Hello On Monday 22 November 2004 15:47, Nicholas Pappas wrote: > My map is a 3D tile map which is looked at in the 3rd person; the > player's sprite sits in the middle of the screen. The user can spin the > scene around their sprite, and can alter the angle of view some
Most of your problems can be solved quite easily:
You have a flat map (the ground G) and stuff (S) standing on it. You are
looking at the user-sprite U. Some element make up the GUI. Try this
Scenegraph:
Local => BG => TG => G
\=> TG_S1 => TG_S2 => S
\=> TG_U1 => TG_U2 => U
Viewplatform => TG => GUI
and move the viewplatform to point at U. (TG_S => TransformGroups for stuff,
TG_U => User)
TG_?1 does the translation (So since the User is always in the middle and a
bit above the ground, TG_U1 just modifies Z a bit.... you get the idea ?)
For rotating => rotate the Viewplatform, not G. That way S and U get rotated
too. If you don't want to have a upside-down User-icon => use TG_U2 to rotate
it back to upside-up (same angle but inverted)
No problem with rotating
No problem with scaling while rotating
No problem with scaling while rotating
For zooming: move the viewplatform
No problem with "scaling" for zomming.
> Another reason for the 2D graphics would be to draw stats, game
> time, buttons, and a chat window onto the screen so the user can interact
> with the game.
Put that stuff into the GUI-Group.
> I remember the author of a pool game mentioning something about a
> "2D layer", which might do what I want.
the 2D-Layer is OK for a GUI, but not for the stuff ....
> http://cazapool3d.sourceforge.net/cazapooljws/Pool.html
Have you tried this link:
http://membres.lycos.fr/franckcalzada/Billard3D/Pool.html
cu
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