it to the
// identity. Enable the TRANSFORM_WRITE capability so that
// our behavior code can modify it at run time. Add it to
// the root of the subgraph.
TransformGroup objTrans =new TransformGroup();
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objRoot.addChild(objTrans);
// Create a simple Shape3D node; add it to the scene graph.
objTrans.addChild(new ColorCube(0.4));
// Create a new Behavior object that will perform the
// desired operation on the specified transform and add
// it into the scene graph.
Transform3D yAxis =new Transform3D();
Alpha rotationAlpha =new Alpha(-1, 4000);
RotationInterpolator rotator =new RotationInterpolator(rotationAlpha,
objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f);
BoundingSphere bounds =new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
rotator.setSchedulingBounds(bounds);
objRoot.addChild(rotator);
// Have Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}
public HelloUniverse1(){
}
publicvoid init(){
setLayout(new BorderLayout());
GraphicsConfiguration config = SimpleUniverse
.getPreferredConfiguration();
Canvas3D c =new Canvas3D(config);
add("Center", c);
// Create a simple scene and attach it to the virtual universe
BranchGroup scene = createSceneGraph();
u =new SimpleUniverse(c);
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
u.getViewingPlatform().setNominalViewingTransform();
u.addBranchGraph(scene);
}
publicvoid destroy(){
u.cleanup();
}
//
// The following allows HelloUniverse to be run as an application
// as well as an applet
//
publicstaticvoid main(String[] args){
new MainFrame(new HelloUniverse1(), 256, 256);
}
}

