Re: [JAVA3D] Fullscreen Mode - Help needed

2002-09-19 Thread Andy

You should be using GraphicsEnvironment object to .getDefaultScreenDevice()
where you right, but then you should use this device to
.setFullScreenWindow(frame) where you are right also.  I tried exactly the
same thing as you did, so here is my code to show you how did I get the
GraphicsConfiguration object:

GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice d = ge.getDefaultScreenDevice();
if(d.isFullScreenSupported())
d.setFullScreenWindow(frame);  // frame is my window
frame

GraphicsConfiguration[] gc = d.getConfigurations();
GraphicsConfigTemplate3D gct = new
GraphicsConfigTemplate3D();
GraphicsConfiguration graphics =
gct.getBestConfiguration(gc);
if(gct.isGraphicsConfigSupported(graphics))
System.out.println("Graphics Device Supported");
else{
System.out.println("Graphics Device NOT Supported");
System.exit(1);
}

Canvas3D c3d = new Canvas3D(graphics);

The JavaDoc says that you have to get the GraphicsConfiguration object from
the Template3D.  There may be other ways to get it but I just know this way.
Hope it helps.

Andy

- Original Message -
From: "Schäfer, Peter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, September 19, 2002 4:08 AM
Subject: [JAVA3D] Fullscreen Mode - Help needed


> Hi there !
>
> I have some problems running Java3D in fullscreen mode with JDK 1.4.
> Here is what I'm trying to do:
>
> GraphicsConfiguration gc =
> SimpleUniverse.getPreferredConfiguration();
> GraphicsEnvironment ge =
> GraphicsEnvironment.getLocalGraphicsEnvironment();
> GraphicsDevice gd = ge.getDefaultScreenDevice();
>
> JFrame window = new JFrame(null,gc);
> window.setUndecorated(true);
> gd.setFullScreenWindow(window);
>
> Canvas3D canvas = new Canvas3D(gc);
> // ...
> SimpleUniverse universe = new SimpleUniverse(canvas);
> // ...
> window.getContentPane().add(canvas);
>
> but as soon as the Java3D renderer starts, the JVM crashes:
>
> An unexpected exception has been detected in native code outside
the
> VM.
> Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at
> PC=3D0x10003690
> Function=3D[Unknown.]
> Library=3D(N/A)
> ...
> Current Java thread:
> at javax.media.j3d.Canvas3D.createQueryContext(Native
> Method)
> at
> javax.media.j3d.Canvas3D.createQueryContext(Canvas3D.java:3353)
> at javax.media.j3d.Renderer.doWork(Renderer.java:392)
> at javax.media.j3d.J3dThread.run(J3dThread.java:250)
>
> Dynamic libraries:
> 0x7D24 - 0x7D26D000 =09C:\WINDOWS\SYSTEM\DBGHELP.DLL
>
> Local Time =3D Wed Sep 18 21:16:40 2002
> Elapsed Time =3D 9
> #
> # The exception above was detected in native code outside the VM
> #
> # Java VM: Java HotSpot(TM) Client VM (1.4.1-b21 mixed mode)
> #
>
> can anybody give me a hint about that ?
>
> it could as well a problem in the graphics card driver, or DirectX, or
> whatever...
> Here is my system configuration:
>
> Windows ME
> DirectX 8.1
> nVidia GeForce2 GTS, driver version 12.41
> JDK 1.4.1
> Java3D 1.3 (DirectX version)
>
> Any help is appreciated,
> -- Peter
>
>
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[JAVA3D] Animation

2002-09-30 Thread Andy

Hi all, assume that I have a program which can load 3D Studio Max object.
Now how do I make animation with it?  Do I move the specific nodes on the
object?  Thanks

Andy

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[JAVA3D] Tutorial question

2002-10-01 Thread Andy

Hi Java3D Dev Team:

In Tutorial 2, it shows that TriangleFanArray is having a parameter of
vertexCount which is TriangleFanArray(vertexCount).  However, is this
vertexCount or stripCount?  Since I created a Fan with 10 points(vertices)
only including the central point, I should have this ".= new
TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts);" instead of
"=new TriangleFanArray(17);".  However, if I make it 10, it will
have runtime error.  What is the problem?  Here is my source code:

private BranchGroup createCone(){
BranchGroup root = new BranchGroup();

// CREATE ALL TRIANGLES //
TriangleFanArray tfa;
int s = 8;
int v = s + 1;
int totalV = v + 1;
Point3f coords[] = new Point3f[v+1];
int stripCounts[] = {17};
float r = 0.5f;
float x, y;
double angle = 360 / s;

coords[0] = new Point3f(0.0f, 0.0f, 0.0f);

for(int a = 1, n = 0; a <= s; a++, n++){
x = r * EngMath.cos(n*angle);
y = r * EngMath.sin(n*angle);

coords[a] = new Point3f(x, y, 0.0f);
}

coords[9] = new Point3f(0.0f, 0.0f, 0.0f);

tfa = new TriangleFanArray(10, TriangleFanArray.COORDINATES,
stripCounts);
tfa.setCoordinates(0, coords);
root.addChild(new Shape3D(tfa));
return root;
}

Please help.  Thanks.

Andy

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Re: [JAVA3D] Tutorial question

2002-10-02 Thread Andy

Thank you very  much, here is my new code which works.

private BranchGroup createCone(){
BranchGroup root = new BranchGroup();

// CREATE ALL TRIANGLES //
TriangleFanArray tfa;
int s = 8;
int v = s + 1;
int totalV = v + 1;
Point3f coords[] = new Point3f[v+1];
int stripCounts[] = {10};
float r = 0.5f;
float x, y;
double angle = 360 / s;

coords[0] = new Point3f(0.0f, 0.0f, 0.0f);

for(int a = 1, n = 0; a <= s; a++, n++){
x = r * EngMath.cos(n*angle);
y = r * EngMath.sin(n*angle);

coords[a] = new Point3f(x, y, 0.0f);
}

coords[9] = coords[1];

tfa = new TriangleFanArray(10, TriangleFanArray.COORDINATES,
stripCounts);
tfa.setCoordinates(0, coords);
root.addChild(new Shape3D(tfa));
return root;
}

Oone more question, strip you said is referring to the Fan, not to the
line between two points?

Sincerely,

Andy

- Original Message -
From: "Carlos D Correa" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, October 02, 2002 11:09 AM
Subject: Re: [JAVA3D] Tutorial question


> Hi,
>
> When you set the stripCounts Array, it specifies how many vertices are
> in each separate strip (or fan). So, the sum of values in stripCounts
> should be the same as the number of points.
>
> Instead of stripCounts of 17, use:
>
> int stripCounts[] = {10};   // your only strip has 10 vertices
>
> Also, you don't need to include vertex  (0,0,0) again in the fan.
>
> ___
> Carlos
>
>
> Andy wrote:
>
> >Hi Java3D Dev Team:
> >
> >In Tutorial 2, it shows that TriangleFanArray is having a parameter of
> >vertexCount which is TriangleFanArray(vertexCount).  However, is this
> >vertexCount or stripCount?  Since I created a Fan with 10
points(vertices)
> >only including the central point, I should have this ".= new
> >TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts);" instead
of
> >"=new TriangleFanArray(17);".  However, if I make it 10, it will
> >have runtime error.  What is the problem?  Here is my source code:
> >
> >private BranchGroup createCone(){
> >BranchGroup root = new BranchGroup();
> >
> >// CREATE ALL TRIANGLES //
> >TriangleFanArray tfa;
> >int s = 8;
> >int v = s + 1;
> >int totalV = v + 1;
> >Point3f coords[] = new Point3f[v+1];
> >int stripCounts[] = {17};
> >float r = 0.5f;
> >float x, y;
> >double angle = 360 / s;
> >
> >coords[0] = new Point3f(0.0f, 0.0f, 0.0f);
> >
> >for(int a = 1, n = 0; a <= s; a++, n++){
> >x = r * EngMath.cos(n*angle);
> >y = r * EngMath.sin(n*angle);
> >
> >coords[a] = new Point3f(x, y, 0.0f);
> >}
> >
> >coords[9] = new Point3f(0.0f, 0.0f, 0.0f);
> >
> >tfa = new TriangleFanArray(10,
TriangleFanArray.COORDINATES,
> >stripCounts);
> >tfa.setCoordinates(0, coords);
> >root.addChild(new Shape3D(tfa));
> >return root;
> >}
> >
> >Please help.  Thanks.
> >
> >Andy
> >
>
>===
> >To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> >of the message "signoff JAVA3D-INTEREST".  For general help, send email
to
> >[EMAIL PROTECTED] and include in the body of the message "help".
> >
>
>
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Re: [JAVA3D] 3D applets

2002-10-02 Thread Andy



The AppearanceEditor applet is amazing.  I 
would like to know how many nodes(or segments) did you use for high resolution 
of the sphere?  128?  The applet even runs very smoothly on my machine 
when I set it to high, good job.  Also, I don't understand what's ambient 
light?
 
Many Thanks,
 
Andy

  - Original Message - 
  From: 
  Alessandro Borges 
  To: [EMAIL PROTECTED] 
  Sent: Wednesday, October 02, 2002 7:54 
  AM
  Subject: Re: [JAVA3D] 3D applets
  
  Hi,
  I wrote some :
   
  Java3D test -> http://www.cpm2002.hpg.ig.com.br/alessandro/J3D/index.html
  
  Appearance Editor OnLine -> http://www.cpm2002.hpg.ig.com.br/alessandro/AppearanceEditor/Applet1.html 
      this also genarates a small 
  frame child, with a changing appearance sphere. Sometime this frame  goes 
  to background. But its fun anyway ;)
   
  my project page (portuguese) :
  main-> http://primordial.cic.unb.br/lcmm/projetos/mundobr/alessandro/index.htm 
  Java3D demos (buttons at  botton )-> http://primordial.cic.unb.br/lcmm/projetos/mundobr/alessandro/tecnologia.htm 
   
   
  AppearanceEditor download Page -> http://www.cpm2002.hpg.ig.com.br//alessandro/j3d_appearance_editor.htm 
    
   
  Alessandro
  
- Original Message - 
From: 
Dirk L. 
van Krimpen 
To: [EMAIL PROTECTED] 
Sent: Wednesday, October 02, 2002 7:59 
AM
Subject: [JAVA3D] 3D applets

 
Hi all,
 
Just wondering, is there anybody who presently 
has a 3D applet running on his website available to visitors through the 
web? If so, could you please, let us know where to find it? If you know of 
possible other sites showing 3D applets it would be very much appreciated to 
get the url's as well.
 
Thanks in advance,
 
Dirk
 
---Outgoing mail is certified Virus 
Free.Checked by AVG anti-virus system (http://www.grisoft.com).Version: 
6.0.391 / Virus Database: 222 - Release Date: 
  19/09/2002


[JAVA3D] Sphere question

2002-10-02 Thread Andy

Hello all, it's me again:

Many of you are graphics genius, you use algorithm to generate points and
connect them into a sphere.  I was trying to use TriangleFanArray for top
and bottom part for sphere, TriangleStripArray for body.  However, I would
like to know the algorithm of generating a sphere because using both Array
to generate a whole sphere is kinda annoying.  If I can use a loop to create
all points and connect them into triangles and fill it with colors/textures.
Would anyone tell me please.  Thank you very much.

Sincerely,

Andy

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Re: [JAVA3D] NVIDIA cards

2002-10-03 Thread Andy

Is the message something wrong?  Anyone can see it?  Java.exe
./device/hdr.  Isn't Java.exe is windows native file format there
/device/hdr is talking about U*ix/Linux filesystem?

Andy

- Original Message -
From: "Gregory Gimler" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 03, 2002 9:48 AM
Subject: Re: [JAVA3D] NVIDIA cards


> Hello all,
>
> I'm getting some strange results and I was wondering if anyone
else has
> encountered anything
> similar or knows what the best solution might be.  I'm running some java
3d
> displays in real-time
> via multicast.  There are a few machines running the same displays, the
one
> I am running
> has a 3d labs wildcat II video card and everything runs smoothly, whether
> I'm playing
> back a previously recorded data file from the network or if I'm running
> live off of the network.
> The other computers running an NVIDIA Geforce 3 and an NVIDIA Quadro 4
both
> crash
> roughtly half-way through when running from data off of the network with
> the enigmatic
> message "java.exe error please insert disk into drive /device/hdr"  Both
of
> them do work when
> reading data from the recorded file.  I'm completely out of ideas, I've
> tried having them
> reinstall windows 2000, java3d, and the jdk1.4 (same as I'm running) with
> no luck.
> It seems to reference a nvoglnt.dll file(NVIDIA specific) so I'm guessing
> it's just
> an incompatible video card?  If so, wouldn't it still crash when reading
> from the data file as well?
> Thanks for any input.
>
> -Greg
>
>
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[JAVA3D] Directional Light

2002-10-10 Thread Andy

Hello all, I tried to create Directional Light but I found that it's
different from 3D Studio Max's Directional Light.  When I create the D
Light, it lets me setup the Vector for direction.  However, I need to set
the source of the light and point to some direction.  It just lets me create
a directional light "shooting" at a point from original.  But I don't want
the light from original, I want to make it like from the sky.  Is it
possible?  Hope you understand what I am saying.  Thanks.

Sincerely,

Andy

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Re: [JAVA3D] Directional Light

2002-10-10 Thread Andy

Sorry, I think I've made a mistake, the directional light is actually point
TO original from the location you specified.  But how can I make it point to
another point?

Andy

- Original Message -
From: "Andy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 10, 2002 1:24 PM
Subject: [JAVA3D] Directional Light


> Hello all, I tried to create Directional Light but I found that it's
> different from 3D Studio Max's Directional Light.  When I create the D
> Light, it lets me setup the Vector for direction.  However, I need to set
> the source of the light and point to some direction.  It just lets me
create
> a directional light "shooting" at a point from original.  But I don't want
> the light from original, I want to make it like from the sky.  Is it
> possible?  Hope you understand what I am saying.  Thanks.
>
> Sincerely,
>
> Andy
>
>
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[JAVA3D] Box

2002-10-10 Thread Andy

Hi, I would like to know how to use TriangleStripArray to generate a box.  I
know I can use primitive Box in Java3D API but when I set the Box into
wireframe, it doesn't show wireframe, instead it shows white faces, thus I
cannot look at it and learn the way it generate a box.  May someone tell me
how to generate a box by using TriangleStripArray?  Thanks

Sincerely,

Andy

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[JAVA3D] View object

2002-10-10 Thread Andy

Hi all.  I have a program that shows a box in the original.  My program is
using virtual universe instead of simple universe since I wanna learn about
the View object.  Now I would like to know how to make the View object move?
Do I add key listener to it(I don't want to use behavior class)?  Do I move
the View object or ViewPlatform object?  Please help with details because I
am a beginner.  Thank you very much.

Sincerely,

Andy

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Re: [JAVA3D] Directional Light

2002-10-11 Thread Andy

The thing is I don't know how to set the destination of a directional light.

Sincerely,

Andy
- Original Message -
From: "Brad Christiansen" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, October 11, 2002 3:13 AM
Subject: Re: [JAVA3D] Directional Light


> Hi,
>
> Can you not simply remove orignal d.light form the scene and add a new one
which points in the new direction?
>
> Cheers,
>
> Brad
>
> Stoney Jackson wrote:
> >
> > > Sorry, I think I've made a mistake, the directional light is actually
> > point
> > > TO original from the location you specified.  But how can I make it
point
> > to
> > > another point?
> > > Andy
> >
> > I don't think that's possible with DirectionalLight. I think you need to
use
> > SpotLight. Of course, SpotLights can't be positioned at infinity.
> >
> > The other possibility (you're not going to like this) is to shift your
> > entire scene to a different location such that the origin ends up where
you
> > wanted your Directional light to aim at.
> >
> > -Stoney
> >
> >
===
> > To unsubscribe, send email to [EMAIL PROTECTED] and include in the
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> > [EMAIL PROTECTED] and include in the body of the message "help".
>
>
> --
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> This Email may contain confidential and/or privileged information and is
> intended solely for the addressee(s) named. If you have received this
> information in error, or are advised that you have been posted this Email
by
> accident, please notify the sender by return Email, do not redistribute
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> delete the Email and keep no copies.
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[JAVA3D] TriangleStripArray Question

2002-10-01 Thread Andy
Hello all,

I saw a 100% pure java applet today and it shows  lathe objects.  It is very
impressive and I saw the source code that the writter wrote this applet by
using his own methods, he is not using the TriangleStripArray or the
built-in API.  My question is that is it possible to use TriangleStripArray
or FanArray to do that?  Because I tried and it didn't work out.  The web
said that is a Java 3D engine but is it that I have to create bit by bit
like him using my own methods to create a 3D object to be called 3D engine?
What if I use TriangleStripArray to create object, does my program call an
engine as well?  Here is the web site that I saw the applet:

http://www2.active.ch/~proxima/idx3d/idx3d.html

Many thanks,

Andy

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Re: [JAVA3D] Directional Light

2002-10-11 Thread Andy
But for the so-called "direction", it's actually a point  in the coordinate
system.  And that is the source of the directional light, the d-light will
shine on the coordinate's original.  But I don't want to shine on the
original, is it possible?  If not, which light should I use?  Thanks a lot.

