This is a ray tracing thing
The way I am thinking of is this

intersect with objects in the scene
you get a shape that intersects
intersect with that shapes geometries

getGeometry();
get the LocaltoVWorld transform
transform points
Intersect.rayAndTriangle(points,index,dist[])

this will give you what polygon you intersected with
now then, if you have a texture on a cube, this will be simple
six faces
find what face you intersect with
you know the width and height of that polygon
then, you also know width and height of texture
find where the point you clicked on relates to image texture

now then, if you have something like a sphere that you are intersecting and want
to find where at in the texture
well, then you have to do a lot of sphere mapping stuff to find where on the
sphere your textures would lie, and then map those points
very icky.
I would stick with just cubes or flat polygons

Scott


Scott Decker
Research Scientist
Pacific Northwest National Labs
[EMAIL PROTECTED]

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