I don't understand your answer.  You talk about mouse, but I'm using keys to
manipulate the apparent yaw, pitch, roll of a vehicle.

Perhaps a side question will help:  If I have an arbitrary rotation in a
Transform3D, how do I add more (say 5 deg) rotation in the WORLD y-axis?  If
I create an AxisAngle object with a 5 degree rotation about the y axis, do I
set a Transform3D from that AxisAngle, then multiply my viewtransform by it?

Daniel

> -----Original Message-----
> From: [EMAIL PROTECTED] [SMTP:[EMAIL PROTECTED]]
> Sent: Wednesday, January 26, 2000 12:48 PM
> To:   [EMAIL PROTECTED]
> Subject:      Re: [JAVA3D] Moving the view around on a sphere
>
> hi Daniel,
>
> sure, this can be done.
> first get the vector that is perpenticular to your mouse movement.
> transform it with Transform3D of the transformGroup containing the
> viewplatform.
> get an AxisAngle of the transformed vector. get a Transform3D from this
> AxisAngle. multiply this transform from left to the Transform3D of the
> transformGroup containing the viewplatform. the angle in question can be
> retrieved from the difference of the mouse coordinates for example.
>
> gernot
> [EMAIL PROTECTED]
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>
>
>                     "Dvorak, Daniel J."
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>                     .NASA.GOV>                        cc:
>                     Sent by: Discussion list          Subject:
> [JAVA3D] Moving the view around on a sphere
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>                     25.01.00 20:10
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>
> I'm trying to write a MovementBehavior class that moves
> (translates/rotates)
> the view in a way that looks like the object is rotating instead of the
> view.   I want to use keystrokes to increase and decrease the angle in
> each
> plane that the object appears to be rotated through.  In reality, my view
> is
> moving around on a sphere, always pointing at (0,0,0).
>
> I've thought of using the lookAt method of Transform3D, but would still
> have
> trouble defining which direction is "up", so I'm just creating rotation
> matrices and multiplying them by my Transform matrix successively to get
> the
> final transform.  My angle calculations are not quite right, so the object
> in my view appears to translate around the screen as I "rotate" it.
>
> Is there an algorithm for manipulating a transform matrix to make the
> illusion that the object in the view is rotating through arbitrary angles
> on
> the 3 planes?
>
> Daniel
>
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