Sincerely,

Andy

- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, October 11, 2002 1:41 PM
Subject: Re: [JAVA3D] Directional Light


> Andy,
>
> There is no "destination" of a directional light.  It simply has
> direction and shines on all objects (within bounds) from that direction.
>
> - John Wright
> Starfire Research
>
> Andy wrote:
> >
> > The thing is I don't know how to set the destination of a directional
light.
> >
> > Sincerely,
> >
> > Andy
> > - Original Message -
> > From: "Brad Christiansen" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Friday, October 11, 2002 3:13 AM
> > Subject: Re: [JAVA3D] Directional Light
> >
> > > Hi,
> > >
> > > Can you not simply remove orignal d.light form the scene and add a new
one
> > which points in the new direction?
> > >
> > > Cheers,
> > >
> > > Brad
> > >
> > > Stoney Jackson wrote:
> > > >
> > > > > Sorry, I think I've made a mistake, the directional light is
actually
> > > > point
> > > > > TO original from the location you specified.  But how can I make
it
> > point
> > > > to
> > > > > another point?
> > > > > Andy
> > > >
> > > > I don't think that's possible with DirectionalLight. I think you
need to
> > use
> > > > SpotLight. Of course, SpotLights can't be positioned at infinity.
> > > >
> > > > The other possibility (you're not going to like this) is to shift
your
> > > > entire scene to a different location such that the origin ends up
where
> > you
> > > > wanted your Directional light to aim at.
> > > >
> > > > -Stoney
> > > >
> > > >
> >
===
> > > > To unsubscribe, send email to [EMAIL PROTECTED] and include in
the
> > body
> > > > of the message "signoff JAVA3D-INTEREST".  For general help, send
email
> > to
> > > > [EMAIL PROTECTED] and include in the body of the message "help".
> > >
> > >
> >
> --
> > --
> > > This Email may contain confidential and/or privileged information and
is
> > > intended solely for the addressee(s) named. If you have received this
> > > information in error, or are advised that you have been posted this
Email
> > by
> > > accident, please notify the sender by return Email, do not
redistribute
> > it,
> > > delete the Email and keep no copies.
> >
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> > >
> > >
> >
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> >
> >
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> > of the message "signoff JAVA3D-INTEREST".  For general help, send email
to
> > [EMAIL PROTECTED] and include in the body of the message "help".
>
>
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[JAVA3D] 3D modeling

2002-02-14 Thread Andy



Hi, does anyone have 3D modeling program that is 
done by Java3D?  Since I wanna make a modeling application and try to save 
it into a format, then I will create a 3D game with my friend later.  But 
what I need is about the 3D modeling tutorials.  Any clues?  
Thanks.
 
Andy


[JAVA3D] Tutorial figure

2002-02-17 Thread Andy



Hi, hope Java3D Team developers can see this 
message.  In the Java3D Tutorial from Sun.com, in the first chapter, what's 
the difference between 1-3 and 1-4?  I still can't see any difference 
between them but the document explains many things.  Please 
help.
 
Andy


Re: [JAVA3D] Graphics card

2002-02-17 Thread Andy



Good things about ATI cards are good features that 
games are not supported yet and will not be supported in a near future.  
Facts are:
 
1.  Not quite compatible with Intel and AMD 
platform.  Many of you may heard or think that ATI is compatible to Intel 
platform, it has problems with AMD platform only.  I cannot say that you 
are wrong but at least my friend experienced that ATI with Intel CPU and chipset 
are not compatible, always crashes even having updated drivers.
 
2.  Prices are almost the same level as 
GeForce III but I heard that ATI is cheaper.  I guranteer that GeForce 
III would not give you any trouble but I am not sure about the ATI.  So why 
bother to buy a card just little cheaper but it has unknown issues(no matter 
good or bad).  It is not worth it to take the risk unlessit's 
refundable so u can give it a try.
 
3.  Qualities in ATI cards are all better than 
GeForce III or lower series.  However, for the performance and stabilities, 
GeForce III are definitely much better than ATI in scale.  Unless you are 
doing editing or some quality intensive work, otherwise, I won't recommend 
ATI.
 
4.  ATI OpenGL performance is better now but 
it is still not good enough.  If you say to yourself that you never touch 
OpenGL stuff like games or Java3D OpenGL, then go for ATI may be good for 
you.
 
5.  Drivers are not fixed as fast as 
nVidia.  But ATI is improving, this is appreciated.
 
6.  If you want something ultra performance, 
go for ATI 8500 or GFIII Ti500.  Otherwise, go for GFIII Ti200 or just 
GFIII.
 
These are all my own opinion.
 
 
Andy Leung
General Manager, Sales Manager
www.cometcomputer.com
 

  - Original Message - 
  From: 
  Yazel, 
  David J. 
  To: [EMAIL PROTECTED] 
  Sent: Sunday, February 17, 2002 11:30 
  AM
  Subject: [JAVA3D] Graphics card
  
  64MB ATI 
  Radeon 8500 or Geforce 
  III?
   
  I have heard good things about the ATI... does anyone 
  on the list here use it?
   
  Thanks,
   
  Dave


Re: [JAVA3D] Graphics card

2002-02-18 Thread Andy

Hi, he just mentioned that he wants a GFIII or Radeon 8500, which is
recommended and thus I gave my opinion to him.  I believe that the purpose
of buying this type of card is not only about developing Java3D.  If he
really wants to develop in Java3D only, my opinion applies again, go for
GeForce III since nVidia's OpenGL driver is much better than ATI and
Java3D's OpenGL API is written much better than Direct3D version, so
finally, still go for GF series.

Andy

- Original Message -
From: "Joachim Diepstraten" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 12:11 AM
Subject: Re: [JAVA3D] Graphics card


> Hi Andy
>
> Well the question is if you just want a card to develop with Java3D either
> GeforceIII nor ATI R8500. Both are overkill and support features which we
> will only see in J3D 1.4 which is accordingly to the latest schedules at
> least 1 1/2 or 2 years away.
>
> EOF,
>  J.D.
>
> --
> Explore SRT with the help of Java3D
> (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
> (http://www.antiflash.net/java3d/relativity (mirror)
>
>
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Re: [JAVA3D] Graphics card

2002-02-18 Thread Andy

- Original Message -
From: "Joachim Diepstraten" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 18, 2002 6:35 AM
Subject: Re: [JAVA3D] Graphics card


> Hi Andy
>
> > Java3D's OpenGL API is written much better than Direct3D version, so
> > finally, still go for GF series.
>
> Sure but as I said GF3 is overkill for J3D a GF2U or GF2ti would do just
> fine and he would save a lot of $. And when J3D1.4 is out there will
> definitly better cards on the market then now (like GF5 and R300)

He didn't say anything about saving money.  So forget about it.  If he asked
about it,
I would just recommend GF2MX series and those are enough for developing in
J3D.

> If he's into PS/Vertex/DX programming he should go for R8500. If he's into
> games/OpenGL performance he should go for GF3 (right now but this could
> switch fast). If he wants good signal quality he rather should take the
> R8500 or GF4.

For PS/Vertex/DX programming or other stuff, I would still recommend nVidia
card.
You may never experience the ATI card's problems.  I know ATI cards have
good
features for vertex and shading but having good features doesn't mean to
have good
stability.  The problem is mainly the ATI driver.

> If he wants to do more CAD/professional 3d modelling he should rather take
> a FireGL card.

Ya of course, but FireGL is not cheap.  If he wants to do more
CAD/Professional 3D
modelling, he can go for it but it's not cheap for that.  From the above,
you said he
would like to save some money, then buy a GF2MX series card, go to
www.tomshardware.com to find the article, they provide an article about "How
to change
a GF card into GL card".  It's way cheaper and easy.  Takes only 15mins.

> The bottom line of all: it really depends what you want to do.

He didn't say anything about what he wanna do, so mostly I just recommend
the GF3 series
because it will suit his need in most cases unless he's a professional of
CAD/Modelling.

> EOF,

Me too.

>  J.D.

Andy

> --
> Explore SRT with the help of Java3D
> (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
> (http://www.antiflash.net/java3d/relativity (mirror)
>
>
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[JAVA3D] Light and Texture

2002-08-09 Thread Andy

Hi, I just created a virtual universe and a box.  I rotated the box a bit so
I can view 3 faces of it.  I applied the texture and lights but only the
texture was working, I didn't see the lights are working.  I applied the
AmbientLight and PointLight.  When I turned off texture, it was working but
if I turned it on, only texture was shown.  What would the problem be?  Any
hints would be appreciated, many thanks.

Andy

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Re: [JAVA3D] Light and Texture

2002-08-09 Thread Andy

Thank you very much, I got it fixed, it was a stupid mistake, I didn't add
the light to the same transformgroup, I added it to root branchgroup
instead..so now is fine.  I tried your suggestion, and I didn't see any
difference without adding the light, if I add the light, it shows the
difference...I learned something from you, thanks a lot.

Andy Leung

- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, August 09, 2002 4:37 PM
Subject: Re: [JAVA3D] Light and Texture


> Andy, try:
>   TextureAttributes ta = new TextureAttributes();
>   ta.setTextureMode(TextureAttributes.MODULATE);
>   appearance.setTextureAttributes(ta);
>
> - John Wright
> Starfire Research
>
> Andy wrote:
> >
> > Hi, I just created a virtual universe and a box.  I rotated the box a
bit so
> > I can view 3 faces of it.  I applied the texture and lights but only the
> > texture was working, I didn't see the lights are working.  I applied the
> > AmbientLight and PointLight.  When I turned off texture, it was working
but
> > if I turned it on, only texture was shown.  What would the problem be?
Any
> > hints would be appreciated, many thanks.
> >
> > Andy
> >
> >
===
> > To unsubscribe, send email to [EMAIL PROTECTED] and include in the
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> > of the message "signoff JAVA3D-INTEREST".  For general help, send email
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> > [EMAIL PROTECTED] and include in the body of the message "help".
>
>
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[JAVA3D] Move from original

2002-08-09 Thread Andy

How do I move my box object in simple universe  to somewhere while the
default location of the box object is at origin?

Andy

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[JAVA3D] AntiAliasing

2002-08-09 Thread Andy

I created a box with textures.  I tried the LineAttributies for
AntialiasingEnable(true), but I still don't see the difference.  Is it
possible to set the primitive box object to Antialiasing enable? or I can
ONLY set AA on the Shape3D object I customize my own?

Andy

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[JAVA3D] Virtual Universe vs Simple Universe

2002-08-09 Thread Andy

I would like to create a virtual universe instead of simple universe, but I
don't find this in tutorial on java.sun.com.  I would like to know that is
it possible for me to move the view object around in simple universe?  If
yes, then I don't have to create virtual universe.

Many thanks.

Andy

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[JAVA3D] Antialiasing on primitives?

2002-08-10 Thread Andy

Hi, I guess you missed my post so I repost again, I just need some help on
this.

I created a box with textures.  I tried the LineAttributies for
AntialiasingEnable(true), but I still don't see the difference.  Is it
possible to set the primitive box object to Antialiasing enable? or I can
ONLY set AA on the Shape3D object I customize my own?

Many thanks to all of you,

Andy

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Re: [JAVA3D] Virtual Universe vs Simple Universe

2002-08-10 Thread Andy

Thank you very much.  I am now trying to manuipulate the Virtual Universe so
I can control the view to go around within the boundingsphere like those
views in Counter-Strike(PC game).

Andy

- Original Message -
From: "Joerg 'Herkules' Plewe" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, August 10, 2002 11:28 AM
Subject: Re: [JAVA3D] Virtual Universe vs Simple Universe


> > I would like to create a virtual universe instead of simple universe,
but
> I
> > don't find this in tutorial on java.sun.com.
>
> http://developer.java.sun.com/developer/onlineTraining/java3d/
> http://java.sun.com/products/java-media/3D/collateral/
>
> But the sourcecode of SimpleUniverse might be the best tutorial
>
> > I would like to know that is
> > it possible for me to move the view object around in simple universe?
If
> > yes, then I don't have to create virtual universe.
>
> Well, the View does not have a position, but the ViewPlatform may have
one.
> I have a bunch of code setting up the universe a little bit different from
> the Sun utilities. If you like
>
> The following snippet ends up with a TransformGroup that allows you to
move
> the camera around:
>
>   // Use Sun's utility to create the environment.
>   mUniverse = new SimpleUniverse( mCanvas );
>
>   // add mouse behaviors to the ViewingPlatform
>   ViewingPlatform viewingPlatform = mUniverse.getViewingPlatform();
>
> //  PlatformGeometry pg = new PlatformGeometry();
> //  viewingPlatform.setPlatformGeometry( pg );
>
>   // This will move the ViewPlatform back a bit so the
>   // objects in the scene can be viewed.
>   viewingPlatform.setNominalViewingTransform();
>
>   /** Retrieve the ViewPlatform object for camera manipulation. */
>   mViewPlatformTransform = viewingPlatform.getViewPlatformTransform();
>
>
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[JAVA3D] Virtual Universe

2002-08-10 Thread Andy

Hi all,

I am trying to construct a virtual universe instead of simple universe
because I want to learn it.  It compiles but when I run it, it automatically
reboots my system, here is part of my program:

public JEngine(String vu){
// Define a frame
Frame frame = new Frame("JEngine 0.1a");
frame.setLayout(new BorderLayout());
frame.setUndecorated(true);
frame.setBackground(Color.BLACK);
// Set FullScreen mode
GraphicsEnvironment ge =
GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice d = ge.getDefaultScreenDevice();
if(d.isFullScreenSupported())
d.setFullScreenWindow(frame);

// Setup Canvas3D, render the scene and add to universe
GraphicsConfiguration[] gc = d.getConfigurations();
GraphicsConfigTemplate3D gct = new
GraphicsConfigTemplate3D();
GraphicsConfiguration graphics =
gct.getBestConfiguration(gc);
Canvas3D c3d = new Canvas3D(graphics);

Button button = new Button("Exit");
button.addActionListener(new ActionEvents());
frame.add(c3d, BorderLayout.CENTER);
frame.add(button, BorderLayout.SOUTH);
BranchGroup bg = createSceneGraph();
bg.compile();
VirtualUniverse u = new VirtualUniverse();
Locale locale = new Locale(u);
BranchGroup bg2 = createView(c3d);
bg2.compile();
locale.addBranchGraph(bg);
locale.addBranchGraph(bg2);

// Show frame
frame.show();
}

Any hints?

Best wishes,

Andy

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[JAVA3D] Auto reboot after running for a while

2002-08-10 Thread Andy

Please help.  Attached with my program and textures, please compile and run
and see if you have any problems.  Whenever I run it for a while, and move
the viewplatform, it automatically reboots.  Here is my system spec:

AMD Thunderbird 700
256MB PC133
Asus A7V(most updated bios)
Asus V6800 32MB SGRam(GeForce 256 32MB)
Win2k pro sp2
AMD Win2k AGP patch
Win2k Compatibility fix
nVidia reference driver 29.42
Desktop settings:  1024x768 @ 16bit

Any hints?  Many thanks

Andy


begin 666 JEngine.java
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Re: [JAVA3D] Auto reboot after running for a while

2002-08-10 Thread Andy

I am using v1.3 OpenGL with JDK1.4.0_01

Andy
  - Original Message -
  From: Kelvin Chung
  To: [EMAIL PROTECTED]
  Sent: Saturday, August 10, 2002 6:42 PM
  Subject: Re: [JAVA3D] Auto reboot after running for a while


  Andy,

  Are you using

  (1) v1.3 release DirectX version or v1.3 relese OpenGL version ?
  (2) JDK1.3.1 or JDK1.4 ?

