OxygenVX-1 Stereo. Ships with Stereo Eyes wired and
Stereo Enabler from Stereographics. My problem is getting the glasses to be
activated though through Java3D alone. Any answeres anyone?
Again?
Regards
Sky
-Original Message-From: Discussion list for Java 3D
API [mailto:[E
Hi Marc,
Here's one of my testfiles that deals with picking. Hope it helps.
evo
- Original Message -
From: "Marc Carrion" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, October 03, 2001 11:18 PM
Subject: [JAVA3D] basic 3d question
> Hello, I know that's a question abou
Helo,
can someone explain me the method lookAt(Point3d eye, Point3d center,
Vector3d up)
I think I might use it , but I have some problems with the vector parameter.
If anyone has an example that uses this method ,please post it if you want!
Thank you.
Jurgen
DISCLAIMER
The contents
The J3D Fly-Though has a good collision avoidance routine.
Load it up, import your own model and then turn on colliosn detection to see
how it performs. The code seems pretty straight forward, using a pick
section utilitsing the current viewpoint and the estimated viewpoint next
frame to determin
Roland,
I have an example program that uses the code below for picking, which works
for my purposes. You mention lots of performance problems, but you don't
give us any information on the likely culprits for the poor performance.
Have you run any performance analysis tools on your application, s
Daniel,
I've tried this out and it works , but in my application it doesn't, it has
something to do with the capabilities I don't set, but I can't find out
where I should at a setCapability.
Thank you very much.
Jurgen
-Original Message-
From: Daniel Selman [mailto:[EMAIL PROTECTED]]
Jurgen,
Can you:
a) send me the program so I can run it?
b) tell me the message you are seeing so I can send you a modified version
of J3dTree with extra debug information?
Your going to have to give me a bit more information if we're going to nail
this thing this morning! ;-)
Sincerely,
Danie
Daniel,
would it be possible to use the BSP tree in Java 3D to find "static
collisions". That is, if I have two shapes that don't move but they overlap
partially, is there a quick way to find this out.
Pasi
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTE
Pasi,
No, I don't think so, the data-structures are internal to the Java 3D
implementation. If the objects really don't move you could calculate the
collision once however and then cache the result (in the User Data for each
object?).
Sincerely,
Daniel Selman
-Original Message-
From: D
Daniel,
okay , I was working on that the time you send me the mail, but is it okay
if I send it to your personal email address ([EMAIL PROTECTED])?
Greetings
Jurgen
(by the way it's allready in the afternoon here in belgium 2:30PM :) )
-Original Message-
From: Daniel Selman [mailto:[EM
Raul,
With about a 50 degree field-of-view most of your 512x512 image is going to
be non-visible. The image really is texture mapped onto the inside of the
entire sphere. If your screen size is 800x600 (or even higher) that means
your going to magnify your image considerably.
Changing the size o
Jurgen,
Sure, let's take this offline. It's 6:30 AM in Boulder, Colorado.
Sincerely,
Daniel Selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Jürgen Vansteelant
Sent: Thursday, October 04, 2001 6:33 AM
To: [EMAIL PROTECTED]
Subject:
Daniel,
So I'd need to set up the scene and then shake each shape a little to find
out collisions. Also according to what I remember, you only get one
collision at a time, so this wouldn't help much. Thanks anyway.
Pasi
-Original Message-
From: Discussion list for Java 3D API
[mailto:[E
Pasi,
No, I'd use the picking utilities to find your static collisions as a
start-up process. With a limited number of shapes you could simply do an NxN
test of each against each.
Sincerely,
Daniel Selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED
Have you looked at Justin Couch's stuff?
www.j3d.org/implementation/collision.html and
www.j3d.org/tutorials/collision ? You might find the answers there.
-Original Message-
From: Roland Sarrazin [mailto:[EMAIL PROTECTED]]
Sent: 04 October 2001 13:04
To: [EMAIL PROTECTED]
Subject: [JAVA3
Daniel,
Thanks, I need to investigate this a bit further.
Pasi
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Daniel Selman
Sent: 4. lokakuuta 2001 15:47
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Collision avoidance, bounds & co
Pasi,
We use the same technique as you and even a smaller tecxture with very good
results. You can see a screenshot at our website. We don't use the sphere
though, but our own skydome.
David Yazel
Cosm Development Team
http://www.cosm-game.com
-Original Message-
From: Raul Rios [mailto:[EMA
I generally use the vector (0,1,0) for "up". Make sure you invert the
transform once you call lookat().
