Re: [JAVA3D] detach() suggestion
Rob and everyone else, On a related note then... why is there only BranchGroup.detach() and not a general Node.detach()? It makes scenes much larger when you have many shapes, each with it's own BranchGroup to allow the shapes to be detachable! It would be more convenient to be able to have TransformGroup.detach(), Shape3D.detach(), etc. Chris _ Christopher Collins http://www.ucs.mun.ca/~a62cmc Oceanic Consulting Corporation (709) 754-2357 [home] Memorial University of Newfoundland (709) 749-4383 [cell] -Original Message- From: Rob Nugent [mailto:[EMAIL PROTECTED]] Sent: Tuesday, August 01, 2000 10:23 AM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] detach() suggestion J. Lee, I made this mistake (and asked this question a few months back). There is a detach() method in BranchGroup that works fine. Rob J. Lee Dixon wrote: Why is there not a Node.detach() function? In order to detach a Node child from its parent, currently you have to go to the parent, then search the list of its children to find the index of the one you want to detach, then call Group.removeChild(index). (Am I missing some better way of doing this?) Would anyone else like to see this function? How about it, Sun? J. Lee Dixon Software Engineer SAIC - Celebration, FL [EMAIL PROTECTED] === 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". -- Rob Nugent Development Manager PeerLogic [EMAIL PROTECTED] http://www.peerlogic.com Tel: +44 (0) 1489 585503 Fax: +44 (0) 1489 881363 === 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 [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] detach() suggestion
Hi Pierre, This is simplistic, but couldn't you have each individual box under it's own BranchGroup, and oriented with it's own TransformGroup? In this way, each box would be independently detachable. Just use picking to find the BranchGroup of the picked box, then detach it. Since the orientations are relative to the one below, removal of the top one should not affect the others, right? Good luck, Chris _ Christopher Collins http://www.ucs.mun.ca/~a62cmc Oceanic Consulting Corporation (709) 754-2357 [home] Memorial University of Newfoundland (709) 749-4383 [cell] -Original Message- From: Pondrom, Pierre L [mailto:[EMAIL PROTECTED]] Sent: Tuesday, August 01, 2000 11:15 AM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] detach() suggestion I would like to give my users the capability to remove objects from a stack. Let say I have 4 boxes sitting on top of each other. The boxes are oriented relative to the one below it. Let me ask this question. In order to let the user to remove the top box, would I have to detach the entire group from the scene and then rebuild all the boxes except for the top one? -- From: Christopher Collins[SMTP:[EMAIL PROTECTED]] Reply To: Discussion list for Java 3D API Sent: Tuesday, August 01, 2000 8:16 AM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] detach() suggestion Rob and everyone else, On a related note then... why is there only BranchGroup.detach() and not a general Node.detach()? It makes scenes much larger when you have many shapes, each with it's own BranchGroup to allow the shapes to be detachable! It would be more convenient to be able to have TransformGroup.detach(), Shape3D.detach(), etc. Chris _ Christopher Collins http://www.ucs.mun.ca/~a62cmc Oceanic Consulting Corporation (709) 754-2357 [home] Memorial University of Newfoundland (709) 749-4383 [cell] -Original Message- From: Rob Nugent [mailto:[EMAIL PROTECTED]] Sent: Tuesday, August 01, 2000 10:23 AM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] detach() suggestion J. Lee, I made this mistake (and asked this question a few months back). There is a detach() method in BranchGroup that works fine. Rob J. Lee Dixon wrote: Why is there not a Node.detach() function? In order to detach a Node child from its parent, currently you have to go to the parent, then search the list of its children to find the index of the one you want to detach, then call Group.removeChild(index). (Am I missing some better way of doing this?) Would anyone else like to see this function? How about it, Sun? J. Lee Dixon Software Engineer SAIC - Celebration, FL [EMAIL PROTECTED] == = 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". -- Rob Nugent Development Manager PeerLogic [EMAIL PROTECTED] http://www.peerlogic.com Tel: +44 (0) 1489 585503 Fax: +44 (0) 1489 881363 == = 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 [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 [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 [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Virtual World to Local Coordinates
Hi everyone, I'm currently working with a system that contains multiple coordinate systems, organized through transform groups. Each transform group has a PointArray under it. There is also a "global" point array whose transform is identity. What I want to do is take a "global" point - one defined under a transform group with the identity transform, and add that point to a "local" system - one with a transform defining a rotation and translation. The catch is that I don't want the point to move in the virtual world - I want to convert the coordinates so that it can be "copied" to the local system, but in the scene it looks like there is no change. I tried to do this by getting the transform defining the local system, inverting it, applying it to the global point, then adding the new point to the local system. I thought the application of the inverted transform, followed by the application of the original transform would cancel, but it doesn't and the point appears out of place. Perhaps there is an element of matrix multiplication that I am forgetting. This is a pseudocode of what I tried: clickPt = (pi.getClosestVertexCoordinatesVW()); // where pi is a PickIntersection and getClosestVertexCoordinatesVW() returns the "global" coordinates of that point Transform3D tempTransform = new Transform3D(localSystem.t3D); // get the transform which defines the destination local system tempTransform.invert(); // invert this transform tempTransform.transform(clickPt); // apply it to the point localSystem.addPoint(clickPt); //add the point - t3D will be applied to it and cancel the application of tempTransform to result in no overall change in position Please let me know if you have any suggestions on how to do this! Chris __________ Christopher Collins http://www.ucs.mun.ca/~a62cmc Oceanic Consulting Corporation (709) 754-2357 [home] Memorial University of Newfoundland (709) 749-4383 [cell] === 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".