  - Kelvin


  Andy wrote:

Please help.  Attached with my program and textures, please compile and
runand see if you have any problems.  Whenever I run it for a while, and
movethe viewplatform, it automatically reboots.  Here is my system spec:AMD
Thunderbird 700256MB PC133Asus A7V(most updated bios)Asus V6800 32MB
SGRam(GeForce 256 32MB)Win2k pro sp2AMD Win2k AGP patchWin2k Compatibility
fixnVidia reference driver 29.42Desktop settings:  1024x768 @ 16bitAny
hints?  Many thanksAndy


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[JAVA3D] Behavior Performance

2002-08-10 Thread Andy

Dear everyone:

As I posted my code before, if you have seen my code, please do not
laugh at it as I am just a beginner.  As you can see in the code that I
added the MouseRotate behavior into the TG, but I found that even it's in
full screen mode, it is choppy as hell which is not usable.  Any suggestion
for the performance boost so to make it smooth?  I was adding the behavior
like the demo BackgroundGeometry.java.

Thanks

Andy

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[JAVA3D] KeyNavigatorBehavior

2002-08-12 Thread Andy

Hello everybody:

I would like to thank you guys helping me a lot here.  Thanks.

Now I got another question.  I tried to add MouseRotate into my program and
it works like the tutorial.  However, when I added KeyNavigatorBehavior into
it, it doesn't work at all.  I would like to know is there a way to
implement the KeyEvents for the view object myself?  Or I can use the
KeyNavigatorBehavior to do all the things I want(like move the view forward,
backward, flying around the virtual universe)?

Sincerely,

Andy

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Re: [JAVA3D] KeyNavigatorBehavior

2002-08-12 Thread Andy

I just tried using simple universe instead of virtual universe and the
KeyNavigatorBehavior is working like the tutorial said.  However, when I use
Virtual Universe, it doesn't work, my scene graph is like this:

BranchGroup=>TransformGroup,
KeyNavigatorBehavior=>TransformGroup=>ViewPlaform.

If I take out the KeyNavigatorBehavior, and try to do some transformations
to TransformGroup above ViewPlatform, it works, but if I add back the
KeyNavigatorBehavior, it doesn't do the Key functions, the transformation is
still done.  What happens?  is it because I add to wrong place?

Andy

- Original Message -
From: "Andy" <[EMAIL PROTECTED]>
To: "Java3d" <[EMAIL PROTECTED]>
Sent: Monday, August 12, 2002 4:28 PM
Subject: KeyNavigatorBehavior


> Hello everybody:
>
> I would like to thank you guys helping me a lot here.  Thanks.
>
> Now I got another question.  I tried to add MouseRotate into my program
and
> it works like the tutorial.  However, when I added KeyNavigatorBehavior
into
> it, it doesn't work at all.  I would like to know is there a way to
> implement the KeyEvents for the view object myself?  Or I can use the
> KeyNavigatorBehavior to do all the things I want(like move the view
forward,
> backward, flying around the virtual universe)?
>
> Sincerely,
>
> Andy
>
>

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[JAVA3D] Texture

2002-08-12 Thread Andy

When I create a shape3d object(e.g. linearray), how do I apply a texture(2d
image) to the shape?  I tried to create a 2d box and apply a texture, but it
just fills the line with the texture, not the space inside the 2d box, how
do I fill the 2d box with texture or color?  Thanks

Andy

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Re: [JAVA3D] Texture

2002-08-12 Thread Andy

Now I used TriangleStripArray to construct a so called "box" which has 4
faces(not 6 but it's not a box), and when I fill with texture, it doesn't
fill up the triangles, instead, it fills the lines...I set MODULATE and
Polygon_fill already but still, any hints please?

Many thanks

Andy
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, August 12, 2002 9:12 PM
Subject: Re: [JAVA3D] Texture


> Set the PolygonAttributes.setPolygonMode(POLYGON_FILL );
>
> Dave Yazel
> http://www.magicosm.net
>
> - Original Message -
> From: "Andy" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, August 12, 2002 10:25 PM
> Subject: [JAVA3D] Texture
>
>
> When I create a shape3d object(e.g. linearray), how do I apply a
texture(2d
> image) to the shape?  I tried to create a 2d box and apply a texture, but
it
> just fills the line with the texture, not the space inside the 2d box, how
> do I fill the 2d box with texture or color?  Thanks
>
> Andy
>
>
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>
>
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[JAVA3D] Camera

2002-08-12 Thread Andy

Hi, I may bother you all too much, but I really want to know that how do I
move the view in the virtual universe, like flying around, which is done by
keynavigatorbehavior.  Cuz I am trying to construct a house, and I can
navigate inside.  Thanks.

Andy

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Re: [JAVA3D] Camera

2002-08-13 Thread Andy

Sorry for not telling specific enough, here is my code:

/**
 * BranchGraph for View BranchGroup
 */
private BranchGroup createView(Canvas3D c){
BranchGroup bg = new BranchGroup();
View view = new View();
view.setSceneAntialiasingEnable(false);
ViewPlatform vp = new ViewPlatform();
vp.setViewAttachPolicy(View.NOMINAL_SCREEN);
PhysicalBody body = new PhysicalBody();
PhysicalEnvironment pe = new PhysicalEnvironment();
view.addCanvas3D(c);
view.attachViewPlatform(vp);
view.setPhysicalBody(body);
view.setPhysicalEnvironment(pe);
TransformGroup tg = new TransformGroup();
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
bg.addChild(tg);
tg.addChild(vp);
KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg);
key.setSchedulingBounds(new BoundingSphere());
bg.addChild(key);

return bg;
}

In this method, it creates the scene graph of the View, ViewPlatform,
PhysicalBody, PhysicalEnvironment.  I setup a TransformGroup just above the
ViewPlatform below the BranchGroup.  Then I attach the TransformGroup to the
KeyNavigatorBehavior like shown above, and set the SchedulingBounds and
addChild to the BranchGroup.  This is what I learned from tutorial but it
doesn't work.  Then I tried exactly the same thing from tutorial, using
SimpleUniverse, TransformGroup tg =
simpleuniverse.getViewingPlatform().getViewPlatformTransform(); returns the
TransformGroup between the BranchGroup and ViewPlatform.  And I don't have
to modify any methods of keyPressed(KeyEvent e).

I also tried extending the KeyNavigatorBehavior class, and implement the
keyPressed() method, add it to the TransfromGroup of the ViewPlatform, but
it still doesn't work.

Hopefully I give enough information, since I really want to use keys(or I
can config some other keys, not necessary using the specified in
KeyNavigatorBehavior class) to navigator in VirtualUniverse.  I am not using
SimpleUniverse since I wanna learn more about the ViewPlatform and stuff.
Thank you very much and waiting for your reply.

Sincerely,

Andy
- Original Message -
From: "Georg Rehfeld" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 13, 2002 8:03 AM
Subject: Re: [JAVA3D] Camera


> Dear Andy,
>
> > Hi, I may bother you all too much, but I really want to know that how do
I
> > move the view in the virtual universe, like flying around, which is done
by
> > keynavigatorbehavior.  Cuz I am trying to construct a house, and I can
> > navigate inside.  Thanks.
>
> I'm unsure from your question what you really are after. If you
> want to move around as with KeyNavigatorBehavior then just use it.
> If you don't know how to do that, you _definitely_ should read the
> Java3D tutorial, especially chapter 4.4 Behavior Utility Classes
> for Keyboard Navigation.
>
> If you want to do the keyboard/mouse handling on your own, you
> should look into the code for KeyNavigator and KeyNavigatorBehavior
> how they do it ...  it boils down to manipulating the Viewplatform
> Transform. The Viewplatform is the place where your avatar/
> camera/eye sits (compare figure 4-8 from the tutorial) in the
> virtual world and that platform can be moved, turned and scaled
> freely by changing it's Transform taking the camera with it,
> resulting in a changed projection onto the canvas.
>
> If this both isn't what you wanted to know feel free to ask your
> question a little bit more specific.
>
> regards
>
> Georg
>  ___   ___
> | + | |__Georg Rehfeld  Woltmanstr. 12 20097 Hamburg
> |_|_\ |___   [EMAIL PROTECTED]   +49 (40) 23 53 27 10
>
>
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Re: [JAVA3D] Camera

2002-08-13 Thread Andy

Here is the method for compiling the branchgroup returned from createView()
method and add to locale:

public JEngine(String vu){
Frame frame = new Frame(vu);
frame.setLayout(new BorderLayout());
frame.setUndecorated(true);
frame.setBackground(Color.BLACK);

GraphicsEnvironment ge =
GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice d = ge.getDefaultScreenDevice();
if(d.isFullScreenSupported())
d.setFullScreenWindow(frame);

GraphicsConfiguration[] gc = d.getConfigurations();
GraphicsConfigTemplate3D gct = new
GraphicsConfigTemplate3D();
GraphicsConfiguration graphics =
gct.getBestConfiguration(gc);
if(gct.isGraphicsConfigSupported(graphics))
System.out.println("Graphics Device Supported");
else{
System.out.println("Graphics Device NOT Supported");
System.exit(1);
}

Canvas3D c3d = new Canvas3D(graphics);
Button button = new Button("Exit");
button.addActionListener(new ActionEvents());
frame.add(c3d, BorderLayout.CENTER);
frame.add(button, BorderLayout.SOUTH);
frame.addKeyListener(new KeyEvents());
BranchGroup bg = createBox();
bg.compile();
VirtualUniverse u = new VirtualUniverse();
Locale locale = new Locale(u);
BranchGroup bg2 = createView(c3d);
bg2.compile();
locale.addBranchGraph(bg);
locale.addBranchGraph(bg2);

frame.show();
}

I followed the scene graph structure, compile the BranchGroup returned from
createView() and add to locale, and locale is attached to the Virtual
Universe.  I don't know why the KeyNavigatorBehavior doesn't work that way.
Thanks for replying.

Andy

- Original Message -
From: "Mark Hood" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 13, 2002 3:06 PM
Subject: Re: [JAVA3D] Camera


> > Date: Tue, 13 Aug 2002 11:46:19 -0500
> > From: Andy <[EMAIL PROTECTED]>
> > Content-Length: 4565
> >
> > Sorry for not telling specific enough, here is my code:
>
> Looks OK so far...  what do you do with the BranchGroup returned by your
> createView() method?  SimpleUniverse creates a ViewingPlatform BranchGroup
and
> attaches it to the universe for you.  It looks like you're essentially
> reimplementing ViewingPlatform but perhaps you're not making it live.
>
> Keep posting more of your code, someone ought to see the problem
eventually.
> If you send a complete test app that reproduces the problem, we can
determine
> if it's a bug that needs to be investigated.
>
> -- Mark Hood
>
> > /**
> >  * BranchGraph for View BranchGroup
> >  */
> > private BranchGroup createView(Canvas3D c){
> > BranchGroup bg = new BranchGroup();
> > View view = new View();
> > view.setSceneAntialiasingEnable(false);
> > ViewPlatform vp = new ViewPlatform();
> > vp.setViewAttachPolicy(View.NOMINAL_SCREEN);
> > PhysicalBody body = new PhysicalBody();
> > PhysicalEnvironment pe = new PhysicalEnvironment();
> > view.addCanvas3D(c);
> > view.attachViewPlatform(vp);
> > view.setPhysicalBody(body);
> > view.setPhysicalEnvironment(pe);
> > TransformGroup tg = new TransformGroup();
> > tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
> > tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
> > bg.addChild(tg);
> > tg.addChild(vp);
> > KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg);
> > key.setSchedulingBounds(new BoundingSphere());
> > bg.addChild(key);
> >
> > return bg;
> > }
>
>
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[JAVA3D] Texture not correctly

2002-08-13 Thread Andy

Here is the method which will create a box with 4 faces only and I load the
texture with TextureLoader and use MODULATE as parameter.  It works
perfectly if I create a box with the class Box but not this:

private BranchGroup createBox(){
BranchGroup root = new BranchGroup();
Point3f coord[] = new Point3f[16];

coord[0] = new Point3f(-0.4f, 0.4f, 0.0f);
coord[1] = new Point3f(0.4f, 0.4f, 0.0f);
coord[2] = new Point3f(-0.4f, -0.4f, 0.0f);
coord[3] = new Point3f(0.4f, -0.4f, 0.0f);

coord[4] = new Point3f(0.4f, 0.4f, 0.0f);
coord[5] = new Point3f(0.4f, 0.4f, -0.4f);
coord[6] = new Point3f(0.4f, -0.4f, 0.0f);
coord[7] = new Point3f(0.4f, -0.4f, -0.4f);

coord[8] = new Point3f(0.4f, 0.4f, -0.4f);
coord[9] = new Point3f(-0.4f, 0.4f, -0.4f);
coord[10] = new Point3f(0.4f, -0.4f, -0.4f);
coord[11] = new Point3f(-0.4f, -0.4f, -0.4f);

coord[12] = new Point3f(-0.4f, 0.4f, -0.4f);
coord[13] = new Point3f(-0.4f, 0.4f, 0.0f);
coord[14] = new Point3f(-0.4f, -0.4f, -0.4f);
coord[15] = new Point3f(-0.4f, -0.4f, 0.0f);
int stripCount[] = {20};
TriangleStripArray tsa = new TriangleStripArray(20,
TriangleStripArray.COORDINATES | TriangleStripArray.NORMALS |
TriangleStripArray.TEXTURE_COORDINATE_3, stripCount);
tsa.setCoordinates(0, coord);
TransformGroup tg = new TransformGroup();
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
Shape3D shape = new Shape3D(tsa);
tg.addChild(shape);
Appearance appearance = new Appearance();
TextureLoader tl = new TextureLoader(new
String("./Textures/Floor2.jpg"), new String("RGB"), 0, null);
appearance.setTexture(tl.getTexture());
TextureAttributes ta = new TextureAttributes();
ta.setTextureMode(TextureAttributes.MODULATE);
appearance.setTextureAttributes(ta);
PolygonAttributes pa = new PolygonAttributes();
pa.setCullFace(PolygonAttributes.CULL_FRONT);
pa.setPolygonMode(PolygonAttributes.POLYGON_FILL);
appearance.setPolygonAttributes(pa);
shape.setAppearance(appearance);
MouseRotate mr = new MouseRotate(tg);
mr.setSchedulingBounds(new BoundingSphere());
root.addChild(mr);
root.addChild(tg);
return root;
}

I don't know why the texture was loaded into the lines instead of the box I
created, any hints?  Thanks to all of you.

Andy

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Re: [JAVA3D] Camera

2002-08-13 Thread Andy

I am too shame of my code, so I didn't send all out.  I have all things to
work except JUST the camera moving.  I got the button listener as well.
Here attached my code which is able to compile without error.  So just
change the createxxx() in the JEngine(String su){} method to create
different polygons.  But the KeyNavigatorBehavior in createView() method is
not working.  I don't understand why you need the other methods like the
constructor..but anyway may be that just matters.  I hope you can help me
this for the KeyNavigatorBehavior so I can use keys to navigate instead of
just mouserotate and zooming.  Thanks.

