Re: [JAVA3D] Model Clip Error

2001-08-04 Thread Tina Manoharan Valappil
Hi, How do you detach the branchgroup. If you are using an index do you start > from 0, or do you use the right one? > Don't you have a variable for your branchgroup? You can then use > myBranchGroup.detach() ; this is what I am doing : BranchGroup bg; createModelClip(Bra

Re: [JAVA3D] Model Clip Error

2001-08-04 Thread Nikolaos Abatzis
Hi Tina, Looking at your code , I think you get the exception from the removeScope call. When you initially do addScope you do it with object "objBg". Are you sure you initialiaze that object before your call to createModelClip? -Original Message- From: Discussion list for Java 3D API [m

[JAVA3D] AW: [JAVA3D] top view

2001-08-04 Thread Patrik Müller
Hi You can use the MouseZoom. It works similar to the MouseTranslate. A goog toturial is this from sun. http://java.sun.com/products/java-media/3D/collateral/ Here you can download the hole toturial. In chapter 4 on page 4-34 you can find the MouseZoom and this is for the z-Axis Best regards

[JAVA3D] Java3D

2001-08-04 Thread Patrik Müller
Hi   I'am working on the implemetation of Rubic's Cube. The problem is that I don't now exactly, how I can select 9 Cubes for the rotation. How can I put the selected 9 Cubes together for the next rotation.   Is BoundingSphere the right way? or should I make 27 Sphere Groups? Is there any D

[JAVA3D] Math books for Java3D programming?

2001-08-04 Thread Michael P. McCutcheon
Does anyone have any recommendations for a good math book that defines math related principals as they relate to 3D programming with Java3D? Does not have to be a Java3D book, but one that has stuff that is used with Java3D (ex. how to calculate rotation, matricies, etc.) I'm trying to do things

Re: [JAVA3D] Java3D - Rubic's Cube

2001-08-04 Thread John Wright
Patrik, (argh I dislike e-mails that are formatted such that you can't quote them automatically) To make nine cubes rotate together you'll want to form them into Transform groups. It might be hard to do this for a rubic's cube as the nine cubes that need to rotate together change constantly. -

Re: [JAVA3D] Math books for Java3D programming?

2001-08-04 Thread John Wright
Michael, I've posted "mini-reviews" of a couple good general 3D books both on www.j3d.org and on my own website (www.starfireresearch.com). I'd suggest you take a look at "Real Time Rendering" or "3D Computer Graphics" - both books have a fair amount of math in them. - John Wright Starfire Rese

Re: [JAVA3D] Bug in MainFrame? But why?

2001-08-04 Thread Sebastian Hentschel
But i want to do it so. Because i want to run my Programms in single execution mode, or something like a plugin execution. So I created an Interface public interface IVumExample { public boolean needsParameter(); public String[] getDefaultParameter(); public void setParameter(String

Re: [JAVA3D] Math books for Java3D programming?

2001-08-04 Thread Dan Boorstein
Michael P. McCutcheon wrote: > Does anyone have any recommendations for a good math book that defines math > related principals as they relate to 3D programming with Java3D? > I've been using "Computer Graphics: Mathematical First Steps" by Egerton and Hall (ISBN 0135995728). It's actually a sch

[JAVA3D] AW: [JAVA3D] Java3D - Rubic's Cube

2001-08-04 Thread Patrik Muller
Hi but how is it possible to select the 9 cubes? Then each of this 9 cubes can either rotate in x,y, or z Axis. That means once the cube is involved in a rotation around the x Axis, once y Axis and once in the z Axis. I have to bundle them at runtime but I don't now how. Thanks Patrik -Urs

[JAVA3D] Kinematic Inversions (Was: Java3D - Rubic's Cube)

2001-08-04 Thread Fred Klingener
From: John Wright <[EMAIL PROTECTED]> Date: Saturday, August 04, 2001 3:17 PM >To make nine cubes rotate together you'll want to form them into >Transform groups. It might be hard to do this for a rubic's cube as the >nine cubes that need to rotate together change constantly. I've been meanin

Re: [JAVA3D] Kinematic Inversions (Was: Java3D - Rubic's Cube)

2001-08-04 Thread Bob Dengle
Hi Instead of organizing and reorganizing the scene graph so that you have the proper nine cubes that need to rotate together, why don't you rotate each individual cube? You would define a cube that had colored faces, and that could rotate in certain predefined ways on its own (or by passing data