I am probably making some fundamental mistake, but here is
how I understood things to work. Please correct me if I'm
wrong.

In the graph below (view with mono-width font)

T  = content side transform
Tv = View Transform
S  = Content Scenegraph
VP = View Platform


                            Locale
                               |
                       _________________
                      |                 |
                      T                 Tv
                      |                 |
                      S                 VP

The composite model-view transform is Inverse(Tv)*T.
If T and Tv are Identity matrices to begin with, changing
T, to say T1, is the same as changing Tv to Inverse(T1).

If the above is correct, then modifying Tv seems preferable,
since this would allow me to have different views on to the
same content-scene.

Since I was using a SimpleUniverse for which Tv is the identity
matrix to begin with, I was (perhaps naively) assuming that
a MouseRotate which modified T should be the same as a MouseRotate
which modified Tv but did the inverse.

Thanks.

(Dennis, by "documentation" in my original e-mail, I meant the
detailed javadoc stanza for MouseBehavior.INVERT_INPUT. Not the
tutorial. The tutorial is excellent and has helped me a lot in
understanding Java3d).

- Victor


>From: "Andrew R. Thomas-Cramer" <[EMAIL PROTECTED]>
>Reply-To: "Andrew R. Thomas-Cramer" <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] MouseBehavior.INVERT_INPUTS
>Date: Mon, 1 Nov 1999 09:46:53 -0600
>
>When you manipulate the view platform's transform, it's not the
>scene that changes, it's the view. If by "same result"/"same
>behavior", you're seeking the scene to change, I'm not sure how you
>would do that by manipulating the view.
>

>
>-----Original Message-----
>From: Victor Raymond <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
>Date: Friday, October 29, 1999 6:46 PM
>Subject: [JAVA3D] MouseBehavior.INVERT_INPUTS
>
>
> >Most of the Java3D example programs allow rotation of the scene by
> >adding a MouseRotate which manipulates a top-level TransformGroup
> >on the content side of the scenegraph
> >
> >I need to manipulate the View Platform's parent Transform
> >(on the view side of the scenegraph) and achieve the same result.
> >The Java3d documentation seems to suggest that all I'd have to
> >do is use a MouseRotate constructed with the INVERT_INPUTS flag
> >and have this manipulate the View Platform's Transform.
> >
> >This doesn't provide the same behavior.
> >
> >What should I be doing?
> >
> >Thanks.
> >
> >- Victor
> >

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