Andy

- Original Message -
From: "Georg Rehfeld" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 13, 2002 11:58 PM
Subject: Re: [JAVA3D] Camera


> Dear Andy,
>
> > public JEngine(String vu){ 
>
> you gave part of your code, but _still_ you ain't very specific:
> what do you mean by: "doesn't work"???
>
> - do you see nothing at all in your canvas?
>
> - you see something, but typing some keys does not move your view?
>
> - your app crashes?
>
> - something else?
>
>
> As you didn't tell, I attempted to combine your splitted source
> fragments into one program to see it live and then better guess what's
> going wrong: this initially gave 46 compiler errors, hey Andy, what do
> you expect us to do, typing in what's your job? Sorry, I will not do
> that. As Mark suggested already: give us an attached source, ready to
> compile, and one or the other will (or might) try it out and eventually
> fix it.
>
>
> As I was in the mood, I actually tried to fix some of the 46 errors top
> down, it turned out, that I could reduce to 23 errors by just adding
> missing 'import' statements (which took a considerable and really
> unneccessary amount of my lifetime) until I stumbled over:
>
> JEngine.java:40: cannot resolve symbol
> symbol  : class ActionEvents
> location: class JEngine
> button.addActionListener(new ActionEvents());
>
> Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure you
> didn't! What, you have
>
> - a compiler error
>
> and didn't tell us about? If so, simply go nuts! Hey, you HAVEN'T typed
> that error in only into your mail, you MUST have used COPY/PASTE, thus
> the error is in your source.
>
> bye Andy
>
> Georg
>  ___   ___
> | + | |__Georg Rehfeld  Woltmanstr. 12 20097 Hamburg
> |_|_\ |___   [EMAIL PROTECTED]   +49 (40) 23 53 27 10
>
> PS:
>
> Dear Java3D team,
>
> I'm really VERY appreciated, that you are so polite to accept, and able
> to understand even really crude bug reports. Please insist further on a
> compiling sample showing the error. J3D IS a good way to go (and I
> follow it, for sure), 'thanks for the fish'.
>
>
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> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".


begin 666 JEngine.java
M+RHJ#0H@*B!*16YG:6YE(&ES(&$@,T0@F5S(&9U;&P@2F%V83-$($%022!F;W(@3&EG
M:'0L#0H@*B!40T*("H@0W5R2Y3<&AE6]U="AN97<@0F]R9&5R3&%Y;W5T
M*"DI.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E=%5N9&5C;W)A=&5D*&9A
M;'-E*3L-"B @(" @(" @(" @(" @("!FPT*(" @(" @(" @(" @(" @(" @(" @
M(" @<'5B;&EC('9O:60@=VEN9&]W0VQO&ET*# I.PT*(" @(" @(" @(" @(" @(" @(" @(" @?0T*(" @(" @(" @
M(" @(" @('TI.PT*(" @(" @(" @(" @(" @( T*(" @(" @(" @(" @(" @
M("\O4V5T($9U;&Q38W)E96X@;6]D90T*(" @(" @(" @(" @(" @($=R87!H
M:6-S16YV:7)O;FUE;G0@9V4@/2!'6]U="AN
M97<@0F]R9&5R3&%Y;W5T*"DI.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E
M=%5N9&5C;W)A=&5D*'1R=64I.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E
M=$)A8VMG7-T96TN;W5T+G!R:6YT;&XH(D=R87!H
M:6-S($1E=FEC92!.3U0@4W5P<&]R=&5D(BD[#0H@(" @(" @(" @(" @(" @
M(" @(" @("!3>7-T96TN97AI="@Q*3L-"B @(" @(" @(" @(" @("!]#0H@
M(" @(" @(" @(" @(" @#0H@(" @(" @(" @(" @(" @0V%N=F%S,T0@8S-D
M(#T@;F5W($-A;G9A45V96YT(&4I>PT*(" @
M(" @(" @(" @(" @(" @

Re: [JAVA3D] Camera

2002-08-14 Thread Andy

o..it works for you?  o my god...what's my problem?  when I pressed the
up/down cursor, nothing happened, I tried to hold and pressed continuously,
it still didn't work

Anyway, you should not say sorry to your attitude, it was my fault to make
you that way.  Thank you very much for testing it out...I will transfer it
to another system and try, thank you again.

Andy

- Original Message -
From: "Georg Rehfeld" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, August 14, 2002 6:55 PM
Subject: Re: [JAVA3D] Camera


> Dear Andy,
>
> I wrote:
>
> > > Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure
you
> > > didn't!
>
> So, sorry, now I can see, that you really invented it ... but you might
> imagine, that, without your code, one _can't_ know how it is implemented.
> My apologizes for my rude attitude.
>
> > I am too shame of my code, so I didn't send all out.
>
> Nobody here will request code to lough at the author, really, remember,
> we all once started, and in my case, I'm making errors all day and
> understand not the half of what I would like to understand.
>
> > ... I don't understand why you need the other methods like the
> > constructor..but anyway may be that just matters.
>
> The matter simply is: make our life easier, just compile, look at the
> result/error, then at the code really running and try to find the
> problem. Else I've better things to do. And I'm _not_ interested in
> other code, just the essential lines to reproduce the problem (and this
> is the same the Java3D team wants to have in bug reports: a minimal
> sample showing the error). So you could have taken all things out, that
> have nothing to do with your problem: no lights, no textures, just a
> simple cube to see something. Besides, often, in the process of breaking
> out unneccessary code, you might find the problem yourself.
>
> > ... But the KeyNavigatorBehavior in createView() method is
> > not working.
>
> Hmm, it WORKS for me, just fine. The only things I had to do was:
>
> - supply 2 textures
> - remove the comments around the KeyNavigatorBehaviour lines:
>
>
> /**
>  * BranchGraph for View BranchGroup
>  */
> private BranchGroup createView(Canvas3D c){
> ...
> bg.addChild(tg);
> tg.addChild(vp);
>
> KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg);
> key.setSchedulingBounds(new BoundingSphere());
> bg.addChild(key);
>
> return bg;
> }
>
> The view moves forward/backward with cursor up/down, turns with
> cursor left/right etc., just as expected.
>
> So, what actually is your problem??? What exactly is 'not working'?
> Is it, that you press cursor up/down and the view doesn't move
> forward/backward?
>
> If so, do you develop/test under Linux? I remember to have seen
> some note about this problem:
>
> - Java on Linux deliveres a KEY_RELEASED KeyEvent for every
>   KEY_PRESSED event, even when the key is pressed continuously,
>   whereas Java on Windows deliveres a sequence of KEY_PRESSED
>   events, as long as the key remains pressed, then just one
>   KEY_RELEASED event, when the key is released.
>
> As of the current implementation of KeyNavigator this might lead
> to jaggie movement, but it should move a little, I believe
> (can't test under Linux currently).
>
> You can try the IntersectTest from directory
> /demo/java3d/PickTest, it uses KeyNavigatorBehavior and
> works on my system; how does it behave on yours, same problem as
> with your app?
>
> regards
>
> Georg
>  ___   ___
> | + | |__Georg Rehfeld  Woltmanstr. 12 20097 Hamburg
> |_|_\ |___   [EMAIL PROTECTED]   +49 (40) 23 53 27 10
>
> PS: my System:
> W2K, Servicepack 2
> Riva TNT graphics card, driver version 6.13.10.2311
> JDK 1.4
> J3D 1.3beta2
>
>
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Re: [JAVA3D] Camera

2002-08-14 Thread Andy

IT WORKS NOW  GREAT!!!  Thanks!!!  But another problemI have to use
my mouse to rotate it first, then I can use cursor to move it...is it
because of the wake thing in Behavior class?  Do I have to use start()
method in Behavior class?

Andy

- Original Message -
From: "Andy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, August 14, 2002 10:48 PM
Subject: Re: [JAVA3D] Camera


> o..it works for you?  o my god...what's my problem?  when I pressed the
> up/down cursor, nothing happened, I tried to hold and pressed
continuously,
> it still didn't work
>
> Anyway, you should not say sorry to your attitude, it was my fault to make
> you that way.  Thank you very much for testing it out...I will transfer it
> to another system and try, thank you again.
>
> Andy
>
> - Original Message -
> From: "Georg Rehfeld" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, August 14, 2002 6:55 PM
> Subject: Re: [JAVA3D] Camera
>
>
> > Dear Andy,
> >
> > I wrote:
> >
> > > > Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure
> you
> > > > didn't!
> >
> > So, sorry, now I can see, that you really invented it ... but you might
> > imagine, that, without your code, one _can't_ know how it is
implemented.
> > My apologizes for my rude attitude.
> >
> > > I am too shame of my code, so I didn't send all out.
> >
> > Nobody here will request code to lough at the author, really, remember,
> > we all once started, and in my case, I'm making errors all day and
> > understand not the half of what I would like to understand.
> >
> > > ... I don't understand why you need the other methods like the
> > > constructor..but anyway may be that just matters.
> >
> > The matter simply is: make our life easier, just compile, look at the
> > result/error, then at the code really running and try to find the
> > problem. Else I've better things to do. And I'm _not_ interested in
> > other code, just the essential lines to reproduce the problem (and this
> > is the same the Java3D team wants to have in bug reports: a minimal
> > sample showing the error). So you could have taken all things out, that
> > have nothing to do with your problem: no lights, no textures, just a
> > simple cube to see something. Besides, often, in the process of breaking
> > out unneccessary code, you might find the problem yourself.
> >
> > > ... But the KeyNavigatorBehavior in createView() method is
> > > not working.
> >
> > Hmm, it WORKS for me, just fine. The only things I had to do was:
> >
> > - supply 2 textures
> > - remove the comments around the KeyNavigatorBehaviour lines:
> >
> >
> > /**
> >  * BranchGraph for View BranchGroup
> >  */
> > private BranchGroup createView(Canvas3D c){
> > ...
> > bg.addChild(tg);
> > tg.addChild(vp);
> >
> > KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg);
> > key.setSchedulingBounds(new BoundingSphere());
> > bg.addChild(key);
> >
> > return bg;
> > }
> >
> > The view moves forward/backward with cursor up/down, turns with
> > cursor left/right etc., just as expected.
> >
> > So, what actually is your problem??? What exactly is 'not working'?
> > Is it, that you press cursor up/down and the view doesn't move
> > forward/backward?
> >
> > If so, do you develop/test under Linux? I remember to have seen
> > some note about this problem:
> >
> > - Java on Linux deliveres a KEY_RELEASED KeyEvent for every
> >   KEY_PRESSED event, even when the key is pressed continuously,
> >   whereas Java on Windows deliveres a sequence of KEY_PRESSED
> >   events, as long as the key remains pressed, then just one
> >   KEY_RELEASED event, when the key is released.
> >
> > As of the current implementation of KeyNavigator this might lead
> > to jaggie movement, but it should move a little, I believe
> > (can't test under Linux currently).
> >
> > You can try the IntersectTest from directory
> > /demo/java3d/PickTest, it uses KeyNavigatorBehavior and
> > works on my system; how does it behave on yours, same problem as
> > with your app?
> >
> > regards
> >
> > Georg
> >  ___   ___
> > | + | |__Georg Rehfeld  Woltmanstr.

Re: [JAVA3D] Camera

2002-08-15 Thread Andy

Thanks a lot.  The solution was nothing.  I was using the code that I sent
you but I just didn't try to use the mouse to move it first and then use
keyboard.  Thank you so much.

Andy

- Original Message -
From: "Georg Rehfeld" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, August 15, 2002 6:52 AM
Subject: Re: [JAVA3D] Camera


> Hi Andy,
>
> > IT WORKS NOW  GREAT!!!  Thanks!!!
>
> What was the solution then?
>
> > But another problemI have to use
> > my mouse to rotate it first, then I can use cursor to move it...is it
>
> It is a matter of the keyboard focus sitting elsewhere. Simply add
>
>   c3d.requestFocus();
>
> at the end of your constructor.
>
> regards
>
> Georg
>  ___   ___
> | + | |__Georg Rehfeld  Woltmanstr. 12 20097 Hamburg
> |_|_\ |___   [EMAIL PROTECTED]   +49 (40) 23 53 27 10
>
>
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Re: [JAVA3D] Graphics card

2002-08-29 Thread Andy

I am not saying ATI card is bad, but the driver is immature.  Though you may
see some benchmarks on some sites showing ATI 9700 is much better than GF 4
Ti 4600, however the driver for ATI card cannot optimize the performance, so
nVidia is still the choice.

Andy

- Original Message -
From: "Nitin.Jain" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, August 29, 2002 2:21 AM
Subject: [JAVA3D] Graphics card


> Hi,
>
> I need to test my application with a BEST graphics card for java3d. I
looked
> into archives and found that GeForce and Nvidia are quite talked about but
> there stands a lot of ambiguity and I'm not able to make a decision for
> buying one. Can somebody please suggest me the BEST available graphics
card.
> My Application has lot of geometries in the scene and I'm using immediate
> mode rendering as well. The application doesn't need any texture mapping.
>
> I would really, really appreciate your inputs.
>
> Thanks
>
> Regards,
>
> Nitin Jain
> ingenovis,
> A division of i-Labs Ltd.
> Hyderabad, India
> Phone : 91-40-3352900/2 Ext.2016
> Fax : 91-40-3351522
> Email  : [EMAIL PROTECTED]
> http://www.ingenovis.com
> http://www.ilabsgroup.com
>
>
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[JAVA3D] How to move a camera in the virtual universe using keyboard?

2004-04-26 Thread Andy
Hi, I am currently trying to have a camera, looking at a cube from the
top view, then when I press up/down/left/right, camera will move along
the x-z plane, since I am using virtual universe, I cannot use
viewingplatform, and I don't like behavior class so I would like to use
normal keylistener attach to the transformgroup of the viewplatform to
make any changes.  But when I do that, it does not show anything, but if
I move the cube instead, I can see the cube.
The second question I wanna ask is that how do I use lookAt()?  There is
a game engine called irrlicht, which has a camera that has properties:
target and location, target is where the camera looks at and location of
the camera, how do I have the same thing in Java3D?  Here is my code of
the transformgroup, any hints?  Thanks.
// This is in the main
VirtualUniverse universe = new VirtualUniverse();
Locale locale = new Locale(universe);
BranchGroup objRoot = new BranchGroup();
TransformGroup tg = new TransformGroup();
// Modify the camera here
objRoot.addChild(tg);
tg.addChild(ccube);
objRoot.compile();
locale.addBranchGraph(objRoot);
locale.addBranchGraph(camera.createPanCamera());
// Modify the camera here
camera.move(0, 0, -10);
// This is in the camera class
public BranchGroup createPanCamera(){
   // Gravity will be attached later by physics engine
   /*** Create all necessary objects for a camera ***/
bGroup = new BranchGroup();
tg = new TransformGroup();
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
view = new View();
vp = new ViewPlatform();
vp.setCapability(ViewPlatform.ALLOW_POLICY_READ);
vp.setCapability(ViewPlatform.ALLOW_POLICY_WRITE);
pb = new PhysicalBody();
pe = new PhysicalEnvironment();
   /*** Attach all parts to make it a normal scene graph ***/
   view.setPhysicalBody(pb);
   view.setPhysicalEnvironment(pe);
   view.attachViewPlatform(vp);
   view.addCanvas3D(canvas);
   bGroup.addChild(tg);
   tg.addChild(vp);
   return bGroup;
}
public void move(int x, int y, int z){
   ct3d = new Transform3D();
   ct3d.set(new Vector3f(0.0f, 0, 5.0f));
   ct3d.lookAt(new Point3d(0, 0, 5f), new Point3d(0, 0, 0), new
Vector3d(0, -1, 0));
   tg.setTransform(ct3d);
}
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[JAVA3D] Moving Camera

2004-04-26 Thread Andy
Hi, thank you for replying.  I tried t3d.invert() with the lookAt()
function but it still doesn't work.  If I move the cube to (0, 0, -5),
it shows me the cube, but I tried to move the TranformGroup between the
BG and ViewPlatform by using lookAt(new Point3d(0, 0, 0), new Point3d(0,
-5, 0), new Vector3f(0, 1, 0)); and then use t3d.invert(); and then
tg.setTransform(t3d); but it doesn't show me anything.  Any hints?
Andy
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Re: [JAVA3D] Moving Camera

2004-04-26 Thread Andy
I made stupid mistakes, now it works, thanks to all of you.  Another
question is that how do I get the normal by cross product or dot product
if I am looking from the sky to the ground, for example:
eye)
   \
 \
   \
 target
Thanks in advance
Andy
Brian McCormick wrote:
Maybe you should use this instead:
lookAt(new Point3d(0, 0, 0), new Point3d(0, 0, -5), new Vector3f(0, 1,
0));
Hope this helps.
-Original Message-
From: Andy [mailto:[EMAIL PROTECTED]
Sent: Monday, April 26, 2004 3:44 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Moving Camera
Hi, thank you for replying.  I tried t3d.invert() with the lookAt()
function but it still doesn't work.  If I move the cube to (0, 0, -5),
it shows me the cube, but I tried to move the TranformGroup between the
BG and ViewPlatform by using lookAt(new Point3d(0, 0, 0), new Point3d(0,
-5, 0), new Vector3f(0, 1, 0)); and then use t3d.invert(); and then
tg.setTransform(t3d); but it doesn't show me anything.  Any hints?
Andy

