Sorry, I know this has got to be a novice mistake...
I had been using WRAP for the boundry mode for my terrain cells. I found
that ranging tex coords from 0..1 always pulled some texture color from the
0..0.05 range at the opposite edge. So I fudged it for 0.05 .. 0.95.
Course as I changed the
My recommendation...
Introduction to Robotics
CRAIG
Addison
2nd edition
Teaches you everything you ever needs to know about mappings of matrixes,
trajectory generations, forces, etc..
However, it is more geared towards the math involved in creating a arm-like
manipulator.
- Original Messag
Hi,
I can delete them. You what, the reason is that I forget to set
ALLOW_PICKING_REPORT. The JVM does't report any capability error, so I had
no way to know that I didn't set ALLOW_PICKING_REPORT. After I read the doc,
I found that by accident.
Qiuli
-Original Message-
From: Discussio
try this:
Point3d point;
Transform3D xform;
canvas3d.getPixelLocationInImagePlate(x, y, point);
canvas3d.getImagePlateToVworld(xform);
xform.transform(point);
Yang
-Original Message-
From: Sean [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 18, 2000 3:49 PM
To:
I see your point. I'm not sure about node components and textures.
But it seems to me that the basic motivation behind having a tree in the
first place is so that parts that form a meaningful unit (e.g. the parts of
a
car engine) can be grouped under
a common node, and manipulated (e.g. rotated)as
Hi there
I am able to find coordinates of all the pixels on a orthographic projection
using
java imageing. I want to now convert this into a 3d solution using java 3d
Do I need to get end points on each line or is there another way?
Sean
Hi,
I have some trouble in picking and removing the object. My structure is
simple - a TransformGroup node, under which I have many BranchGroup nodes.
I want to pick and delete one BrachGroup node one time. I can not get access
to BrachGroup node, so I can not use removeChild() and detach().
My
Getting avatar coordinates over the wire isn't the problem, as far as I can
see.
The issue is how to get the static scene (such as buildings, streets, etc)
to everyone
participating in the shared environment.
Sure, everyone could get the same static scene content by hitting the same
applet on the
The short answer is
VERY difficult. :-)
When you serialize something in a graph structure, the meaning of
serialize gets a little muddy... should it serialize just this node, the
node and immediate children, the entire graph, what about
NodeComponents, - textures? etc
James Robertson wro
Why aren't the scene graph components Serializable in the first place?
Wouldn't that make life simpler?
- Jim Robertson
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Paul Byrne
Sent: Wednesday, December 13, 2000 2:28 PM
To: [EMAIL PROTECT
Convert the the location of the avatars, the 16 elements of the transform
matrix, to a string. We did this and it worked
very well.
At 08:07 PM 12/13/2000 +, you wrote:
>I would like to share a 3D environment between several users and then using
>avatars to understand the presence of other
Giuseppe,
We have a prototype, demo API which allows you save a SceneGraph to a file or
send it over a Java stream. So you will be able to send SceneGraph over the
web.
The API will hopefully be released in late January.
As I said the API is a prototype and is being released as a technology
dem
Just a little interjection here...
Joe Kiniry wrote:
>
>
> As you might imagine, we believe that motion capture is appropriate for
> some game elements in the future (pre-scripted cut-scenes, complex moves
> like a multi-combo motion or similar), but are strong adherents to the
> believe that pr
I would like to share a 3D environment between several users and then using
avatars to understand the presence of other users in the virtual world.
Since the SceneGraph is not serializable then I have excluded the idea of
sending it through the net.
Has someone out there any suggestion on the mat
Liming CHEN wrote:
> Hi, Shawn,
>
>> We are using "Skin and Bones" using Java3D GeometryUpdate interface and
>> By-Ref geometry. That means only the transforms are animated and the
>> geometry is transformed in the GeometryUpdater based on it's bones transforms.
>
All GeometryArray classes in J
David(s)
Since you are using Xj3D, you should be interested in investigating XSL
for your format translations, which is easier to implement over X3D
than javacc or other BNFish parser generators.
