## javax.media.j3d
Class Behavior

    java.lang.Object
      javax.media.j3d.SceneGraphObject
          javax.media.j3d.Node
              javax.media.j3d.Leaf
                  javax.media.j3d.Behavior

Direct Known Subclasses:
  Billboard, Interpolator, KeyNavigatorBehavior, LOD, Mouse6DPointerBehavior, MouseBehavior, PickMouseBehavior, PickMouseBehavior, PickMouseBehavior, UnresolvedBehavior, ViewPlatformBehavior

    public abstract class Behavior

extends Leaf

The Behavior leaf node provides a framework for adding user-defined actions into the scene graph. Behavior is an abstract class that defines two methods that must be overridden by a subclass: An `initialization` method, called once when the behavior becomes "live," and a `processStimulus` method called whenever appropriate by the Java 3D behavior scheduler. The Behavior node also contains an enable flag, a scheduling region, a scheduling interval, and a wakeup condition.

The scheduling region defines a spatial volume that serves to enable the scheduling of Behavior nodes. A Behavior node is active (can receive stimuli) whenever an active ViewPlatform's activation volume intersects a Behavior object's scheduling region. Only active behaviors can receive stimuli.

The scheduling interval defines a partial order of execution for behaviors that wake up in response to the same wakeup condition (that is, those behaviors that are processed at the same "time"). Given a set of behaviors whose wakeup conditions are satisfied at the same time, the behavior scheduler will execute all behaviors in a lower scheduling interval before executing any behavior in a higher scheduling interval. Within a scheduling interval, behaviors can be executed in any order, or in parallel. Note that this partial ordering is only guaranteed for those behaviors that wake up at the same time in response to the same wakeup condition, for example, the set of behaviors that wake up every frame in response to a WakeupOnElapsedFrames(0) wakeup condition.

The `initialize` method allows a Behavior object to initialize its internal state and specify its initial wakeup condition(s). Java 3D invokes a behavior's initialize code when the behavior's containing BranchGroup node is added to the virtual universe. Java 3D does not invoke the initialize method in a new thread. Thus, for Java 3D to regain control, the initialize method must not execute an infinite loop; it must return. Furthermore, a wakeup condition must be set or else the behavior's processStimulus method is never executed.

The `processStimulus` method receives and processes a behavior's ongoing messages. The Java 3D behavior scheduler invokes a Behavior node's processStimulus method when an active ViewPlatform's activation volume intersects a Behavior object's scheduling region and all of that behavior's wakeup criteria are satisfied. The processStimulus method performs its computations and actions (possibly including the registration of state change information that could cause Java 3D to wake other Behavior objects), establishes its next wakeup condition, and finally exits. A typical behavior will modify one or more nodes or node components in the scene graph. These modifications can happen in parallel with rendering. In general, applications cannot count on behavior execution being synchronized with rendering. There are two exceptions to this general rule:

1. All modifications to scene graph objects (not including geometry by-reference or texture by-reference) made from the `processStimulus` method of a single behavior instance are guaranteed to take effect in the same rendering frame.
2. All modifications to scene graph objects (not including geometry by-reference or texture by-reference) made from the `processStimulus` methods of the set of behaviors that wake up in response to a WakeupOnElapsedFrames(0) wakeup condition are guaranteed to take effect in the same rendering frame.

Note that modifications to geometry by-reference or texture by-reference are not guaranteed to show up in the same frame as other scene graph changes.

Code Structure

When the Java 3D behavior scheduler invokes a Behavior object's processStimulus method, that method may perform any computation it wishes. Usually, it will change its internal state and specify its new wakeup conditions. Most probably, it will manipulate scene graph elements. However, the behavior code can only change those aspects of a scene graph element permitted by the capabilities associated with that scene graph element. A scene graph's capabilities restrict behavioral manipulation to those manipulations explicitly allowed.

The application must provide the Behavior object with references to those scene graph elements that the Behavior object will manipulate. The application provides those references as arguments to the behavior's constructor when it creates the Behavior object. Alternatively, the Behavior object itself can obtain access to the relevant scene graph elements either when Java 3D invokes its initialize method or each time Java 3D invokes its processStimulus method.