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[JAVA3D] Java3D and Mouse Listener question

2004-04-27 Thread Andy
Hi all,
I am currently have a program that has a cube, and a camera.  I use
mouse event listener to check if the mouse moves to the edge of the
program, if yes, then it moves the camera.  But if I move my mouse to
the edge and stop there, it just checks whenever the mouse moves or not,
otherwise, it doesn't know if the mouse pointer is on the edge or not.
Then is there any class or method that I can use to check mouse pointer
location every single second or loop?  Thanks.
Andy
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Re: [JAVA3D] Java3D and Mouse Listener question

2004-04-28 Thread Andy
Thank you for replying.
I need to check the mouse position constantly even it's not moving, for
example, if I move my mouse to (25, 50) and stop moving, when the
mouseMoved() method detected that it's inside it will keep doing
something until this mouse is moving away from this area.  Someone
suggests me to use a thread to check constantly inside the method, and
use the listener to stop it anytime the mouseMoved() method changes the
position.  Now what I don't wanna use is thread, I am thinking if it is
possible for me to do it C/C++ way like this:
Loop
   Check mouse position
   IF mouse position is in the area, do something
   ELSE do nothing
End Loop
Since I am worring about the thread that will make our program
unreliable or unstable, therefore I rarely use thread.  The main reason
is that since I am trying to make a very simple RTS game, so if mouse
moving thread is stop responding or a bit slow because of the CPU time
or whatever, it will make the game not synchronized.  If I use C/C++ way
that dose not use fork, check everything in one flow, it gurantees the flow.
Thus, do you have any idea that I can check the mouse position like the
loop above without using thread?  Since I tried having the mouseMoved()
method loads another method that has a loop that checks the mouse
position every iteration, but the mouseMoved() method cannot stop it
even it changes the variable, I believe it's because of the loop takes
highest priority.
Thank you very much, I appreciate your help.
Andy
Florin Herinean wrote:
I don't understand why do you want to check the mouse position if the mouse
is not moving ??? It's obvious that the position is the last one where a
mouse move event was fired. If you really need to know the mouse position at
every moment, then just use the mouse move listener to store the position of
the event in some convenient place. Then from wherever you are, you can get
from there the current position. And don't forget to synchronize access to
the mouse position.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Andy
Sent: Dienstag, 27. April 2004 20:12
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Java3D and Mouse Listener question
Hi all,
I am currently have a program that has a cube, and a camera.  I use
mouse event listener to check if the mouse moves to the edge of the
program, if yes, then it moves the camera.  But if I move my mouse to
the edge and stop there, it just checks whenever the mouse moves or not,
otherwise, it doesn't know if the mouse pointer is on the edge or not.
Then is there any class or method that I can use to check mouse pointer
location every single second or loop?  Thanks.
Andy
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Re: [JAVA3D] Java3D and Mouse Listener question

2004-04-28 Thread Andy




Thanks to all your reply, I will change my design to using thread then,
cuz it sounds much easier for me to program in threads this way.  :)

Andy

Florin Herinean wrote:

  Being afraid of threads is pretty stupid. Threads are what makes things to
happen smooth and to promptly react regardless of what else the computer is
doing. If you're not using threads, then *everything* in your program will
happen sequentialy, i.e. you won't be able to do 2 things simultaneous.
Besides that, threads are as stable as anything. If you suppose that a
thread may cease functioning, the same might apply to the main thread, the
one with the loop. In case you didn't know, everything in java is based on
threads. A running java program have at the same time, several threads
running simultaneous, even if your program does nothing more than HelloWorld
!

Now you're concrete example has a very simple solution:

Your "do something" code is in a behavior attached to your scene.
You register a mouse move listener with your canvas3d. You check in the
listener the current position of the mouse, if it's in the desired area, you
start the behavior (if not already started), and if it's out of the area you
stop the behavior (if it's not already stopped). The behavior can have a
wake criterion as elapsed time or elapsed frames, as you like. You're simply
not interested in anything else. And your sistem will be much more
responsive, since you're not eating cpu cycles siting in a tight loop. That
way you won't explicitly create threads, although you're using at least
three of them: the awt dispatcher thread to process the mouse events, the
behavior thread which will execute the code inside of your behavior and the
rendering thread which will render the image.

Learn to think in terms of events: you create events, you react to events.

Cheers,

Florin

-Original Message-
From: Discussion list for Java 3D API
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[JAVA3D] Java3D and FullScreen?

2004-04-28 Thread Andy
Hi, anyone can provide me the code for making a Java3D application full
screen enabled without any border decorations?  Because my code
generates errors saying that this window is displayable which is not
able to take away the decorations:
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice devices = env.getDefaultScreenDevice();
devices.setFullScreenWindow(this);
setDefaultLookAndFeelDecorated(false);
setUndecorated(true);
Many thanks,
Andy
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Re: [JAVA3D] Java3D and FullScreen?

2004-04-28 Thread Andy
But what do you mean by invisible frame?  is it the Window class in the API?
Andy
David Grace wrote:
Hi,
I think the best way to do this is create a separate fullscreen frame,
then remove the Canvas3D from its original frame and add it to the new
fullscreen frame. You can then swap it to the old frame when returning
from fullscreen mode. This works seemlessly for me.
This is because you can only call setUndecorated(true); on a frame which
has never been made visible.
David.

-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Sent: Thursday, 29 April 2004 7:10 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Java3D and FullScreen?
Hi, anyone can provide me the code for making a Java3D application full
screen enabled without any border decorations?  Because my code
generates errors saying that this window is displayable which is not
able to take away the decorations:
GraphicsEnvironment env =
GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice devices = env.getDefaultScreenDevice();
devices.setFullScreenWindow(this);
setDefaultLookAndFeelDecorated(false);
setUndecorated(true);
Many thanks,
Andy

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[JAVA3D] Stopping a thread

2004-04-28 Thread Andy
I have a question of stopping a thread.  I studied the API that I know
that the interrupt will stop a thread.  But here is my code:
public void mouseMoved(MouseEvent e){
   if(e.getX() <= 1 || e.getX() >= boundary.width - 1 ||
e.getY() <= 1 || e.getY() >= boundary.height - 1){
   // Update the mouse position in the camera
before starting or checking the thread
   camera.setMousePosition(e.getX(), e.getY());
   if(cam.isInterrupted()){
   camera.setChecking(true);
   cam.start();
   System.out.println("Camera is start()" +
e.getX() + ":" + e.getY());
   }
   }else{
   camera.setMousePosition(e.getX(), e.getY());
   if(!cam.isInterrupted()){
   camera.setChecking(false);
   try{
   cam.interrupt();
   }catch(Exception exception){}
   System.out.println("Camera is
interrupt()" + e.getX() + ":" + e.getY());
   }
   }
   }
As you can see that if the isInterrupted() returns false in the else
statement, then it will interrupt the thread, which implies that the
thread is alive and still running so it will interrupt the thread,
right?  but everytime I have mouseMoved() detected, it checks if the
mouse pointer is in the area or not, if it is, checks if it is
interrupted or not, if it is interrupted or not, if it is interrupted,
which means it should start the thread again; if it is not interrupted,
which means it's running, it will interrupt.  But whenever I move my
mouse in the area, it starts the thread, then once I interrupt the
thread, no matter where I move(exception the area I wanna do something
with, which will start the thread), it just goes into the if statement
showing "Camera is interrupted()"
Any hints?
Many thanks,
Andy
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Re: [JAVA3D] loader obj number of triangles

2004-06-07 Thread andy
There are v, vt, vn, and f.  f is a face, which may contains more than 1
triangle.  But all of the f combined into three list, vertex index
list(V/vt/vn), vertex texture list(v/VT/vn), and vertex normal
list(v/vt/VN).  You just need to create that vertex index list, then use
vertex index list divided by 3, and you will get the number of triangle.
Have fun with obj.
Andy
Robert O wrote:
hello,
i have a problem with the obj loader from java3d.
i am getting everything worked (rotation,zoom,...),
but i have no idea how to determine
the total number of triangles in the obj file.
can anybody help me and give me some javacode?
thx
rob
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Re: [JAVA3D] Viewing Platform animation

2002-12-21 Thread Andy Gombos



Use 
SimpleUniverse.getViewingPlatform().getViewingPlatformTransform(), or something 
like that.  Then you can modify the transform, and move the camera 
around.

  - Original Message - 
  From: 
  Anthony 
  Arobone 
  To: [EMAIL PROTECTED] 
  
  Sent: Saturday, December 21, 2002 6:09 
  PM
  Subject: [JAVA3D] Viewing Platform 
  animation
  
  Hi all,
  Is it possible to animate the viewing platform 
  TransformGroup with a behavior using the SimpleUniverse? I am getting the 
  following exception when setting the capibilities:
   
  javax.media.j3d.RestrictedAccessException: Cannot 
  modify capability bits on a live or compiled object
   
  But I did not compile anything.  I'm 
  guessing nodes go live when they are added to the universe and the simple 
  universe constructs itself so it must be live by default.  Is this 
  correct?  So before I go and removed the SimpleUniverse and build my own 
  I would like to know if this is even possible.
   
  Thank you,
     Anthony
  


[JAVA3D] Screen Saver by Java 3D

2003-01-28 Thread AndY GaN
Hello to everybody here
i'm beginner to Java and Java 3D, but i'm going to develop a screen saver implemented by Java 3DMy concept is include several geometry and 3D text and making its move around.some setting likes numbers of shape(geometry),speed of movement,shape color,texture,light will included to let user to set. This is basically running at window applet, does any one know how to convert this applet to screen saver(.scr)file? If my concept wrong, pls tell me,ok
because i just learning Java 3D,can your suggest me any online material about implement screen saver by Java 3D?
THANKS
AndYDo you Yahoo!?
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Re: [JAVA3D] Screen Saver by Java 3D

2003-02-06 Thread AndY GaN
sorry for late reply..really thanks a lot to u
 Robert Misior <[EMAIL PROTECTED]> wrote:
Hi,Here is a link that could be helpfully:http://msdn.microsoft.com/library/en-us/dnjpp/html/vj6forms.asp?frame=true#vj6forms_scrnsavrThis will only work with JDK 1.1.4 and you will not be able to use Java3D..src files are just like .exe file that implement certain interface(entry of the program is different) and you need to use a nativecompiler to create them.You will be better of creating your java3D program first, then create aC++ screen saver program that executes your java program.RobertAndY GaN wrote:> Hello to everybody here>> i'm beginner to Java and Java 3D, but i'm going to develop a screen> saver implemented by Java 3DMy concept is include several geometry> and 3D text and making its move around.some setting likes numbers> of shape(geometry),speed of movement,sha
 pe color,texture,light will> included to let user to set. This is basically running at window> applet, does any one know how to convert this applet to screen> saver(.scr)file? If my concept wrong, pls tell me,ok>> because i just learning Java 3D,can your suggest me any online> material about implement screen saver by Java 3D?>> THANKS>> AndY>>> > Do you Yahoo!?> Yahoo! Mail Plus> -> Powerful. Affordable. Sign up now> --Robert MisiorUnix Systems Administrator/ProgrammerSalem Academy and College336.917.5460AndY GaN
http://groups.msn.com/kyokofukadacommunity
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[JAVA3D] Blowing up a texture map

2003-02-07 Thread Andy Gombos



Hello all,
 
I have a generated texture map (simply processing my 
heightfield and assigning colors) that I mapped onto my terrain.  However, 
I get an unwanted effect.  Each triangle is texturized individually, so you 
get a repeating texture along the terrain in strips.
 
Is there a way to make each triangle a specific color from the 
map?  I know I could probably assign each vertex a color, but I have 
some stuff in mind that would make using a texture advantageous over assigning 
colors.
 
Thanks, 
Andy


Re: [JAVA3D] AW: [JAVA3D] Blowing up a texture map

2003-02-10 Thread Andy Gombos



Thanks, that worked nicely.

  - Original Message - 
  From: 
  Florin 
  Herinean 
  To: [EMAIL PROTECTED] 
  
  Sent: Monday, February 10, 2003 2:57 
  AM
  Subject: [JAVA3D] AW: [JAVA3D] Blowing up 
  a texture map
  
  Set 
  texture coordinates to the vertexes of your terrain. Don't use 
  TexCoordGeneration. That will always work.
   
  Cheers,
   
  Florin
  
-Ursprüngliche Nachricht-Von: Andy Gombos 
[mailto:[EMAIL PROTECTED]]Gesendet: Samstag, 8. Februar 
2003 00:27An: [EMAIL PROTECTED]Betreff: 
[JAVA3D] Blowing up a texture map
Hello all,
 
I have a generated texture map (simply processing my 
heightfield and assigning colors) that I mapped onto my terrain.  
However, I get an unwanted effect.  Each triangle is texturized 
individually, so you get a repeating texture along the terrain in 
strips.
 
Is there a way to make each triangle a specific color from 
the map?  I know I could probably assign each vertex a color, but 
I have some stuff in mind that would make using a texture advantageous over 
assigning colors.
 
Thanks, 
    Andy


[JAVA3D] After rendering for about 30 seconds, my app stops rendering

2003-02-12 Thread Andy Gombos
My little terrain rendering test displays the objects fine - using
KeyNavigatorBehavior I can fly around the object and examine it.  However,
on the latest stable and beta J3D releases, after about 30 seconds rendering
hangs.  The AWT threads are still running, since I can close the app
normally.  What normally causes this behavior?  I allocate a decent amount
of memory, but only once to create my objects.

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[JAVA3D] Creating scheduling bounds - BoundingLeafs

2003-02-16 Thread Andy Gombos



How do I use a BoundingLeaf?  It's not really clear to me 
using the Sun tutorials how to use one.  For example, can I create a global 
region to fly the camera around anywhere without limitations?  I recently 
solved my scene lockup problem (I was running outside the scheduling boundary), 
and would like to keep it from happening again.
 
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Re: [JAVA3D] Java3D & Garbage Collection

2003-02-19 Thread Andy Gombos
The [B, [I, [F mean byte array, int array, float array.

The [ is used to denote an array, and the primitive is given a shorthand
name.  An array of Strings would be [Ljava.lang.String


- Original Message -
From: "Giuseppe Fontana" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 19, 2003 1:33 PM
Subject: Re: [JAVA3D] Java3D & Garbage Collection


> On Wed, 19 Feb 2003 16:26:40 +, Rob Nugent <[EMAIL PROTECTED]> wrote:
>
> >Giuseppe,
> >
> >You could try running your app with 'java -Xrunhprof:heap=sites ...'
> >
> >When your app terminates, you can inspect the resultant hprof file and
look at
> >the SITES section to see what objects are in your heap. This might give
you some
> >clues.
> >
> >Rob
>
> Rob,
> Thanx for the advice.
> I executed my program and examined the sites.
> I got:
> * 89.85 %  sites, whose names are [B , [I, [F
> * 10.15%   sites, whose names are javax.media.j3d.Shape3DRetained,
javax.media.j3d.TriangleArrayRetained,
javax.media.j3d.TransformGroupRetained,
> javax.media.j3d.GeometryAtom,
> javax.vecmath.Point3d,
> javax.media.j3d.AppearanceRetained, javax.media.j3d.Texture2DRetained and
other Java3D related stuff.
> Do you know what are those [B, [I, [F sites?
> Otherwise, can you tell me where can I find some docs about site inquiry?
> Unfortunately I'm still beginner...
> Thanx,
> Giuseppe
>
>
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[JAVA3D] Advantages of picking over consulting the actual geometry

2003-02-20 Thread Andy Gombos



What is the main reason to use picking in terrain following 
(or collison detection, or whatever) rather than the actual geometry data?  
Picking seems to involve a lot of work (creating the pick shape, asking the 
scene graph for the objects, and then comparing each returned object) versus (in 
the case of terrain following) asking the terrain to interpolate a height for a 
given set of coordinates.  You get the height at a given point instantly, 
although this does ignore stuff like buildings you may be in - the framework 
would need to be extended for that.
 
It seems with a class to automatically determine what is below 
you, and at what height, would be faster than picking.  While the picking 
API may infact do this, the more generalized implementation must cause slow 
downs somewhere.
 
Any thoughts?
 
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Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Advantages of picking over consulting he actual geometry

2003-02-21 Thread Andy Gombos
I think the simplified model would need to be more complicated than a simple
2d array eventually, to handle multi-story buildings and the like.  Arrays
(or whatever construct you desire) would need to be stored for each level,
and the class would automatically determine the correct plane to check for
heights based on where the viewer is in 3d space.