David Yazel
http://www.cosm-game.com
-Original Message-
From: Jürgen Vansteelant [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 04, 2001 7:44 AM
To: [EMAIL PROTECTED]
Subject: [
Thanks a lot! It works. But I found something interesting. Could someone
explain about it?
My code is copied as below. At each click, there are two events passed the
if statement at line6. one is " Button Pressed and Released" pair event,
the other is "Button Clicked" event, The pick behavior was
Hello!
I solved it, the problem was the way I set the setCoordinate. I set them
wrong and I found the right way in the TexturedPlane-class downloaded
with Java3D
Thanks for all your help!!
Best Regards
Fredrik
-Ursprungligt meddelande-
Från: Fredrik Andersson
Skickat: den 3 oktober
Hi Roland,
You might want to take a look at the Java 3D Fly Through demo application
which is available at http://java.sun.com/products/java-media/3D/flythrough.html
This application includes a Collision Avoidance architecture based on the
Java3D PickTools. Full source of the application is avai
Hi everybody!
I made this question some time ago, but I hope to someone could help me now.
Our scenegraph is a very complex terrain, with many objects loaded, and a
extension of about 10 x 10 Km.
So we are getting a lot of problems with the zbuffer resolution.
We have made a class wich updates
Alvaro Zabala wrote:
> We have made a class wich updates the near and far clipping planes, but We
> dont know what is the best
> algorithm to do that.
Maybe, in addition to other options, allow user to play with them ? You
know, some kind of 'telescope' vision, which clips immediate surroundin
Hi,
Seeing as your question follows two others that are similar, I decided to
give you a few short code clips. The methods below are from a program where I
needed to periodically move the viewer to a new nearby location. I did this by
keeping track of three parameters; a point where the viewe
Arthur, thank you very much.
But, for increasing realism, we dont want to allow user to interactue with
these internal params (front and back clipping planes)
We want to use geometrical methods, based in the scenegraph properties.
Id like to play with fieldOfView, view`s position, scene extend,
I've used these dark days to assemble some of my work on
building simulation clocks to drive physical process simulations
on the Java 3D API - What I've tried, what doesn't work,
workarounds, and possible fixes. I'm hoping that someone will
offer better suggestions, or, failing that, help generat
Thank you very much, I still have to look inside the code you sent, but it
doesn't seem very difficult. I'm sure it would help more than I expected.
Thank you very much,
Marc
evolutie escribió:
> Hi Marc,
>
> Here's one of my testfiles that deals with pick
Nevermind I think I got it
This is the way I did it.AM I
RIGHT?
public void
getCurrentViewerPosition(){AViewingPlatform viewingPlatform =
simpleScene.getViewingPlatform(); TransformGroup
tGroup = viewingPlatform.getViewPlatformTransform()
; Transform3D t3d = new
Transform3D
How about forget the maths and use the methods?:
// vars
Point3f p1 = new Point3f( 8.0f, 20.0f, 15.0f);
Point3f p2 = new Point3f(-4.0f, 3.0f, 18.0f);
Vector3f vec= new Vector3f();
floatlength = 0.0f;
...
// calc length
vec.sub(p2, p1);/
Have attached modified code...
(look for // MOD GF for changes.)
Main change, your angle calc was the difference between the two point vectors.
This needed to change to be the angle between the cylinder axis and the new
axis, (see the second attachment) and subsequently the orthagonalAxis change
Is it posiible for me to get en example program uisnh JFrame and Japplet
thank you
Prabhakaarn
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For gener
One thing I've noticed is that, for the same program, the DirectX
implementation of Java3D has a much poorer image quality than the OpenGL
version...I'm doing the background thing too, and it looks beautiful under
GL...
Mike
- Original Message -
From: "Raul Rios" <[EMAIL PROTECTED]>
To:
Just my 2 cents to that:
Build your cylinder so that the axes is along the negtive z axis with the center
of the bottom base at (0,0,0) and the center of the top base at
(0,0,-length).
Then use the inverse transformation generated by the lookAt method with the 2
points which define the position
Finally I have been able to put a background geometry into my scene.
I wanted to render some clouds in the background of my terrain scene.
I've got it using a Sphere of radius 1.0 as a background geometry,
flipping the normals, and mapping my "clouds.jpg" into the sphere:
Appearance app = new
Hello,
I'm really sorry to get to this topic again (collision avoidance), but I have been
relatively disappointed of all what I have found until now about it, as well as I
haven't been convinced about my own programming trials!
As a matter of fact, the problem is not that I haven't been able t
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