Behavior methods have a very rigid structure. Java 3D assumes that they always run to completion (if needed, they can spawn threads). Each method's basic structure consists of the following:

- Code to decode and extract references from the WakeupCondition enumeration that caused the object's awakening.
- Code to perform the manipulations associated with the WakeupCondition
- Code to establish this behavior's new WakeupCondition
- A path to Exit (so that execution returns to the Java 3D behavior scheduler)

WakeupCondition Object

A WakeupCondition object is an abstract class specialized to fourteen different WakeupCriterion objects and to four combining objects containing multiple WakeupCriterion objects. A Behavior node provides the Java 3D behavior scheduler with a WakeupCondition object. When that object's WakeupCondition has been satisfied, the behavior scheduler hands that same WakeupCondition back to the Behavior via an enumeration.

WakeupCriterion Object

Java 3D provides a rich set of wakeup criteria that Behavior objects can use in specifying a complex WakeupCondition. These wakeup criteria can cause Java 3D's behavior scheduler to invoke a behavior's processStimulus method whenever

- The center of a ViewPlatform enters a specified region
- The center of a ViewPlatform exits a specified region
- A behavior is activated
- A behavior is deactivated
- A specified TransformGroup node's transform changes
- Collision is detected between a specified Shape3D node's Geometry object and any other object
- Movement occurs between a specified Shape3D node's Geometry object and any other object with which it collides
- A specified Shape3D node's Geometry object no longer collides with any other object
- A specified Behavior object posts a specific event
- A specified AWT event occurs
- A specified time interval elapses
- A specified number of frames have been drawn
- The center of a specified Sensor enters a specified region
- The center of a specified Sensor exits a specified region

A Behavior object constructs a WakeupCriterion by constructing the appropriate criterion object. The Behavior object must provide the appropriate arguments (usually a reference to some scene graph object and possibly a region of interest). Thus, to specify a WakeupOnViewPlatformEntry, a behavior would specify the region that will cause the behavior to execute if an active ViewPlatform enters it.

Note that a unique WakeupCriterion object must be used with each instance of a Behavior. Sharing wakeup criteria among different instances of a Behavior is illegal.

Additional Information

For more information, see the Introduction to the Java 3D API and Behaviors and Interpolators documents.

See Also:
  `WakeupCondition`

Field Summary

Fields inherited from class javax.media.j3d.Node
`ALLOW_AUTO_COMPUTE_BOUNDS_READ, ALLOW_AUTO_COMPUTE_BOUNDS_WRITE, ALLOW_BOUNDS_READ, ALLOW_BOUNDS_WRITE, ALLOW_COLLIDABLE_READ, ALLOW_COLLIDABLE_WRITE, ALLOW_LOCAL_TO_VWORLD_READ, ALLOW_LOCALE_READ, ALLOW_PARENT_READ, ALLOW_PICKABLE_READ, ALLOW_PICKABLE_WRITE, ENABLE_COLLISION_REPORTING, ENABLE_PICK_REPORTING`

Constructor Summary
`Behavior()` Constructs a Behavior node with default parameters.

Method Summary
`boolean` `getEnable()` Retrieves the state of the Behavior enable flag.
`static int` `getNumSchedulingIntervals()` Returns the number of scheduling intervals supported by this implementation of Java 3D.
`BoundingLeaf` `getSchedulingBoundingLeaf()` Retrieves the Behavior node's scheduling bounding leaf.
`Bounds` `getSchedulingBounds()` Retrieves the Behavior node's scheduling bounds.
`int` `getSchedulingInterval()` Retrieves the current scheduling interval of this Behavior node.
`protected View` `getView()` Returns the primary view associated with this behavior.
`protected WakeupCondition` `getWakeupCondition()` Retrieves this behavior's current wakeup condition as set by the wakeupOn method.
`abstract void` `initialize()` Initialize this behavior.
`void` `postId(int postId)` Posts the specified postId to the Behavior Scheduler.
`abstract void` `processStimulus(java.util.Enumeration criteria)` Process a stimulus meant for this behavior.
`void` `setEnable(boolean state)` Enables or disables this Behavior.
`void` `setSchedulingBoundingLeaf(BoundingLeaf region)` Set the Behavior's scheduling region to the specified bounding leaf.
`void` `setSchedulingBounds(Bounds region)` Set the Behavior's scheduling region to the specified bounds.
`void` `setSchedulingInterval(int schedulingInterval)` Sets the scheduling interval of this Behavior node to the specified value.
`void` `updateNodeReferences(NodeReferenceTable referenceTable)` Callback used to allow a node to check if any scene graph objects referenced by that node have been duplicated via a call to `cloneTree`.
`protected void` `wakeupOn(WakeupCondition criteria)` Defines this behavior's wakeup criteria.