- Original Message -
From: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, February 21, 2003 7:19 AM
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Advantages of picking over
consulting t he actual geo metry


As you say, it's valid to use it every frame and so on, but I wouldn't do
it. For the type of thing you are doing, as I could see from your posted
image, I would use a simplified model to do the picking, eventually an
*extremely* simplified model, like a b&w height bitmap. Knowing the distance
to the ground will be simply a lookup into a table based on x-y, avoiding
completely the picking mechanism.

Cheers,

Florin

-Ursprüngliche Nachricht-
Von: Rob Nugent [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 21. Februar 2003 13:07
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] Advantages of picking over consulting
the actual geo metry


Florin,

The trouble is that the Locale.pickAll() and Shape3D.intersect() is that
they
are essentially the *only* mechanisms provided by Java3D for testing for
intersections between ray, segment, etc and geometry in the scene.

Yes, calling these from a user interaction as a result of a mouse click is a
common use case. However, it is entirely valid that I should e.g. want to
pick
the object under my view platform every frame or use these routines to do
collision detection. They are the only capabilities provided by Java3D that
allow me to do this, and the garbage they produce can easily be excessive.

Rob

Florin Herinean wrote:
> I think that "picking" should simply do that. I mean you move the mouse
over
> the screen, and "pick" something. In that case you need the whole picking
> framework, and since the picking is done only when you click the mouse, it
> shouldn't generate so much garbage. After all, how quickly can you click
the
> mouse buttons ??? For the rest like terrain following and maybe collision,
> the program itself can be constructed so that it can be really very
> efficient, without the picking framework, as was posted before.
>
> However, I do see one circumstance when you can use picking for terrain
> following, when you don't know anything about the terrain. You navigate
over
> a terrain which was provided by a 3rd party program and you or your
program
> doesn't have a single clue of how it looks like.
>
> Cheers,
>
> Florin

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[JAVA3D] Just little statistics.

2002-01-29 Thread Andy Leung

Hi, I would like to know what editor you guys use to program in Java,
just curiousity:
1.  Normal text editor
2.  WordPad(in Windows)
3.  vi or Emac(in Linux)
4.  Java Creator LE
5.  Jext
6.  JBuilder
7.  VisualAge
8.  Visual J++
9.  Forte CE
10. vim(windows version)
I am currently using Jext.  May I know yours?

Andy

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[JAVA3D] Just little statistics.

2002-01-29 Thread Andy Leung

Hi guys, I would like to know what editor you are using to program:

1.  Text editor
2.  JBuilder, VisualAge, ...bean...
3.  Java Creator LE, Jext
4.  vi(linux), vim(linux and windows)...

I myself is using Jext, may I know yours?

Andy

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[JAVA3D] Result.

2002-01-30 Thread Andy Leung

Hi, thanks for telling what editor your use.  I found that(there may be
ppl not answering yet) most of the people are using JBuilder and
NetBean.  I tried JBuilder, it has too many features that I don't need
such that it wastes many of my system resources, so now I am going to
trying NetBean.  Hopefully NetBean is better.

Andy

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[JAVA3D] Question about NetBeans

2002-01-30 Thread Andy Leung

Sorry to bother again guys, I would like to know where do I download
NetBeans?

Andy

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[JAVA3D] NetBeans

2002-01-30 Thread Andy Leung

Ok, I found it:  www.netbeans.org.
Another question, is NetBeans produced by pure Java(100%)?

Andy

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[JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to work with Java SDK 1.3

2000-06-27 Thread Andy Sy

I'm using Windows 2000.

I was able to get the DirectX 6.1 beta release to work with my JDK 1.3, however this 
is only for applets embedded in html viewed
using appletviewer.  When I use the hotspot JVM (java.exe) it complains it can't find 
the javax.media.j3d classes.  This happens
even though I've put the jar files under jdk1.3\jre\lib and jdk1.3\jre\bin.

Also, does anyone know how to get Voodoo3 opengl acceleration to work with Java3D - I 
believe this entails changing the opengl32.dll
so that it uses the voodoo card instead of software rendering but I don't know what to 
replace it with.

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[JAVA3D] Getting Voodoo3 OGL drivers to work with Java 3D 1.2 OGL

2000-06-27 Thread Andy Sy

I expected it to be so, but sadly such is not the case.  It seems that Java 3D does 
not know to use or find the Voodoo 3 OGL drivers
(I'm using the v1.00.00 Win2K drivers) and instead defaults to using the opengl32.dll 
(which is not replaced by the 3dfx drivers).
Copying this over with 3dfxogl.dll doesn't work either.  There must be some way to 
point Java 3D to the 3dfx open gl drivers, anyone
know how?

I tried the Mesa 3dfx drivers but they were barely faster than the software 
opengl32.dll and so are pretty much useless in this
case.

The Java 3D 1.1.3 DirectX SDK 6.1 version on the other hand clearly take advantage of 
the Voodoo Direct3D drivers. It is obvious
from the speed of rendering and also the fact that i get a pixel format error if I set 
my bit depth to 32 (though the proper
behaviour here should have been a default to software rendering.  However, it would 
really be nice if we could get the acceleration
working in OpenGL and Java 3D 1.2.

- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: "Andy Sy" <[EMAIL PROTECTED]>
Sent: Wednesday, June 28, 2000 4:12 AM
Subject: Re: [JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to workwith 
JavaSDK 1.3


> Andy,
>
> The Voodoo 3 does hardware acceleration for OpenGL (hence Java 3D 1.2)
> without any special installation (just make sure you have the latest
> drivers).  3dfx also admits they have a bug in their drivers that
> corrupts textures.  They've said they will fix it but they haven't for
> months.

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[JAVA3D] Java 3D 1.2 OpenGL acceleration under Windows

2000-06-30 Thread Andy Sy

Rats, now that really stumps me... actually I've been wanting to get
'transparent' hardware accelerated OpenGL support ever since.  Like
when I was coding Delphi apps that use an OpenGL binding.  However for
the latter case, i had to specifiy the particular DLL to use
(opengl32.dll and glu32.dll) and that's why I thought that the
problem for Java 3D 1.2 was similar.  (The voodoo 3 drivers never
replace opengl32.dll and glu32.dll, instead providing a differently
named 3dfxogl.dll)  However, accdg to your experience this doesn't
seem to be the case.  Does anyone know if there's a registry key that
points to which dll to use for opengl?


- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: "Andy Sy" <[EMAIL PROTECTED]>
Sent: Thursday, June 29, 2000 7:24 AM
Subject: Re: [JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to workwith 
JavaSDK 1.3


> Andy,
>
> Yes, the Voodoo 3 (under Win98) was definitely providing significant
> hardware acceleration (it was outperforming a nearly identical machine
> with a Matrox G200 which clearly showed a significant performance
> difference depending on what version of drivers were used).  Also I use
> my laptop (P2-300) as a reference non-accelerated machine.
>
> - John Wright
> Starfire Research

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[JAVA3D] OpenGL acceleration under Windoze using Voodoo 3

2000-07-07 Thread Andy Sy

has anyone here (besides John Wright) gotten Java3D 1.2 OpenGL to run accelerated with 
their Voodoo 3?  Even if it isn't the Voodoo
3 - as long as you were able to get Java3D OpenGL (not DirectX though) to run 
accelerated, a few tips might help, as I think the
problem is Java3D not calling the right OpenGL DLLs.

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Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3

2000-07-07 Thread Andy Sy

May I ask which version of the Java SDK you're using?  I'm using
1.3 under Windows 2000 and my driver is the latest one for the
Voodoo 3.

- Original Message -
From: "Steven Crowe" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, July 08, 2000 12:42 AM
Subject: Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3


> Andy,
>
> I have Java 3D working fine with my Voodoo3 card and OpenGL.  I would make darn sure 
>you have up to date drivers for the card.  My
> settings are..
>
> Driver: 3dfx Voodoo3
> Version: 4.12.01.1222.
>
> Also ensure you have correctly placed the j3d.dll file as described in the j3d sdk 
>readme.
>
> With regards,
> Steve Crowe.
>
> Andy Sy wrote:

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Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3

2000-07-07 Thread Andy Sy

I found the Pixel Format Emulator at 
http://www.codemanual.com/opengl/samples_eng[1].shtml
in case you're interested

- Original Message -
From: "Kristyn Fayette" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, July 07, 2000 10:41 PM
Subject: Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3


> If you're not in a mode where OpenGL HW accel is possible, then you won't
> get it (of course).
>
> I don't know anything at all about the Voodoo, but I do have both a TNT and
> a FireGL.  I seem to always get HW accel under my TNT, but the FireGL is a
> little trickier.  I can only get accel when my desktop is set to
> 800x600x16k.
>
> I used to have (but it died in a hd crash) a program called "Pixel Format
> Enumerator" which would tell you if the mode your desktop is currently in
> would offer hardware acceleration (under Windows).  The program is freely
> available out on the net somewhere.

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[JAVA3D] Help On Java 3D

2000-10-22 Thread Andy Tay



Hi,
 
I would like a favor from anyone out there.. I am doing my 
project on particle cloud for java 3d.. I would like to create a geometry point 
for cylinder and sphere.. Does anyone has any example or reference or even 
website for me to go to or use.
Thanks
Andy


Re: [JAVA3D] AW: [JAVA3D] Help On Java 3D

2000-10-23 Thread Andy Tay

Hi Bernd

What do you can be found in com.sun.j3d.utils.geometry.Sphere!.. Is that a
website or what...

Do you have any source code for that...
Thanks

Andy
- Original Message -
From: B. Hofmann <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, October 22, 2000 11:08 PM
Subject: [JAVA3D] AW: [JAVA3D] Help On Java 3D


> Hi Andy,
>
> a cylinder is already implemented in com.sun.j3d.utils.geometry.Cylinder
and
> a sphere is in com.sun.j3d.utils.geometry.Sphere!
>
> For example:
>
> public Sphere(float radius,
>   int primflags,
>   int divisions,
>   Appearance ap)
> Constructs a customized Sphere of a given radius, number of divisions, and
> appearance, with additional parameters specified by the Primitive flags.
The
> resolution is defined in terms of number of subdivisions along the
sphere's
> axes. More divisions lead to more finely tesselated objects.
> If the appearance is null, the sphere defaults to a white appearance.
>
> regards,
>
> Bernd
>
>
> ===
> Hi,
>
> I would like a favor from anyone out there.. I am doing my project on
> particle cloud for java 3d.. I would like to create a geometry point for
> cylinder and sphere.. Does anyone has any example or reference or even
> website for me to go to or use.
>
> Thanks
> Andy
>
>
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[JAVA3D] Rotating multiple Objects

2000-12-05 Thread Andy K

Hi..

I'm a little confused.

I've worked my way gradually through the sun tutorial but am now stuck.
What I wish to do is rotate a number of objects around a central local
axis (Local the the group of objects that is).

I've created the cubes (3 of them)
Translated them to the positions I want adding the individual tranform
objects
to individual transformgroups and then adding the appropriate cube.

I then create a group and add a transformgroup(rotation) to it.

I've then added the (three) transform groups (containing the individual
cubes)
to the group.

Every thing is fine if I simply miss out the transformgroup(rotation) on the
group
but if I do the rotation the cubes disappear.

I think this is because the object group is being rotated around some global
axis
(ie maybe the camera).

So how do i rotate the cubes around their central axis point instead of the
camera axis.

Is this the correct way to do this or should I simple move the camera and if
so how do i do that.

I know this maybe a bit noddy but everyone has to start somewhere
(unfortunately
for me thats right back at the begining)

Thanks in advance

Andy Knight
Software Engineer
Syngenta

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[JAVA3D]

2000-12-24 Thread Andy Tay



This is a part of my source code for my project... It is 
giving me alot of problem and i still couldn't figure how to correct it.. Can 
any one help me.. It is quite urgent cause my deadline is coming 
soon...
 
private Geometry sphereGeometry() {
 
  int f;
 
  int r = 50;  int xc = 
100;  int yc = 100;  int zc = 
100;  int v;  int bvol;  float rx, ry, 
rz, spanx, spany, spanz, randx, randy, randz;
 
  bvol = 
((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
 
  v = bvol*(60/100);
 
  Point3f[] coordinates;
 
  coordinates = new 
Point3f[bvol];
 
  for(f = 0; f < v; 
f++){   randx = 0.0f + (float) (Math.random() * 
1.0f);   randy = 0.0f + (float) (Math.random() * 
1.0f);   randz = 0.0f + (float) (Math.random() * 
1.0f);
 
   spanx = 
(xc+r)-(xc-r);   spany = 
(yc+r)-(yc-r);   spanz = (zc+r)-(zc-r);
 
   rx = 
(randx*spanx)+(xc-r);   ry = 
(randy*spany)+(yc-r);   rz = 
(randz*spanz)+(zc-r);
 
   if 
(((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) 
{coordinates[f].x = 
rx;coordinates[f].y = 
ry;coordinates[f].z = 
rz;   }  }
 
  PointArray point = new 
PointArray(bvol, PointArray.COORDINATES);  point.setCoordinates(0, 
coordinates);
 
    
return point;
 
 } // end of method SphereGeometry in class 
Bone
 
When i compile, it doesn't show any problem but when i run, i 
show me this errors I really hope that anyone out that can help me with this 
problem thanks
 
java.lang.NullPointerException    
at 
javax.media.j3d.GeometryArrayRetained.setCoordinates    
at 
javax.media.j3d.GeometryArray.setCoordinates    
at FinalProject$Bone.sphereGeometry    
at 
FinalProject$Bone.    
at 
FinalProject.createSceneGraph    
at 
FinalProject.    
at java.lang.Class.newInstance0    
at 
java.lang.Class.newInstance    
at 
sun.applet.AppletPanel.createApplet    
at 
sun.applet.AppletPanel.runLoader    
at sun.applet.AppletPanel.run    
at java.lang.Thread.run
Andy


Re: [JAVA3D]

2000-12-24 Thread Andy Tay
   public static void main(String[] args) {
Frame frame = new MainFrame(new FinalProject(), 256, 256);
} // end of main method of FinalProject

} // end of class FinalProject


- Original Message -
From: John D <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 24, 2000 9:58 PM
Subject: Re: [JAVA3D]


> In the Christmas spirit, I looked again.  Change your
> equation v = bvol*(60/100); to v = (bvol*60)/100);
> your mixture of ints and floats was resulting in zero.
> Off to service. Good luck.
>
> --- Andy Tay <[EMAIL PROTECTED]> wrote:
> > This is a part of my source code for my project...
> > It is giving me alot of problem and i still couldn't
> > figure how to correct it.. Can any one help me.. It
> > is quite urgent cause my deadline is coming soon...
> >
> > private Geometry sphereGeometry() {
> >
> >   int f;
> >
> >   int r = 50;
> >   int xc = 100;
> >   int yc = 100;
> >   int zc = 100;
> >   int v;
> >   int bvol;
> >   float rx, ry, rz, spanx, spany, spanz, randx,
> > randy, randz;
> >
> >   bvol =
> > ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
> >
> >   v = bvol*(60/100);
> >
> >   Point3f[] coordinates;
> >
> >   coordinates = new Point3f[bvol];
> >
> >   for(f = 0; f < v; f++){
> >randx = 0.0f + (float) (Math.random() * 1.0f);
> >randy = 0.0f + (float) (Math.random() * 1.0f);
> >randz = 0.0f + (float) (Math.random() * 1.0f);
> >
> >spanx = (xc+r)-(xc-r);
> >spany = (yc+r)-(yc-r);
> >spanz = (zc+r)-(zc-r);
> >
> >rx = (randx*spanx)+(xc-r);
> >ry = (randy*spany)+(yc-r);
> >rz = (randz*spanz)+(zc-r);
> >
> >if
> >
> (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc))
> > <= r) {
> > coordinates[f].x = rx;
> > coordinates[f].y = ry;
> > coordinates[f].z = rz;
> >}
> >   }
> >
> >   PointArray point = new PointArray(bvol,
> > PointArray.COORDINATES);
> >   point.setCoordinates(0, coordinates);
> >
> > return point;
> >
> >  } // end of method SphereGeometry in class Bone
> >
> > When i compile, it doesn't show any problem but when
> > i run, i show me this errors I really hope that
> > anyone out that can help me with this problem
> > thanks
> >
> > java.lang.NullPointerException
> > at
> >
> javax.media.j3d.GeometryArrayRetained.setCoordinates
> > at
> >
> javax.media.j3d.GeometryArray.setCoordinates
> > at
> > FinalProject$Bone.sphereGeometry
> > at
> > FinalProject$Bone.
> > at
> > FinalProject.createSceneGraph
> > at
> > FinalProject.
> > at java.lang.Class.newInstance0 > Method>
> > at
> > java.lang.Class.newInstance
> > at
> >
> sun.applet.AppletPanel.createApplet
> > at
> >
> sun.applet.AppletPanel.runLoader
> > at sun.applet.AppletPanel.run > Code>
> > at java.lang.Thread.run
> >
> > Andy
> >
>
>
> __
> Do You Yahoo!?
> Yahoo! Shopping - Thousands of Stores. Millions of Products.
> http://shopping.yahoo.com/
>
>
===
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".

