Re: [JAVA3D] detach() suggestion

2000-08-01 Thread Christopher Collins

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

2000-08-01 Thread Christopher Collins

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

2000-07-24 Thread Christopher Collins

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

2000-07-24 Thread Christopher Collins

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.

2000-07-12 Thread Christopher Collins

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

2000-06-21 Thread Christopher Collins

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

2000-06-16 Thread Christopher Collins

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".



<    5   6   7   8   9   10