Methods inherited from class javax.media.j3d.Node
`cloneNode, cloneTree, cloneTree, cloneTree, cloneTree, cloneTree, cloneTree, duplicateNode, getBounds, getBoundsAutoCompute, getCollidable, getLocale, getLocalToVworld, getLocalToVworld, getParent, getPickable, setBounds, setBoundsAutoCompute, setCollidable, setPickable`

Methods inherited from class javax.media.j3d.SceneGraphObject
`clearCapability, clearCapabilityIsFrequent, duplicateSceneGraphObject, getCapability, getCapabilityIsFrequent, getName, getUserData, isCompiled, isLive, setCapability, setCapabilityIsFrequent, setName, setUserData, toString`

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait`

Constructor Detail

### Behavior

    public Behavior()

  Constructs a Behavior node with default parameters. The default values are as follows:
  enable flag : true
  scheduling bounds : null
  scheduling bounding leaf : null
  scheduling interval : numSchedulingIntervals / 2

Method Detail

### initialize

    public abstract void initialize()

  Initialize this behavior. Classes that extend Behavior must provide their own initialize method.
  NOTE: Applications should not call this method. It is called by the Java 3D behavior scheduler.

### processStimulus

    public abstract void processStimulus(java.util.Enumeration criteria)

  Process a stimulus meant for this behavior. This method is invoked if the Behavior's wakeup criteria are satisfied and an active ViewPlatform's activation volume intersects with the Behavior's scheduling region. Classes that extend Behavior must provide their own processStimulus method.
  NOTE: Applications should not call this method. It is called by the Java 3D behavior scheduler.

  Parameters:
    `criteria` - an enumeration of triggered wakeup criteria for this behavior

### setSchedulingBounds

    public void setSchedulingBounds(Bounds region)

  Set the Behavior's scheduling region to the specified bounds. This is used when the scheduling bounding leaf is set to null.

  Parameters:
    `region` - the bounds that contains the Behavior's new scheduling region

### getSchedulingBounds

    public Bounds getSchedulingBounds()

  Retrieves the Behavior node's scheduling bounds.

  Returns:
    this Behavior's scheduling bounds information

### setSchedulingBoundingLeaf

    public void setSchedulingBoundingLeaf(BoundingLeaf region)

  Set the Behavior's scheduling region to the specified bounding leaf. When set to a value other than null, this overrides the scheduling bounds object.

  Parameters:
    `region` - the bounding leaf node used to specify the Behavior node's new scheduling region

### getSchedulingBoundingLeaf

    public BoundingLeaf getSchedulingBoundingLeaf()

  Retrieves the Behavior node's scheduling bounding leaf.

  Returns:
    this Behavior's scheduling bounding leaf information

### wakeupOn

    protected void wakeupOn(WakeupCondition criteria)

  Defines this behavior's wakeup criteria. This method may only be called from a Behavior object's initialize or processStimulus methods to (re)arm the next wakeup. It should be the last thing done by those methods.

  Parameters:
    `criteria` - the wakeup criteria for this behavior
  Throws:
    `java.lang.IllegalStateException` - if this method is called by a method other than initialize or processStimulus

### getWakeupCondition

    protected WakeupCondition getWakeupCondition()

  Retrieves this behavior's current wakeup condition as set by the wakeupOn method. If no wakeup condition is currently active, null will be returned. In particular, this means that null will be returned if Java 3D is executing this behavior's processStimulus routine and wakeupOn has not yet been called to re-arm the wakeup condition for next time.

