I have used Java AppLib package for a similar purpose. Here
is the link:
http://www.sscc.ru/matso/rozhenko/applib/
-tolga
>
>
> Hello All,
> I have a 3 dimensional curve which is
> effectively a collection of straight lines. I want to fit a 3d spline on
> this(I w
Hello All,
I
have a 3 dimensional curve which is effectively a collection of straight lines.
I want to fit a 3d spline on this(I want to create a
smooth curve). Does anybody know where to find a curve fitting algorithm for
this? Any suggestions will be of great help
Hello everyone,
My apologies for the previous post. The problem was purely pilot error.
I had put the lighting into each BranchGroup object (for each surface) and
therefore the total intensity of the light source was being changed as
surfaces
were added and removed.
Putting the lighting into a B
Hello,
I am drawing several surfaces which are offset from each other in the y
direction. The
surfaces represent layers in the earth, and they do have relief on them.
All surfaces use
the same material properties and all surfaces are illuminated by the same
directional
lighting, which comes from
If P is any point on your plane, n is the plane normal,
and V_i is the ith vertex of your candidate triangle,
then if (V_i - P) . n = 0 for all i, then your triangle lies
on that plane. The point P fixes your reference plane from
among the infinite parallel planes that all have the same
normal n.
Thanks. It sounds feasible.
--Shyam
-Original Message-
From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED] On
Behalf Of George Perera
Sent: Thursday, September 11, 2003
6:23 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Antwort: Re:
[JAVA3D] Antwort: Re: [JAVA3D] AW
Hello Shyam !
Thanks for your remarks.
To vercome this problem check in addition to the "angle" test, whether (at least ) one point of the triangle lies on or very close to the reference plane.
Regards,
George
--
right
Rob Nugent wrote:
It doesn't seem to be necessary to use the cast in the last of these.
E.G. the following works:
byte b = -10;
int i = b & 0xff;
System.out.println(i);
I'm guessing because the bit-operations work on and return ints.
Rob
Auguste Genovesio wrote
It doesn't seem to be necessary to use the cast in the last of these.
E.G. the following works:
byte b = -10;
int i = b & 0xff;
System.out.println(i);
I'm guessing because the bit-operations work on and return ints.
Rob
Auguste Genovesio wrote:
int i
byte b
b = (byte) i;
int i
byte b
b = (byte) i; // convert int to byte
i = (int) b; // convert byte to int, b=-10-> int = -10
i = (int) (b & 0xff) // unsigne b and convert it to int , b=-10
-> int = 245
ok ?
hterrolle wrote:
I think i find my way using the ByteArrayOutputStream.class. it
I think i find my way using the ByteArrayOutputStream.class. it look fine
working with byte
thanks
-Message d'origine-
De : Auguste Genovesio <[EMAIL PROTECTED]>
Ŕ : [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date : jeudi 11 septembre 2003 12:24
Objet : Re: [JAVA3D] Working whit byte problem
thanks
do you know how to transform int to byte and byte to int.
-Message d'origine-
De : Auguste Genovesio <[EMAIL PROTECTED]>
Ŕ : [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date : jeudi 11 septembre 2003 12:24
Objet : Re: [JAVA3D] Working whit byte problem
>Hi,
>
>The answer to your problem
George,
I
believe this alone is not sufficient, there is one more catch. Consider two
triangle parallel to each other but lying on two different planes(say
with different z- depth). The below said algorithm will fail in this case since
the angle between these triangles will be
Hello Shyam !
you could calculate the angle between the normal to the triangles in question ( one at a time of course) and the normal to your reference plain. If this angle is within the tolerance you set then the triangles are on the "same" plane.
regards,
George
--
java.lang.System.arraycopy() is
similar to memcpy()
java.util.Arrays
contains more Utilities
to concatenate
arrays, you have to allocate a new one and copy the contents; just like in
C.
-Original Message-From: hterrolle
[mailto:[EMAIL PROTE
Hi,
The answer to your problem is probably the native static method
System.arraycopy()
hterrolle wrote:
Hi,
I know it is not the best place to ask this. But i do not know any
other were people answer.
I got a problem working with byte type in JAVA. i am use to C.
So i like to crete a struc
Hi,
I know it is not the best place to ask this. But i do not know
any other were people answer.
I got a problem working with byte type in JAVA. i am use to
C.
So i like to crete a struc
byte
toto
byte[] size = new
byte[10];
byte
Florin,
As
I said, I want to select the triangles that may not lie exactly on a plane but
with some tolerance. I don’t know how to relate this problem with Java 3d
as I am using this algorithm with a different 3d rendering library(VTK).
Thanks
Shyam
-Original Mess
Dirk,
Yes
you are right that the triangles are rotated in the same plane and not in space.
However I am using this algorithm not with Java 3d but another 3d rendering
library(VTK). So I am not sure if my code sample will really help you
understand the problem.
I
If the
angle between the normals of the triangles are not 0 or PI, then the triangles
can NEVER be in the same plane. I really don't understand what you want to do
!
Cheers,
Florin
-Ursprüngliche Nachricht-Von: Discussion list for
Java 3D API [mailto:[EMAIL PROTECTED]Im Auft
Hi Shyam,
I suppose the triangles you want are only rotated in the same plane.
So,
not rotated in space (otherwise, they would not longer lie in that
plane).
If that's true you have to build in an extra check to determine which
plane
it is. For example, if the other plane has a different z-d
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