Re: [JAVA3D] Virtual World to Local Coordinates
Hello everyone (again!), OK, so I solved my own problem! The getClosestsVertexCoordinatesVW() method returns the absolute coordinates - calculating even the effects of a MouseRotation. Since I was not considering this and applying only the inverse of the local coordinate system transform, the effects were not cancelling. Confused? Sorry about that. Just never mind my question. Thanks and have a great day, Chris -Original Message- From: Christopher Collins [mailto:[EMAIL PROTECTED]] Sent: Monday, July 24, 2000 12:15 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] Virtual World to Local Coordinates Hi everyone, I'm currently working with a system that contains multiple coordinate systems, organized through transform groups. Each transform group has a PointArray under it. There is also a "global" point array whose transform is identity. What I want to do is take a "global" point - one defined under a transform group with the identity transform, and add that point to a "local" system - one with a transform defining a rotation and translation. The catch is that I don't want the point to move in the virtual world - I want to convert the coordinates so that it can be "copied" to the local system, but in the scene it looks like there is no change. I tried to do this by getting the transform defining the local system, inverting it, applying it to the global point, then adding the new point to the local system. I thought the application of the inverted transform, followed by the application of the original transform would cancel, but it doesn't and the point appears out of place. Perhaps there is an element of matrix multiplication that I am forgetting. This is a pseudocode of what I tried: clickPt = (pi.getClosestVertexCoordinatesVW()); // where pi is a PickIntersection and getClosestVertexCoordinatesVW() returns the "global" coordinates of that point Transform3D tempTransform = new Transform3D(localSystem.t3D); // get the transform which defines the destination local system tempTransform.invert(); // invert this transform tempTransform.transform(clickPt); // apply it to the point localSystem.addPoint(clickPt); //add the point - t3D will be applied to it and cancel the application of tempTransform to result in no overall change in position Please let me know if you have any suggestions on how to do this! Chris __________ Christopher Collins http://www.ucs.mun.ca/~a62cmc Oceanic Consulting Corporation (709) 754-2357 [home] Memorial University of Newfoundland (709) 749-4383 [cell] === 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 [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Simplest dot.
Hi Bob! You can display dots using a PointArray geometry. With this you can have as many or few dots as you want. You can also change the size or color by setting the appearance of your point array with setAppearance( myAppearance = new Appearance ()) then changing the PointAttributes with myAppearance.setPointAttributes( new PointAttributes(...)). Good luck, Chris -Original Message- From: Bob Gray [mailto:[EMAIL PROTECTED]] Sent: Wednesday, July 12, 2000 4:14 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] Simplest dot. What's the best way to display a point in Java 3D. I think a small sphere would be far more complex than I am looking for. I just want to put "dots" all over the place that look like "dots" from any orientation. And I don't want the number of dots to degrade performance. So I am looking for a very "simple" dot. Closest I've come to what I want is to make a Geometry with only 2 vertices very close to each other and to render it with a Line type appearance. Is there some way to specify just one vertex? It throws an error when I try to specify just one vertex in the geomtry. Bob Gray === 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 [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] PickResult on Shape3D with multiple geometry
There are still some restrictions, Andrew. With multiple geometries, they must all be of the same sub class. For instance you can't have a PointArray and an IndexedGeometryArray on the same Shape3D. You'll see when you read the API. Chris -Original Message- From: Andrew R. Thomas-Cramer [mailto:[EMAIL PROTECTED]] Sent: Wednesday, June 21, 2000 3:50 PM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] PickResult on Shape3D with multiple geometry Whoo-hoo! When I looked into this a year ago, Shape3D's couldn't have multiple geometry arrays. This looks promising. -Original Message- From: Dvorak, Daniel J. [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Date: Wednesday, June 21, 2000 1:00 PM Subject: [JAVA3D] PickResult on Shape3D with multiple geometry The doc for PickResult says "If the Shape3D being picked has multiple geometry arrays, the arrays are stored in the PickResult and referred to by a geometry index. " It sounds like there's some index that points to which geometry of the Shape3D was picked. How do I get this index? === 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 [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] bug 4295524 - jmenu causes frame to flash
I have the same flashing problem with the JMenu. It has not been fixed in J3D release 1.2. I haven't tried to replace it with an awt Menu, but I will. Christoper Collins Oceanic Consulting / Marineering Ltd. -Original Message- From: Tiziana Cimoli [mailto:[EMAIL PROTECTED]] Sent: Friday, June 16, 2000 6:37 AM To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] bug 4295524 - jmenu causes frame to flash It happens to me too, but i use j3D 1.1.3 for Linux and i do not know if it happens also with j3D 1.2. I turned around the problem using awt Menu, which works well. Tiziana Cimoli Thomas McKay wrote: Likely off topic... my apologies. There is a bug, http://developer.java.sun.com/developer/bugParade/bugs/4295524.html, that is just killing me. Has anyone else experienced this? They symptoms are that whenever a JMenu is raised and requests focus, the window panel flashes and then repaints. Thanks for your time, Tom === 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 [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 [EMAIL PROTECTED] and include in the body of the message "help".