Hello all,
Let me thank everyone in advance for any help they can provide.
>From what I understand, the Shape3D class contains all the information about
a shape in the java 3d world. All position and orientation information
about this Shape3D object is stored in a 4x4 matrix that is contained in the
TransformGroup class. The Shape3D class is then made a child of this
TransformGroup. So if you want to move or rotate the Shape3D object you
have to manipulate the TransformGroup that is connecting it to the scene
graph. Now I know how to move the Shape3d around the world. That was
relatively easy. As for changing its orientation I can only find a couple
ways to do this. One is to use the Axis4d class. Another way is to use the
rotX, rotY, and rotZ methods in the Matrix4d class.
What I am trying to do is control the camera in a intuitive way. Allowing
the user to roll, pitch, and yaw in any direction. But, I haven't found any
classes that makes this simple. (or perhaps I don't know how to use them
correctly). My question is, what coordinate system would be best for
describing the orientation of the camera? Are there any utility classes
that would easily let me translate between this coordinate system and the
4x4 matrix used to control the camera? If not, then is there a book or a
site someone can recommend to explain how I can take a intuitive coordinate
system (like polar) and turn it into a 3x3 matrix? And finally, is there
any way to get a hold of some of the source code used in the Java3d API so
that I can reverse engineer and study what others have already done.
Thanks for your help
Matt Paulin
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".