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To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Re: [JAVA3D]

2000-12-24 Thread Andy Tay

Where do i get the java debugging tools cause i am still quite fresh with
java..

Andy
- Original Message -
From: John D <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 24, 2000 9:33 PM
Subject: Re: [JAVA3D]


> At a glance, it does not look like you have
> instantiated each coordinates value in your for loop;
> you only instantiated the array itself.  Come to think
> of it, you could not possibly be even entering the for
> loop or you would get a null-pointer exception when
> you try to set the x and y...bvol must be equal to
> zero.  You really try try some of the java debugging
> tools, they probably would made this clear very
> quickly.
>
> --- Andy Tay <[EMAIL PROTECTED]> wrote:
> > This is a part of my source code for my project...
> > It is giving me alot of problem and i still couldn't
> > figure how to correct it.. Can any one help me.. It
> > is quite urgent cause my deadline is coming soon...
> >
> > private Geometry sphereGeometry() {
> >
> >   int f;
> >
> >   int r = 50;
> >   int xc = 100;
> >   int yc = 100;
> >   int zc = 100;
> >   int v;
> >   int bvol;
> >   float rx, ry, rz, spanx, spany, spanz, randx,
> > randy, randz;
> >
> >   bvol =
> > ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
> >
> >   v = bvol*(60/100);
> >
> >   Point3f[] coordinates;
> >
> >   coordinates = new Point3f[bvol];
> >
> >   for(f = 0; f < v; f++){
> >randx = 0.0f + (float) (Math.random() * 1.0f);
> >randy = 0.0f + (float) (Math.random() * 1.0f);
> >randz = 0.0f + (float) (Math.random() * 1.0f);
> >
> >spanx = (xc+r)-(xc-r);
> >spany = (yc+r)-(yc-r);
> >spanz = (zc+r)-(zc-r);
> >
> >rx = (randx*spanx)+(xc-r);
> >ry = (randy*spany)+(yc-r);
> >rz = (randz*spanz)+(zc-r);
> >
> >if
> >
> (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc))
> > <= r) {
> > coordinates[f].x = rx;
> > coordinates[f].y = ry;
> > coordinates[f].z = rz;
> >}
> >   }
> >
> >   PointArray point = new PointArray(bvol,
> > PointArray.COORDINATES);
> >   point.setCoordinates(0, coordinates);
> >
> > return point;
> >
> >  } // end of method SphereGeometry in class Bone
> >
> > When i compile, it doesn't show any problem but when
> > i run, i show me this errors I really hope that
> > anyone out that can help me with this problem
> > thanks
> >
> > java.lang.NullPointerException
> > at
> >
> javax.media.j3d.GeometryArrayRetained.setCoordinates
> > at
> >
> javax.media.j3d.GeometryArray.setCoordinates
> > at
> > FinalProject$Bone.sphereGeometry
> > at
> > FinalProject$Bone.
> > at
> > FinalProject.createSceneGraph
> > at
> > FinalProject.
> > at java.lang.Class.newInstance0 > Method>
> > at
> > java.lang.Class.newInstance
> > at
> >
> sun.applet.AppletPanel.createApplet
> > at
> >
> sun.applet.AppletPanel.runLoader
> > at sun.applet.AppletPanel.run > Code>
> > at java.lang.Thread.run
> >
> > Andy
> >
>
>
> __
> Do You Yahoo!?
> Yahoo! Shopping - Thousands of Stores. Millions of Products.
> http://shopping.yahoo.com/
>
>
===
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".

===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
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[JAVA3D] Rotating Objects about a point

2001-01-05 Thread Andy K

Hi

I've now managed to get a couple of objects grouped correctly,
scaled and rotating in unison (Thanks Fred Klingener for your help..
I did have trouble link Transform groups btu now I know th order in
which to do this all is fine) but how do I rotate this group around
a set axis.

ie. I have something like this

universe
locale
|-BG1
  |-TGc
|- view ("camera")
  |-TG1
|-TG2
  |-Cube1
|-TG3
  |-Cube2

If I rotate the group of objects using TG1 then they always rotate around
the global axis (0,0,0). How do I get them to rotate around another piont
somewhere else in the universe (ie 2,0,4 for instance). Is there any easy
way to achieve this or do I need to do any of the following.

1: Move the group to 0,0,0, rotate them and then move them back to
where they were

or

2: Move the camera instead and "fudge" the view so they look like they
are rotating around a different point.
(maybe easier but I don't know how to do this or even if this is possible)

Thanks again for all your help everyone..

At least I'm getting there and can see the light at the end of the tunnel.

Cheers

Andy Knight
Software Engineer
Syngenta

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[JAVA3D]

2001-01-05 Thread Andy Tay



This is a copy of my program and my intention is to create a 
sphere using points but when generate, i get all sorts of points all over the 
place.. It does not seems to look like a sphere at all.. I hope that anyone out 
there can help me.. I guess the generating of points lies on the 
sphereGeometry() section.. Thanks..
 
 
 
import java.applet.Applet;import 
java.awt.BorderLayout;import java.awt.Frame;import 
java.awt.event.*;import com.sun.j3d.utils.applet.MainFrame;import 
com.sun.j3d.utils.universe.*;import javax.media.j3d.*;import 
javax.vecmath.*;
 
public class FinalProject extends Applet 
{
 
    
/    
//    // create scene graph branch 
group    //    public class Bone extends 
Shape3D{
 
  // // 
create Shape3D with geometry and 
appearance    // the geometry is 
created in method sphereGeometry    
// the appearance is created in method 
sphereAppearance // public Bone() {
 
    
this.setGeometry(sphereGeometry());    
this.setAppearance(sphereAppearance());
 
 } private Geometry sphereGeometry() 
{
 
  int r = 2;  int xc = 
4;  int yc = 6;  int zc = 4;  int 
v;  int bvol;  float rx, ry, rz, spanx, spany, 
spanz, randx, randy, randz;
 
  bvol = 
((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
 
  v = ((bvol*80)/100);
 
  Point3f[] coordinates;
 
  coordinates = new Point3f[v];
 
  for (int i=0; i  {  coordinates[i] = new Point3f 
();  //}
 
  //for(int f=0; f   randx = 0.0f + (float) (Math.random() * 
1.0f);   randy = 0.0f + (float) (Math.random() * 
1.0f);   randz = 0.0f + (float) (Math.random() * 
1.0f);
 
   spanx = 
(xc+r)-(xc);   spany = 
(yc+r)-(yc);   spanz = (zc+r)-(zc);
 
   rx = 
(randx*spanx);   ry = (randy*spany);   rz 
= (randz*spanz);   //+(zc-r);
 
   //if 
(((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) 
{coordinates[i].x = 
rx;coordinates[i].y = 
ry;coordinates[i].z = 
rz;   //}  }
 
  PointArray point = new PointArray(v, 
PointArray.COORDINATES);  point.setCoordinates(0, 
coordinates);
 
    return 
point;
 
 } // end of method SphereGeometry in class 
Bone
 
  // // 
create Sphere geometry //  private Appearance 
sphereAppearance () {
 
 Appearance appearance = new 
Appearance(); PolygonAttributes polyAttrib = new 
PolygonAttributes();
 
 
polyAttrib.setPolygonMode(PolygonAttributes.POLYGON_POINT); 
appearance.setPolygonAttributes(polyAttrib);
 
 return 
appearance;
 
 } // end of method sphereAppearance of class 
Bone
 
    } // end of class Bone
 
    
/    
//    // create scene graph branch 
group    //    public BranchGroup 
createSceneGraph() {
 
 BranchGroup objRoot = new 
BranchGroup();
 
  // Create the transform 
group node and initialize it to the  // 
identity.  Enable the TRANSFORM_WRITE capability so 
that  // our behavior code can modify it at 
runtime.  Add it to the  // root of the 
subgraph.  TransformGroup objSpin = new 
TransformGroup();  
objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
 
  
objRoot.addChild(objSpin);
 
  objSpin.addChild(new 
Bone());
 
  // Create a new Behavior 
object that will perform the desired  // 
operation on the specified transform object and add it 
into  // the scene 
graph.  Transform3D yAxis = new 
Transform3D();  Alpha rotationAlpha = new 
Alpha(-1, 4000);
 
  RotationInterpolator 
rotator =  new 
RotationInterpolator(rotationAlpha, objSpin);  
BoundingSphere bounds 
=  new 
BoundingSphere(new Point3d(0.0,0.0,0.0), 
100.0);  
rotator.setSchedulingBounds(bounds);  
objSpin.addChild(rotator);
 
 // Let Java 3D perform optimizations on this 
scene graph.    
objRoot.compile();
 
 return objRoot;    } // end of 
CreateSceneGraph method of FinalProject
 
    // Create a simple scene and attach 
it to the virtual universe
 
    public FinalProject() 
{    setLayout(new 
BorderLayout());    Canvas3D canvas3D 
= new Canvas3D(null);    
add("Center", canvas3D);
 
    BranchGroup 
scene = createSceneGraph();
 
    // 
SimpleUniverse is a Convenience Utility 
class    SimpleUniverse simpleU = new 
SimpleUniverse(canvas3D);
 
 // This will move the ViewPlatform back a bit so 
the // objects in the scene can be 
viewed.    
simpleU.getViewingPlatform().setNominalViewingTransform();
 
    
simpleU.addBranchGraph(scene);    } // end of FinalProject 
constructor
 
    //  The following allows this 
to be run as an application    //  as well as an 
applet
 
    public static void main(String[] 
args) {    Frame frame = new 
MainFrame(new FinalProject(), 256, 256);    } // end of main 
method of FinalProject
 
} // end of class FinalProject
 


[JAVA3D]

2001-01-13 Thread Andy Tay




This is a copy of my program and my intention is to create a 
sphere using points but when generate, i get all sorts of points all over the 
place.. It does not seems to look like a sphere at all.. I hope that anyone out 
there can help me.. I guess the generating of points lies on the 
sphereGeometry() section.. Thanks..
 
 
 
import java.applet.Applet;import 
java.awt.BorderLayout;import java.awt.Frame;import 
java.awt.event.*;import com.sun.j3d.utils.applet.MainFrame;import 
com.sun.j3d.utils.universe.*;import javax.media.j3d.*;import 
javax.vecmath.*;
 
public class FinalProject extends Applet 
{
 
    
/    
//    // create scene graph branch 
group    //    public class Bone extends 
Shape3D{
 
  // // 
create Shape3D with geometry and 
appearance    // the geometry is 
created in method sphereGeometry    
// the appearance is created in method 
sphereAppearance // public Bone() {
 
    
this.setGeometry(sphereGeometry());    
this.setAppearance(sphereAppearance());
 
 } private Geometry sphereGeometry() 
{
 
  int r = 2;  int xc = 
4;  int yc = 6;  int zc = 4;  int 
v;  int bvol;  float rx, ry, rz, spanx, spany, 
spanz, randx, randy, randz;
 
  bvol = 
((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
 
  v = ((bvol*80)/100);
 
  Point3f[] coordinates;
 
  coordinates = new Point3f[v];
 
  for (int i=0; i  {  coordinates[i] = new Point3f 
();  //}
 
  //for(int f=0; f   randx = 0.0f + (float) (Math.random() * 
1.0f);   randy = 0.0f + (float) (Math.random() * 
1.0f);   randz = 0.0f + (float) (Math.random() * 
1.0f);
 
   spanx = 
(xc+r)-(xc);   spany = 
(yc+r)-(yc);   spanz = (zc+r)-(zc);
 
   rx = 
(randx*spanx);   ry = (randy*spany);   rz 
= (randz*spanz);   //+(zc-r);
 
   //if 
(((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) 
{coordinates[i].x = 
rx;coordinates[i].y = 
ry;coordinates[i].z = 
rz;   //}  }
 
  PointArray point = new PointArray(v, 
PointArray.COORDINATES);  point.setCoordinates(0, 
coordinates);
 
    return 
point;
 
 } // end of method SphereGeometry in class 
Bone
 
  // // 
create Sphere geometry //  private Appearance 
sphereAppearance () {
 
 Appearance appearance = new 
Appearance(); PolygonAttributes polyAttrib = new 
PolygonAttributes();
 
 
polyAttrib.setPolygonMode(PolygonAttributes.POLYGON_POINT); 
appearance.setPolygonAttributes(polyAttrib);
 
 return 
appearance;
 
 } // end of method sphereAppearance of class 
Bone
 
    } // end of class Bone
 
    
/    
//    // create scene graph branch 
group    //    public BranchGroup 
createSceneGraph() {
 
 BranchGroup objRoot = new 
BranchGroup();
 
  // Create the transform 
group node and initialize it to the  // 
identity.  Enable the TRANSFORM_WRITE capability so 
that  // our behavior code can modify it at 
runtime.  Add it to the  // root of the 
subgraph.  TransformGroup objSpin = new 
TransformGroup();  
objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
 
  
objRoot.addChild(objSpin);
 
  objSpin.addChild(new 
Bone());
 
  // Create a new Behavior 
object that will perform the desired  // 
operation on the specified transform object and add it 
into  // the scene 
graph.  Transform3D yAxis = new 
Transform3D();  Alpha rotationAlpha = new 
Alpha(-1, 4000);
 
  RotationInterpolator 
rotator =  new 
RotationInterpolator(rotationAlpha, objSpin);  
BoundingSphere bounds 
=  new 
BoundingSphere(new Point3d(0.0,0.0,0.0), 
100.0);  
rotator.setSchedulingBounds(bounds);  
objSpin.addChild(rotator);
 
 // Let Java 3D perform optimizations on this 
scene graph.    
objRoot.compile();
 
 return objRoot;    } // end of 
CreateSceneGraph method of FinalProject
 
    // Create a simple scene and attach 
it to the virtual universe
 
    public FinalProject() 
{    setLayout(new 
BorderLayout());    Canvas3D canvas3D 
= new Canvas3D(null);    
add("Center", canvas3D);
 
    BranchGroup 
scene = createSceneGraph();
 
    // 
SimpleUniverse is a Convenience Utility 
class    SimpleUniverse simpleU = new 
SimpleUniverse(canvas3D);
 
 // This will move the ViewPlatform back a bit so 
the // objects in the scene can be 
viewed.    
simpleU.getViewingPlatform().setNominalViewingTransform();
 
    
simpleU.addBranchGraph(scene);    } // end of FinalProject 
constructor
 
    //  The following allows this 
to be run as an application    //  as well as an 
applet
 
    public static void main(String[] 
args) {    Frame frame = new 
MainFrame(new FinalProject(), 256, 256);    } // end of main 
method of FinalProject
 
} // end of class FinalProject
 


[JAVA3D]

2001-01-17 Thread Andy Tay



I try to set my MainFrame to be 400, 400 and even 500, 500.. 
But when i run the program.. It always give me a standard size which I couldn't 
change it.  
 
