Hi folks,

Another question regarding the use of interpolators to
move objects.

Basically, I have a process feeding me coordinate
position information (e.g. x0244 means move to
position 244 on the x axis).  If the object is sitting
at x 200, I setup a PositionPathInterpolator with
knots = {0.0, 1.0} and positions at (200, y, z) and
(244, y, z).  Here is the psuedo code

while (true)
     get coordinate position
     build alpha (a), knot[], position[]
     build axisoftranslation Transform3D
     build PositionPathInterpolator (PPI)
     set PPI bounds
     create behavior BranchGroup (bbg)
     ALLOW_DETACH
     bbg.addChild(PPI)
     objectTransformGroup.addChild(bbg)
     boolean moving = true
     while (moving)
          if (a.finished())
              moving = false
     bbg.detach


I am getting very strange results.
Typically, the first time through the main loop, the
object moves.  After that it does not move anymore.
Here are a couple of my conclusions:

1)  It looks like the Alpha object is NOT resetting
everytime.  I checked using a.value() and after the
first iteration, the value is always 1.  How do I
ensure that this is reset??  I am constructing these
objects each time through the loop ( a = new
Alpha(.....) and ppi = new
PositionPathInterpolator(....) )

2)  Maybe there is something going on with the
PositionPathInterpolator.  Should I attach the
BranchGroup to the object TransformGroup before I add
the PPI to the BranchGroup???  Or am I doing this
correctly to begin with????

3)  Lastly, can someone explain/point me to docs that
explain SchedulingBounds????  I'm not sure I have a
good grasp of this concept and that may be causing
problems as well.


Many thanks
-Mark

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