Hi,

Y is up and Z is facing out.

Jason




---Ken Warner <[EMAIL PROTECTED]> wrote:
>
> Hi Doug,
> 
> Just to clear my fuzzy brain...
> 
> This will rotate the thingy at [20,20,20] around the origin --
right??  Not
> around
> the thingy's position at [20,20,20]-- right??
> 
> BTW:  Is Java3d Y up or Z up?
> 
> Ken Warner
> 
> 
> Doug Gehringer wrote:
> 
> > > From: Justin <[EMAIL PROTECTED]>
> > >
> > > I build my universe like your code shows in the Java3d Spec in the
> > > intro.  I only want to make a few changes.
> > >
> > > I want to:
> > >
> > >   1) translate to [20, 20, 20]
> > >   2) rotate on the x -45 degrees (I do convert this to radians)
> > >   3) rotate on the y 45 degrees (also converted to radians)
> > >
> > > I can't do this with your Transform3D class because it resets the
> > > values, so previous steps don't carry over to the next step.  I
don't
> > > understand enough about matrices to apply the steps to a matrix.
> >
> > You need to multiply the matrices into a result. Try this:
> >
> >         Transform3D result = new Transform3D();
> >         Transform3D temp = new Transform3D();
> >         result.setTranslation(new Vector3d(20, 20, 20)); // set
translation
> >         temp.set(new AxisAngle4d(1.0, 0.0, 0.0, toRadians(-45));
> >         result.mul(temp); // post-concatinate rotation
> >         temp.set(new AxisAngle4d(0.0, 1.0, 0.0, toRadians(45));
> >         result.mul(temp);
> >
> >         transformGroup.setTransform(result);
> >
> >
> > Doug Gehringer
> > Sun Microsystems
> >
> >
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