I want to have a
Swing user interface, painted on a face of a Java 3D Cube.
There are tutorials
and samples which describe using Java 3D *inside* Swing, but I didn't
find
anything on using
Swing *inside* Java3D.
However it seems
that both technologies use the underlying awt at the low level,
I'll
be very interested to see such a thing. Theoretically it's
possible.
How I
imagine it:
a)
create the swing panel
b)
create an offscreen image
c)
paint the swing panel on the offscreen image
d) set
the offscreen image as a texture of the java3d cube.
The
offscreen image need no
This
reminded me of the Project Looking Glass:
http://wwws.sun.com/software/looking_glass/
Pasi
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Bénigot
YvesSent: 26. huhtikuuta 2004 13:27To:
[EMAIL PROTECTED]Subject: [JAVA3D]
There's nothing wrong with the lookAt method. The problem relies entirely on
your code. Your Arrow, for example, shouldn't take positions as constructor
arguments. It should be always created as center=(0, 0, 0),
pointer=(0, -length/2, 0). That corresponds to the initial orientation of
the 3d canva
No, I have a completely different problem.
Your problem can be solved by inverting the transform.
I want to translate and have the object maintain its
relationship to the mouse. That is, if I click on an
object, then translate t othe right, I want the object
to stay under the mouse. Not just "m
If my udnerstanding is correct, Java 3D uses native
calls (directx, etc) so if you compiled under win32
using libraries written for windows 3d graphics, you
will very distinctly have ap roblem on an SGI/unix
box. You will need to bring the code over and compile
it on the SGI/unix box with the prop
write your own pick-move-behavior. the default one doesn't have any
constraints attached to it, so it only can make a guess on where to
translate the object. if you subclass it or write one from scratch, you can
define your own constraints, for example a gliding plane, or a gliding line,
and you ca
I have already written my own pick-move-behavior.
Here's how it works (are there standards for this? if
so, I'd love to know so my interface follows
standards)
If you left-click on the object and move it around,
it moves in a parallel plane to your screen (the
VScreen? I don't know my terminol
SORRY ABOUT SENDING THIS TWICE -- the last one was not
complete. I accidentally clicked 'send' (not sure
how) in Yahoo Mail.
-- the message: --
I have already written my own pick-move-behavior.
Here's how it works (are there standards for this? if
so, I'd love to know so my interface follows
st
Does that apply even if I am using the OpenGL driver and not DirectX?
- Original Message -
From: "Skygoth" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 26, 2004 7:35 AM
Subject: Re: [JAVA3D] Segmentation fault
> If my udnerstanding is correct, Java 3D uses native
> ca
If you have an java3d installation for the SGI box, your application should
run regardless of where it was developed. However, care should be taken so
that the SGI version of java3d should be greater or equal to the java3d
version of where it was developed. Also, make sure that you meet all the SGI
How
about painting a canvas3D on the side of a cube. Through the looking glass ...
Great idea, gives me all kinds of visions, but I guess it would be a miracle of
OO design if the original designers didn't use it as a design goal. Can't
rule it out though.
Thanks,
Lars
-Original
Hi, I am currently trying to have a camera, looking at a cube from the
top view, then when I press up/down/left/right, camera will move along
the x-z plane, since I am using virtual universe, I cannot use
viewingplatform, and I don't like behavior class so I would like to use
normal keylistener att
Andy wrote:
The second question I wanna ask is that how do I use lookAt()?
You must call invert() like this:
ct3d.lookAt(new Point3d(0, 0, 5f), new Point3d(0, 0, 0), new Vector3d(0,
-1, 0));
tg.invert();
tg.setTransform(ct3d);
Btw. Are you sure -Y is upwards in your universe? Seem to be an unusual
i think there is a typo bellow, it should be ct3d.invert() instead of
tg.invert()
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Nikolai V. Chr.
Sent: Montag, 26. April 2004 16:48
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] How
Hi
>I want to have a Swing user interface, painted on
> a face of a Java 3D
If what you need is a 2D GUI interface inside a 3D
enviroment, you can plan some pickable 3D objects
(simple quads) with proper texture rendering and a
behavior when clicked. But porting Swing to run
inside a 3D inviromen
Naomi Greenberg wrote:
Does that apply even if I am using the OpenGL driver and not DirectX?
Yes the same java program should be able to run with both versions of the
Java3D library without recompiling. More below
- Original Message - r
From: "Skygoth" <[EMAIL PROTECTED]>
To: <[EMAIL P
Florin Herinean wrote:
i think there is a typo bellow, it should be ct3d.invert() instead of
tg.invert()
You are are right. Nice of you to call it a typo. :)
--
Nikolai V. Christensen, Computer Engineer,
Simulation and Training department
IFAD, Forskerp
Thank you very much for the answer.
But i have still the following problem:
I have 2 Points given and i have to draw an arrow between point1 to point2.
So i have tried to solve my problem with the lookAt method.
But it seems that i haven't implemented my arrow in a right way.
My sample code:
pr
The Java 3D Frequently Asked Questions list for Monday April 26 2004
This is a posting of topics covered in the Java 3D FAQ. The answers
to these questions are kept at:
http://www.j3d.org/faq
Please consult this list and the web site before asking questions on the
mailing list.
If ther
Hi, thank you for replying. I tried t3d.invert() with the lookAt()
function but it still doesn't work. If I move the cube to (0, 0, -5),
it shows me the cube, but I tried to move the TranformGroup between the
BG and ViewPlatform by using lookAt(new Point3d(0, 0, 0), new Point3d(0,
-5, 0), new Vec
Maybe you should use this instead:
lookAt(new Point3d(0, 0, 0), new Point3d(0, 0, -5), new Vector3f(0, 1,
0));
Hope this helps.
-Original Message-
From: Andy [mailto:[EMAIL PROTECTED]
Sent: Monday, April 26, 2004 3:44 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Moving Camera
Hi, thank y
I made stupid mistakes, now it works, thanks to all of you. Another
question is that how do I get the normal by cross product or dot product
if I am looking from the sky to the ground, for example:
eye)
\
\
\
target
Thanks in advance
Andy
Brian McCormick wro
Are the listeners of Java 1.4 (like mouselistener
and keylisener) valid in J3d?
Because they don't seem to have any effect in my
program?
What is the alternatives?
Bassam
===
To unsubscribe, send email to [EMAIL PROT
Silvère,
Well, I am interested in your copy indeed. So, if you find the time (I'm
not in a hurry right now) please, drop it directly to my own e-mail
address. Thanks in advance,
Dirk
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Silvère
M
Andre,
Thanks for your detailed answer. Think I'm going to try RMI. Suppose,
the best I can do now is to develop a small testprogram and try it out
on the prospect's server.
Dirk
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Andre Bialoja
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