I'm trying to figure out the view model, specifically how to offset
the view relative to the display window (i.e. shift the origin of the
view space relative to the 2D display window space).  Need I say that
the documentation leaves a bit to be desired.  So, I've resorted to
trial and error.

Can anyone confirm or deny the following empirical evidence, or answer
the questions:

1) Setting the physical body eye position only affects the horizontal
placement of the view origin in the display.  The vertical placement
is ALWAYS centered in the display vertically.

2) Out of curiosity, is 1) because only NOMINAL_SCREEN is implemented
for setCoexistenceCenterInPworldPolicy()?  If NOMINAL_HEAD were
impleneted for it then could eye position shift the view in the
display vertically and horizontally?

3) Because of 1), the only way I've found of offsetting the view in
the display window is to use an attach policy of NOMINAL_FEET, use the
eye X position for horizontal offset, and the
setNominalEyeHeightFromGround() for vertical offset.  However, the eye
offset and the foot offset seem to be in different coordinate systems
-- they scale differently.  Should the eye and foot offsets scale the
same since they are both supposed to be in the physical body
coordinate system?  (Note: I am assuming that the feet and the eyes
are in the same X-Y plane.)

4) Since what most of this is about is trying to offset the view
relative to the display window, one would think that setting the
window eyepoint policy to RELATIVE_TO_WINDOW and then manually setting
the eye position in the image plate would do it.  Unfortunately, the
RELATIVE_TO_WINDOW policy ALWAYS centers the canvas eye in the window
and only uses the eye position Z value.  Is there some particular
reason for this seemingly arbitrary limitation?  Wouldn't it make
sense to also use the X and Y eye position?

--jon
____________________ Peculiar Technologies ____________________
Jon Barrilleaux       3800 Lake Shore Ave.         Purveyors of
[EMAIL PROTECTED]        Oakland, CA 94610      Alternate Reality
510.444.4370 voc                           Augmented Simulation
510.444.0231 fax        www.augsim.com         and 3D Solutions

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