Also, if there are problems building from cvs, check with the source
alias [EMAIL PROTECTED]
In gen
Hi Shawn,
We can reproduce the ClassCastException problem.
Bug 439 is filed for investigation.
Thanks for your bug report.
- Kelvin
Java 3D Team
Sun Microsystems Inc.
>X-Accept-Language: en
>MIME-Version: 1.0
>Date: Fri, 3 Nov 2000 13:12:44 -0500
>From: Shawn Kendall <
Hello, I'd like to know if it's possible using
Extrusion in Java3D. I want to create a bottle of HCl. Thank you for your
attention.
To add another datapoint,
We, too, are using a skin-around-musculature approach using GeometryUpdate
and byRef geometry.
I say musculature because our models have more than bones, they have a full
muscle system accompanying the skeleton. Thus, we have no animation data.
Our entities are complet
Hi all
I insert a branchgroup into the graph like this :
public void indsertBall(Ball ball){
this.ball= ball;
tgBall.addChild(this.ball);
}
What I want to do is to remove ball again from within a behavior, that
shoots the ball.
But how can I remove from the graph at runtime ?
There is also information on line at:
http://www.flipcode.com/documents/matrfaq.html
But they do have some minor errors in their page, so look at my page:
http://www.sigda.org/Eric/java3d/rotation.htm
for the correction.
But a computer graphics book is a good place to start but it will usuall
Hi
>Try a book on omputer graphics like
>A. Watt
>3D Computer Graphics
>Addison Wesley
>ISBN 0-201-63186-5
>
>or any text book on linear algebra.
I'd defiantely agree with that. Alan Watts books are great and extremely
useful. Even if the bloke hasn't programmed himself in about 10 years and
pr
I looked into the VRML code and standards when I first started using java3d.
I found it to be muddy waters at the very least. It seems to me that there
is not real support for VRML, that there is confusion among the VRML
consortium, and their "partnership" with sun seems to have stagnated
complet
Try a book on omputer graphics like
A. Watt
3D Computer Graphics
Addison Wesley
ISBN 0-201-63186-5
or any text book on linear algebra.
Allan Bredahl schrieb:
> Thanks a lot
>
> But my problem is, that I have never been tought the ways of using a matrix
> as rotation of an object, and I can't se
Try to set the back clip plane to see if it is this !
universe = new SimpleUniverse(canvas);
ViewingPlatform viewingPlatform = universe.getViewingPlatform();
vpTransGroup = viewingPlatform.getViewPlatformTransform();
Viewer viewer = universe.getViewer();
vi
Hi there,
Is it possible to load the interaction and animation defined in a VRML97
file into Java3d? I've noticed that there is a method getBehaviorNodes()
in the Scene-Interface. However, with the VRML97 loader from the XJ3D
archive, this method returns null even though there are animations and
I have tried twice to post this message and both times I received this
reply...
An error was detected while processing the enclosed message. A list of
the affected recipients follows. This list is in a special format that
allows LISTSERV to automatically take action on incorrect addresses.
-- >
Thanks a lot
But my problem is, that I have never been tought the ways of using a matrix
as rotation of an object, and I can't seem to get the idea.
Is there anywhere I can get this explaination, since it isn't mentioned in
the J3D tutorial ?
Allan Bredahl
- Original Message -
From:
create a Transform3D with translation, and another one with rotation.
multiply the first Transfor3D with the second, and add the first to the TG:
eg.:
Transform3D translate = new Transform3D();
Transform3D rotate = new Transform3D();
rotate.rotX ( );
translate.translate ( );
translate.mul( ro
Hi, I'm working on a project where I would
like to draw transparent Java3D components on top of
backgrounds.
What I need is:
Canvas3D.setOpaque(false); The only work around I can think of
is to get the clipping
bounds of the Canvas3D and clip the backgroup image
and put it in the scen
Allan Bredahl wrote:
> HI all
>
> I'm construction a simple behavior to move and rotate an object.
>
> My problem is that I want to both rotate and translate a TransformGroup.
>
> How is it possible to make one Transform3D do both rotation and translation,
> or is it possible to add more than one
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