Cool...I see...the WakeupOnElapsedFrame sounds most like what I was doing
with VRML (i.e. after each frame, update all objects, etc.)
So this processStimulus method is called by Java3D...does this mean that I
should make an object than extends javax.media.j3d.Behavior pass a
wakeupOnElapsedFrame to it's wakeupOn method, and then do all my updates to
all my objects in the processStimulus method, and then Java3D will
automatically re-draw the screen after the processStimulus method is done?
What I'm getting at here is that I want to update the positions of multiple
objects (transformgroups), but I don't want Java3D to update the screen
until all of the my objects have been updated. Does this make sense?
Thanks
Mike
----- Original Message -----
From: "Jörg Müller - DoubleYou" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, March 08, 2001 3:52 AM
Subject: Re: [JAVA3D] How do I move an object without interpolators?
> you can write your own custominterpolator. write a class that extends
> Interpolator with
>
> wakeupOnElapsedFrame
> or
> wakeupOnElapsedTime
>
> in the processStimulus you can then increment the position, etc. how you
> want it. It will be called every x frames/milliseconds depending how you
> initialized your wakeup conditions.
>
>
> Another method would be to write a new class that extends *thread* and do
> the increment in the body of the run() method.
>
>
> is there actually any difference in performance using the Interpolator or
a
> Thread???
>
> ciao.j
>
>
> ----- Original Message -----
> From: Michael P. McCutcheon <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, March 08, 2001 9:01 AM
> Subject: [JAVA3D] How do I move an object without interpolators?
>
>
> > I am used to programming in VRML. With it, you would have a
> > TimeSensor...you would route the timesensor to a particular object, on
> which
> > you would have a method that was called after each frame. In this
method
> > you would update the position of your objects, then when the method
> > completed, VRML did it's rendering, and the time sensor would then do it
> all
> > over again.
> >
> > What I'm wondering, if I want to move a simple object around from 0
> to -500,
> > say in 1 increments, (without using an interpolator, I want to explictly
> set
> > it my self), how would I do this? I ran some code like this but it
simply
> > does not seem to work:
> >
> > I have this in an event handler of a AWT button:
> >
> > for(int counter=0; counter<100; counter++) {
> > z=z-0.2f;
> > translation.set(0,0,z);
> > transform3D.setTranslation(translation);
> > transformGroup.setTransform(transform3D);
> > }
> >
> > Any tips on what classes I should be looking at to do such a thing the
> right
> > way?
> >
> > Thanks for any info...
> >
> > Mike
> >
> >
>
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to
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> >
>
>
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