  Returns:
    the current wakeup condition for this behavior
  Since:
    Java 3D 1.3

### postId

    public void postId(int postId)

  Posts the specified postId to the Behavior Scheduler. All behaviors that have registered WakeupOnBehaviorPost with this postId, or a postId of 0, and with this behavior, or a null behavior, will have that wakeup condition met.

  This feature allows applications to send arbitrary events into the behavior scheduler stream. It can be used as a notification scheme for communicating events to behaviors in the system.

  Parameters:
    `postId` - the Id being posted
  See Also:
    `WakeupOnBehaviorPost`

### setEnable

    public void setEnable(boolean state)

  Enables or disables this Behavior. The default state is enabled.

  Parameters:
    `state` - true or false to enable or disable this Behavior

### getEnable

    public boolean getEnable()

  Retrieves the state of the Behavior enable flag.

  Returns:
    the Behavior enable state

### getNumSchedulingIntervals

    public static int getNumSchedulingIntervals()

  Returns the number of scheduling intervals supported by this implementation of Java 3D. The minimum number of supported intervals must be at least 10. The default scheduling interval for each behavior instance is set to `numSchedulingIntervals / 2`.

  Returns:
    the number of supported scheduling intervals
  Since:
    Java 3D 1.3

### setSchedulingInterval

    public void setSchedulingInterval(int schedulingInterval)

  Sets the scheduling interval of this Behavior node to the specified value. The scheduling interval defines a partial order of execution for behaviors that wake up in response to the same wakeup condition (that is, those behaviors that are processed at the same "time"). Given a set of behaviors whose wakeup conditions are satisfied at the same time, the behavior scheduler will execute all behaviors in a lower scheduling interval before executing any behavior in a higher scheduling interval. Within a scheduling interval, behaviors can be executed in any order, or in parallel. Note that this partial ordering is only guaranteed for those behaviors that wake up at the same time in response to the same wakeup condition, for example, the set of behaviors that wake up every frame in response to a WakeupOnElapsedFrames(0) wakeup condition. The default value is `numSchedulingIntervals / 2`.

  Parameters:
    `schedulingInterval` - the new scheduling interval
  Throws:
    `java.lang.IllegalArgumentException` - if `schedulingInterval` < 0 or `schedulingInterval` >= `numSchedulingIntervals`
  Since:
    Java 3D 1.3

### getSchedulingInterval

    public int getSchedulingInterval()

  Retrieves the current scheduling interval of this Behavior node.

  Returns:
    the current scheduling interval
  Since:
    Java 3D 1.3

### getView

    protected View getView()

  Returns the primary view associated with this behavior. This method is useful with certain types of behaviors (e.g., Billboard, LOD) that rely on per-View information and with behaviors in general in regards to scheduling (the distance from the view platform determines the active behaviors). The "primary" view is defined to be the first View attached to a live ViewPlatform, if there is more than one active View. So, for instance, Billboard behaviors would be oriented toward this primary view, in the case of multiple active views into the same scene graph.

### updateNodeReferences

    public void updateNodeReferences(NodeReferenceTable referenceTable)

  Callback used to allow a node to check if any scene graph objects referenced by that node have been duplicated via a call to `cloneTree`. This method is called by `cloneTree` after all nodes in the sub-graph have been duplicated. The cloned Leaf node's method will be called and the Leaf node can then look up any object references by using the `getNewObjectReference` method found in the `NodeReferenceTable` object. If a match is found, a reference to the corresponding object in the newly cloned sub-graph is returned. If no corresponding reference is found, either a DanglingReferenceException is thrown or a reference to the original object is returned depending on the value of the `allowDanglingReferences` parameter passed in the `cloneTree` call.

  NOTE: Applications should not call this method directly. It should only be called by the cloneTree method.

  Overrides:
    `updateNodeReferences` in class `SceneGraphObject`
  Parameters:
    `referenceTable` - a NodeReferenceTableObject that contains the `getNewObjectReference` method needed to search for new object instances.
  See Also:
    `NodeReferenceTable`, `Node.cloneTree()`, `DanglingReferenceException`

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