Andy
 
 
public void init() {
 
  setLayout(new 
BorderLayout());    Canvas3D canvas3D 
= new Canvas3D(null);    
add("Center", canvas3D);
 
    BranchGroup scene = 
createSceneGraph();
 
    // SimpleUniverse 
is a Convenience Utility class    
SimpleUniverse simpleU = new SimpleUniverse(canvas3D);
 
 // This will move the ViewPlatform back a bit so 
the // objects in the scene can be 
viewed.    
simpleU.getViewingPlatform().setNominalViewingTransform();
 
    
simpleU.addBranchGraph(scene);    } // end of FinalProject 
constructor
 
    //  The following allows this to be 
run as an application    //  as well as an 
applet
 
    public static void main(String[] args) 
{    //Frame frame 
=    new MainFrame(new 
FinalProject(), 400, 400);    } // end of main method of 
FinalProject


[JAVA3D]

2001-01-17 Thread Andy Tay



Does anyone knows how to set all my int values to float.. Cos 
i try to change my int v; to float but they show me an error that 
say
 
 Incompatible type for new. Explicit cast needed 
to convert float to int. coordinates = new 
Point3f[v];
 
Andy
 
private Geometry sphereGeometry() {
 
  int r = 1;  int xc = 
0;  int yc = 0;  int zc = 0;  int 
v;  int bvol;  float rx, ry, rz, spanx, spany, 
spanz, randx, randy, randz;
 
  bvol = 
((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
 
  v = (bvol*200);
 
  Point3f[] coordinates;
 
  coordinates = new Point3f[v];
 
  spanx = (xc+r)-(xc-r);  spany = 
(yc+r)-(yc-r);  spanz = (zc+r)-(zc-r);
 
 
 
  for (int i=0; i  {  coordinates[i] = new Point3f 
();  //}
 
  //for(int f=0; f   randx = (xc-r) + (float) (Math.random() * 
spanx);   randy = (yc-r) + (float) (Math.random() * 
spany);   randz = (zc-r) + (float) (Math.random() * 
spanz);
 
   rx = 
(randx*spanx)+(xc-r);   ry = 
(randy*spany)+(yc-r);   rz = 
(randz*spanz)+(zc-r);
 
   if 
(((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= 
((r)*(r)))   {coordinates[i].x = 
rx;coordinates[i].y = 
ry;coordinates[i].z = 
rz;   }  }
 
  PointArray point = new PointArray(v, 
PointArray.COORDINATES);  point.setCoordinates(0, 
coordinates);
 
    return 
point;
 
 } // end of method SphereGeometry in class 
Bone


Re: [JAVA3D] Andy's int to float problem

2001-01-17 Thread Andy Tay

Hi Josh,

Thanks for your help but.. i would like to put 0.3 into r and when i run it,
it shows me that r must be a double and not a float.  When i change the
float r to double r.  The rest of my program shows me alot of errors with
the double r.  Are there any way that i can set my r to read a decimal value
without affecting the rest of the program.

Thanks

Andy
- Original Message -
From: Josh Richmond <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 17, 2001 9:19 PM
Subject: Re: [JAVA3D] Andy's int to float problem


> Hi Andy,
>
> If all you want to do is make r, xc, yc, and zc into floats, but keep v as
an int (which you need to do for your array declaration), just cast the
calculation of v to an int:
>
> float r, xc, yc, zc, bvol;
> int v;
>
> bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
> v = (int) (bvol*200);
>
> Point3f[] coordinates;
> coordinates = new Point3f[v];
>
> josh
>
> >>> [EMAIL PROTECTED] 01/17/01 03:53PM >>>
> Does anyone knows how to set all my int values to float.. Cos i try to
change my int v; to float but they show me an error that say
>
>  Incompatible type for new. Explicit cast needed to convert float to int.
>  coordinates = new Point3f[v];
>
> Andy
>
> private Geometry sphereGeometry() {
>
>   int r = 1;
>   int xc = 0;
>   int yc = 0;
>   int zc = 0;
>   int v;
>   int bvol;
>   float rx, ry, rz, spanx, spany, spanz, randx, randy, randz;
>
>   bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r));
>
>   v = (bvol*200);
>
>   Point3f[] coordinates;
>
>   coordinates = new Point3f[v];
>
>   spanx = (xc+r)-(xc-r);
>   spany = (yc+r)-(yc-r);
>   spanz = (zc+r)-(zc-r);
>
>
>
>   for (int i=0; i   {
>   coordinates[i] = new Point3f ();
>   //}
>
>   //for(int f=0; frandx = (xc-r) + (float) (Math.random() * spanx);
>randy = (yc-r) + (float) (Math.random() * spany);
>randz = (zc-r) + (float) (Math.random() * spanz);
>
>rx = (randx*spanx)+(xc-r);
>ry = (randy*spany)+(yc-r);
>rz = (randz*spanz)+(zc-r);
>
>if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= ((r)*(r)))
>{
> coordinates[i].x = rx;
> coordinates[i].y = ry;
> coordinates[i].z = rz;
>}
>   }
>
>   PointArray point = new PointArray(v, PointArray.COORDINATES);
>   point.setCoordinates(0, coordinates);
>
> return point;
>
>  } // end of method SphereGeometry in class Bone
>
>
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[JAVA3D] Using a toolbar to control mouse behaviours..

2001-01-29 Thread Andy K

Hi..

Forgve me if this is a simple question but I'm really struggling to even
work how I go about this..

What I would like to do is setup a toolbar on my JFrame and have buttons
for specifying what the mouse will do when interacting with my 3D scene.
eg a button to pick, a button to rotate, zoom etc..
So that the user clicks, say the zoom button, and when the click and drag
on the 3D scene the scene zooms. If the click the rotate buton then when
they
click and drag on the 3D scene then it rotates.. you get the idea.

Writing the mouse behavours themselves is not a problem (ie transforms  to
zoom) but what I'm having great difficulty in is getting the interaction
between
by toolbar buttons and the mosue behavours. ie. allowing/passing the toolbar
button states to the the 3D mouse behaviours.

How on earth do I do this ?

Could someone please explain how I do this in easy steps/layman terms as
I'm fairly new to Java but understand the basic principles (3D stuff is not
a problem
as I know about object manipulations etc) its just how I go about the
linking of
toolbar button to mouse behaviour control.

Thanks in advance

Andy Knight
Software Engineer
Syngenta

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[JAVA3D] Picking Problems

2001-02-15 Thread Andy K

I have created a scene with some rectangular cubes (ie long tall ones)

However picking any of these is so inacurate that it's almost a complete
waste of time.

I'm crrently picking by bounds using..

pickCanvas.setMode(PickTool.BOUNDS);
pickCanvas.setShapeLocation(i, j);
pickCanvas.setTolerance(0.05f);
PickResult pickresult = pickCanvas.pickClosest();

in the listener. but no matter what i do the picking is inprecise. I've
tried all
of the following :

1:

Turned off the setBoundsAutoCompute and tried to setup my own bounds dfor
the object.
eg.
Create the object.
Create a bounds object
Set the objects bounds to the bounds object
Added the object to the transform (used for rotating) etc..

But it's still very, very messy.

I've tried with both a bounding sphere and a boundingbox. The bounding
sphere
seemed to apply some bounding area but was just as inaccurate as before.
I tried and tried but couldn't get the bounding box to work. If I setup the
boundingBox
eg.
myBox.setBounds(new BoundingBox(
   new Point3d(1,1,1),
   new Point3d(-1,-1,-1)));

and then add the Shape3D (myBox) to the transform above it as before then
unless
I have setBoundsAutoCompute on then everything dissappears.


As a last resort I tried picking by geometry but that was even more of a
nightmare.
I set up all the correct capabilities (or so I thought) but when i run it I
get..

Exception occurred during Behavior execution:
javax.media.j3d.CapabilityNotSetException: Shape3D: no capability to allow
intersect
at javax.media.j3d.Shape3D.intersect(Shape3D.java:434)
at
com.sun.j3d.utils.picking.PickTool.pickGeomAllSorted(PickTool.java:672
)   at
com.sun.j3d.utils.picking.PickTool.pickGeomClosest(PickTool.java:736)
at com.sun.j3d.utils.picking.PickTool.pickClosest(PickTool.java:512)
at
KCNG_3DVis.KCNG_3DVisPickBehaviour.updateScene(KCNG_3DVisPickBehaviour.java:
66)
at
com.sun.j3d.utils.picking.behaviors.PickMouseBehavior.processStimulus(PickMo
useBehavior.java:153)
at
javax.media.j3d.BehaviorScheduler.doWork(BehaviorScheduler.java:167)
at javax.media.j3d.J3dThread.run(J3dThread.java:256)

even though I don't seem to have an option on a Shape3D to turn this on (ie
setCapability(Shape3D.ALLOW_INTERSECT)).
This option is available for the Shape3Ds geometry but setting that still
produced the same error.

So.. What is the answer..

I'm throughly confused and all out of options. All I would like to do is
simply pick an object in my scene and return
the userdata associated with it.

Any comments or suggestions (no matter how simple or longwinded they are)
would be welcome
because all this pull out of hair is making me bold.

Thanks in advance for  your help


Andy Knight
Software Engineer
Syngenta

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[JAVA3D] performance comparisons?

2001-02-17 Thread Andy Kriger

Are there any available performance comparisons of Java3D versus OpenGL
wrappers like Magician or GL4Java? I am interested in seeing the speed of
similar performance-intensive tasks using these different APIs.

If not, are there performance test programs written for Java3D which maybe
can be adapted to these OpenGL wrappers?

thx

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[JAVA3D] Still can't get picking together...

2001-02-23 Thread Andy K

Hi..

Sorry to go on.. but this is really getting beyond me.

I'm trying to setup a pick by geometry on a shape3D
but no matter what I do I just can't seem to get it to
work.

I've messed with picktools, pick canvases and all other forms
of pick objects but I really have no idea about how to put
them together.

I know what to do to create the scene, transforms and shapes etc..
but I really am lost whn it comes to where to set the right capabilities
or how and where to setup the pick canvas/tool etc.. to do this

 I have read the documentation but that doesn't tell me how to put all
this together. (I eventually wish to overide the default picking routines
but that will come much later).

I would be forever grateful if someone could supply me
with either a "Java Recipie" or some sample code
(eg: just picking a cube (as a shape3d) based on geometry)

Alternatively some code or examples using pick bounds specified
by a bounding box would also be useful, as I can't get this to work either
(Either the whole scene disappears or it's totally inaccurate)

Thanks everyone for your help.. (I know it's a lot to ask)

Hopefully one day I will get to grips with this..

Thanks from a newbie..

Andy Knight
Software Engineer
Syngenta

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Re: [JAVA3D] Request for information - serializing classes

1999-11-11 Thread Andy Wilkinson

Andrew,

I have recently subscribed to the list as I am hoping to produce an editor
for J3D for the final year project of my Visualisation degree.

I have been reading with interest the current debate regarding the pluses
and minuses of J3D and in particular your comments about the serialization
of classes to store scene graphs:

>I'm in danger of digressing here, so I'll return to the original point:
>serialization is Java's ace-in-the-hole. Serialization of Java3D objects
>is easy to implement (we build everything in 3DSMax but once tweaked in
>our J3D editor we serialize it out, be it a humble lonely sphere or a
>large scene graph). Java3D does not directly support serialization
>however so you have to do it through the back door, and by using
>placeholder classes instead of extending Java3D classes. This is a big
>weakness in my opinion, and one which I hope will be addressed in a
>future release.

At present (perhaps naively) this is the area of developing the editor which
I foresee causing me most difficulty, although this may say more about my
knowledge of serializing Java classes than the ease of the rest of the
development work. Any insight you can give me into how you have used your
placeholder classes, or pointers to places to read up about the topic would
be greatly appreciated.

Thank you

Andy Wilkinson

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Re: [JAVA3D] At my wits' end

1999-11-17 Thread Andy Wilkinson

Tim,

>>Clue: Viper v770 32M video card

I know several people who have had problems with memory leaks in a number of
3D applications using a Viper video card. The problem appears to be
connected with Diamond's drivers for the card as they have all solved the
problem by downloading the latest drivers for the TNT chip from
www.nvidia.com. You'll lose all the controls which the Diamond's drivers
provide such as the performance gauge etc but it'll hopefully get your app
working without problems.

Hope this helps,

Andy

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[JAVA3D] Zooming using a parallel view

1999-11-20 Thread Andy Wilkinson

I have a view which uses a parallel projection looking into a J3D world. The
view can either be oriented to be a left, top, or front view into the world.
I want to allow the user to zoom the view in and out - essentially allowing
them to see more or less of the world - without changing the actual size of
the Canvas3D used by the view.

I've tried translating the view platform towards/away from the centre of the
scene but this has no affect on the amount of the scene which can be seen -
as you'd expect using a parallel projection (I think). I've also
experimented with adjusting the view's screen scale using the
setScreenScale(double scale) method. Although this does zoom in and out in a
sense, it isn't exactly what I'm looking for.

I've achieved the effect I am looking for in the perspective view by
adjusting the view platform's distance away from the centre of the scene.
Any ideas of how to reproduce this effect in a view with a parallel
projection would be much appreciated.

Cheers

Andy

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Re: [JAVA3D] Zooming using a parallel view

1999-11-20 Thread Andy Wilkinson

> try lookAt() of TransformGroup of the view.
> all you need is to increase the distance
> between the eyepoint and the target point.
>
> -hai

I have already tried modifying the transform group to translate the view
point towards/away from the centre of the scene, as this is how I have
implemented the zoom functionality in a perspective view. However, as far as
I can tell this technique doesn't work with parallel projection.

Andy

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[JAVA3D] Lighting and Apperance queries

1999-12-06 Thread Andy Wilkinson

Hi,

I've got a couple of quick queries:

In the Windows implementation of Java3D that maps to OpenGL are you
restricted to only having eight working lights in the scene as you are in
OpenGL? If this is the case, what if any, is the limit in the DirectX
implementation?

Also, I have an app with up to four seperate views into the same scenegraph
as in many modelling packages. Is it possible to force some of the views to
render in wireframe and some solid regardless of the objects' appearances? I
don't think that changing the Appearance of the objects is an option as this
would force all four views to appear the same.

Thanks,

Andy

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[JAVA3D] Customising Canvas3D

1999-12-14 Thread Andy Wilkinson

Folks,

I am trying to write a customised Canvas3D so that no matter what the given
appearance of an object drawn in that canvas it will always be rendered in
wireframe. I'm displaying multiple views of the object so actually changing
the object's appearance directly isn't an option.

To do this I'd considered customising Canvas3D to return an extension of
GraphicsContext3D, ConstrainedGraphicsContext3D, when its
getGraphicsContext3D() method is invoked. The ConstrainedGraphicsContext3D
class would then modfiy any appearances passed to its setAppearance methods
so that the polygon attributes ensured the object was rendered in wireframe
(I'm assuming that the Canvas3D and GraphicsContext3D works in a similar way
to the Canvas and Graphics AWT classes).

Unfortunately this hasn't proved possible as the GraphicsContext3D class
does not have any public constructors (I assume they have package scope). As
far as I know the source for the Canvas3D and GraphicsContext3D classes is
not available. Without it I'm pretty much stabbing around in the dark trying
to guess what the class does at construction.

Any ideas how to overcome this problem, or suggestions for a completely
different line of attack would be greatly appreciated.

Thanks

Andy Wilkindon

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[JAVA3D] Customising Canvas3D - part 2

1999-12-14 Thread Andy Wilkinson

Folks,

Sorry, but i should have read the JavaDoc more carefully - the
getGraphicsContext3D() method on Canvas3D is final so my original plan
definitely won't work as far as I can tell.

I'd still be very greatful for any suggestions of how else it might be
achieved.

One thought that occurs to me is that it was mentioned on this list that
Java3D 1.2 would see a lot of the final methods being made non-final, can
anyone tell me if this is the case with the current beta/alpha release and
if it involves the methods I am interested in.

Thanks again,

Andy

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[JAVA3D] Canvas3D repaint() flickering

1999-12-16 Thread Andy Wilkinson

I'm using immediate mode rendering to draw my scene. When certain events
occur I want to force the Canvas3D displaying the scene to redraw. To do
this I'm using a call to repaint(). Unfortunately, this causes the canvas to
flicker as it appears to clear to white and then redraw the scene.

Any suggestions for an alternative flicker-free method would be much
appreciated.

Thanks

Andy

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[JAVA3D]

1999-12-16 Thread Andy Zhuang

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[JAVA3D] VRML97 Loader Can not read some VRML files

1999-12-16 Thread Andy Zhuang

I intsall VRML97 Loader (The Java3Dtm and VRML Working group). However,
I can not read VRML file generated by
I-DEAS or Pro/E (Both are famous Mechnical CAD software). For the
samples come with VRML97Loader, there is no problme.
Can anybody help me?
Andy
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