I'm not entirely sure what you're trying to do, but you can can rotate multiple objects by applying a Rotate
transform to the Group
that contains all of those objects. If you only want to rotate some of the objects, but not all of them, you have to structure the scene so that the objects being rotated have a common parent Group
- with none of the non-rotating objects belonging to it. Applying Rotate
transforms to that parent Group
will rotate all of its child objects too. Rotation will be about the origin of that parent Group
.
Update: I forgot to mention how to address the issue of perspective. The 3D objects in a scene aren't directly affected by perspective, since perspective is a property of how the scene is rendered. This rendering is performed by Camera
objects. To render the scene using perspective (as opposed to using orthogonal, or parallel, as it's referred to in JavaFX/ScalaFX), add a PerspectiveCamera
to the scene and view the scene using that camera. For further information on this, refer to the following: Getting Started with JavaFX 3D Graphics: Camera
Update 2: I've created a gist on GitHub with a complete program for doing this.
Update 3: Made box transparent & moved sphere inside the box. Now left/primary mouse button rotates box + sphere when dragged; right/secondary mouse button moves camera dolly towards/away from boxes, changing perspective accordingly.
Update 4: So, if I understand you right, you want to transform the shapes in your 3D scene so that they look as though perspective has been applied to them. Do I have that right?
If so, the reason that this is not a "built-in" capability is for the reasons outlined below. Please forgive me if you already know all of this, incidentally - I'm just trying to provide a comprehensive answer. :-)
- Scene graphs (as typically used by retained mode 3D systems, such as JavaFX) capture the geometry, location, rotation, color, etc. of a 3D scene in a hierarchical tree structure. The idea is that the modeler only need to worry about the content of the scene - ensuring dimensions, alignments, etc. are correct - and do not need to worry about how the scene is rendered.
- Perspective can be applied when the scene is rendered as it would appear from a specific viewpoint; i.e. when the scene is translated into a 2D projection such as a GUI window. (The process of determining what the scene looks like in perspective is a part of the rendering algorithm - but does not require modification, deformation, etc. of the scene.) If perspective is not enabled, then the scene is typically rendered orthogonally, without any vanishing points, apparent scaling, etc. The key point here is that the scene itself is unaffected by how it is viewed.
- With this arrangement, it's possible to have multiple views of the same scene. Not only can they each have a different viewpoint, but some can be orthogonal and some can use perspective - yet each can render the scene correctly without any confusing artifacts. If it worked the way you seem to think it does, then you could only ever have a single view of the scene at a time, as the scene would need to be deformed during rendering to look right from that sole viewpoint. When editing the scene, you'd need to remove those deformations to prevent mind-blowing confusion for the modeler.
In short, it's a very unusual requirement that the scene itself be deformed to show what it would look like in perspective. That's why there's no built-in capability to do this in any 3D system that I know of.
Assuming that you wish to proceed - using JavaFX - here's some points to bear in mind:
- I don't believe that the regular 3D primitives (namely
Box
, Sphere
& Cylinder
) can be deformed to represent a perspective view of them. You will have to construct the shapes using the TriangleMesh
and MeshView
objects (the former captures the geometry of the shape, the latter allows it to be treated as a 3D shape).
- To apply perspective, you would have to reposition the vertices in the
TriangleMesh
instances to deform the scene appropriately. If you need to be able to change the viewpoint, or rotate the box & sphere, then these changes would need to be dynamic, so that the calculated vertex coordinates react to the changing viewpoint and/or rotation. Because of fish-eye effects at high levels of perspective dilation, you might need more vertices than you might expect.
- Given your requirements, you still need a camera to view the scene. Clearly, you cannot use the
PerspectiveCamera
to render the scene, or it will treat the scene as unadjusted and will apply a second level of perspective, ruining your carefully calculated deformations. You will then need to use ParallelCamera
to produce orthogonal views of your scene.
- Unfortunately, JavaFX's support for using
ParallelCamera
with 3D scenes is still very immature. (The ParallelCamera
is primarily used to render 2D scenes, such as dialogs, buttons, menu's, sliders, etc.) You might find it difficult to use in practice. (You can approximate an orthogonal projection using the PerspectiveCamera
by utilizing a very narrow field of view and moving the camera away from the scene by some distance. You would also need to adjust the clipping planes to avoid the image disappearing.)
- Finally, at some point, you will need to be able to position the camera at the same location as the viewpoint being used for the perspective deformation. When the camera is synchronized with that viewpoint, then your scene - although rendered orthogonally - will appear as a correct perspective projection of the intended scene. Whenever the camera and the viewpoint are separated, the scene will appear unnatural and distorted, which - I understand - is your intention.
In summary, I would say that what you intend to do is far from trivial, and the implementation is way beyond the scope of a StackOverflow answer. Good luck!