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Development Environment SetupIf you intend to compile the code from the repository, you will need to do some setup work. These guidelines should help you in this task. System RequirementsThe condebase is mostly free of external requirements due to the low-level API nature of the code. While we used to support Java3D heavily the lack of active development of the API has resulted in us dropping mainline support for the Java3D-specific parts of the codebase. These are still in the SVN repository, but the default compile does not include it. For other system requirements, you need at least a J2SE v1.2 JDK. Also, for the device handler we use the JAXP API processing XML configuration files. If you do not have either of these, you can download them from here:
We also include unit tests with much of the code. This is done through the JUnit test suite. You can download and read more about it here on the JUnit homepage. There are no other hard requirements of the code. Of course, doing 3D graphics we recommend the best video card your money can buy. Environmental BasicsThe code is built around a standard unix environment for setup. We use the various GNU tools to build the code - in particular there is a heavy reliance on GNU Make for the compilation.
You can of course compile the codebase by hand using Win32For Microsoft OS users, you will need to download and install cygwin from Redhat. This can be found at http://sourceware.cygnus.com/cygwin/. Follow the installation instructions. The default environment should be good enough for you. UnixYou really don't need to do much at all. Make sure that you have the GNU tools installed as we use a number of features from GNU Make. Standard make will not work. MacOSUses the same setup as unix. Requires OS/X 10.4 or later as we need Java 5 APIs and generics throughout the codebase. Environment Settings
The code relies on a single environment variable to be set called
/home/justin/projects/j3d.org/code If you are using cygwin, you will have to put the dos path to your code. For example: c:/cygwin/home/justin/projects/j3d.org/code Yes, the slashes are meant to be that way around. If you put the local unix-style path to the codebase then you will get javac complaining about errors or classes not found etc.
Many people have their own, personal classpath setups too. The makefile that
comes with this codebase ignores you standard export PROJECT_CLASSPATH=${CLASSPATH} If you are using BASH for your shell, then I find the following little setup handy in my .bashrc. This allows me to swap between various different projects on the fly: J3D_HOME=${HOME}/j3d.org J3D_DOS_HOME="c:/cygwin/home/justin/j3d.org" J3D_SVNROOT=":pserver:anonymous@lists.j3d.org:/home/svn/j3d/svnroot" J3D_CODE_PROJECT_ROOT="${J3D_DOS_HOME}/code" J3D_BASE_CLASSPATH="${TEST_CLASSPATH}" J3D_CODE_CLASSPATH="${J3D_CODE_PROJECT_ROOT}/classes" J3D_CODE_CLASSPATH="${J3D_CODE_CLASSPATH};${J3D_CODE_PROJECT_ROOT}/config" J3D_CODE_CLASSPATH="${J3D_CODE_CLASSPATH};${J3D_CODE_PROJECT_ROOT}/images" J3D_LIB_PATH= J3D_PATH=$PATH cd() { case $# in 0) builtin cd $HOME ;; 1) builtin cd $1 echo `pwd` ;; 2) dir=$1/$2 if [ ! -x $dir ] ; then echo $2 does not exist builtin cd $1 else builtin cd $dir echo `pwd` fi esac } j3d() { export PROJECT_HOME=${J3D_HOME} export AREA=j3d export PS1="[$AREA \W] \$ " export SVNROOT=$J3D_SVNROOT export LD_LIBRARY_PATH=$J3D_LIB_PATH export PATH=$J3D_PATH export PROJECT_ROOT=${J3D_code_PROJECT_ROOT} export CLASSPATH="${J3D_BASE_CLASSPATH};${J3D_code_CLASSPATH}" cd $PROJECT_HOME $1 } Using the Build EnvironmentWith the environment variable set up, all you need to do is bash$ cd $PROJECT_ROOT bash$ make This will generate class files, a jar file and the javadoc for the classes. Various options with make are:
The code directory structure has 7 subdirectories under the main code area. Five of these are there when you download the code:
The Building the class filesTo build the entire codebase from scratch, change to the project root directory. Now type: [j3d code] $ make clean [j3d code] $ make class
You will now see make run off and do its thing. If everything compiles
successfully, you will find all the Building JAR filesIf you wish for a binary distribution of the code, they you can create the jar file with the command [j3d code] $ make jar
These file will be built and placed in the Building JavadocsOf course, no Java project is complete without the accompanying javadoc. This too can be generated using the make system. Before running the make process, you may want to customise the code for your system. We automatically attempt to link to any other javadoc that you have on your machine - in particular the Java 3D, JDK and XML projects. To include these, or to disable the ability, you will need to edit one of the makefiles.
Firstly change into the
Now, to generate the documentation, change back to the project root directory and type [j3d code] $ make javadoc
If everything goes according to plan, you will see a big stream of
printouts as the documentation is produced. After all this is finished, you
will find the docs in the Example CodeThe example code area does not use the makefiles to build the code. What this means is you have to hand compile each directory. Firstly, make sure that the classpath is setup correctly and points to your example directory(s) that you wish to compile and run. Geometry DemoThe geometry demo area has a small program to show the different geometry primitive types available in the org.j3d.geom package. Menu items allow you to select each type of geometry and then the rendering style. This allows to to turn on/off the lighting and select the mode you want to render in - solid, wireframe or points. Navigation DemoThis directory contains a number of demonstration applications that show different levels of navigation capabilities provided by the classes in the org.j3d.ui.navigation package. |
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