Jaakko,
It's not the approach I'd take. I would use basic geometry (sin and cos).
So your velocity combined with a pitch and a yaw heading using basic
geometry formulas gives you the new x,y,z position.
You might want to borrow a 3D graphics book from a nearby library that
might give you some
Thanks for your advices, here is what i have come up with.
Am i approacing the correct thinking?
public void update(long timer_delta) {
// TODO: take into account the delta time in all calculations
// get the current rotation
m_transformGroup.getTransform(m_transformRotation);
m_transformRot
As Joerg and I stated, there is no reason to use two TransformGroups.
Using separate TransformGroups only wastes memory and performance.
Perhaps you aren't understanding what a tranform does. The rotation has
nothing to do with the positioning (i.e. rotating it doesn't move it in
a different dir
Ill post the code here, so this is what i do every 1/100 second:
// get current transform
Transform3D transform = new Transform3D();
m_transformGroup.getTransform(transform); // the TransformGroup1
explained in the earlier post
// get current facing
Transform3D facing = new Transform3D
Still can be done with a single TG. Just combine the Transform3D
accordingyl. I'd always try to keep scenegraph structures as simple as
possible to avoid unnecessary computations of bounds and such.
- J
- Original Message -
From: "Jaakko Holopainen" <[EMAIL PROTECTED]>
To:
Sent: Saturda
Thanks John,
The reason Im working with two TransformGroups is the fact that if the
shuttle is moving in a certain direction just turning the shuttle will not
change that movement. Only after applying a new thrust with the new
direction will cause the new movement to be applied to the old movement
Jaakko,
Welcome to the list (you'll probably soon get the standard "this list
isn't supported any more go participate on another list" messages).
Why use two separate TransformGroups? I move my avatars with a single
TransformGroup.
All you need are the basic geometry formulas for working with
Hi, hello everyone this is my intro to the list as well.
Im doing a space shuttle simulation and need some help with one thing,
I have a set up a shulttle in a structure like this:
TransformGroup1
-> TransformGroup2
-> Shuttle
The idea is that the movement of the shuttle is perf