This example comes from the Java3D Tutorial.
It has a flaw in it that I ran into when I was learning about Quaternions under
OpenGL. When holding down the left mouse button, one should be able to
move the camera/platform around as if they are looking in different directions
-- what's commonly known as "mouse-look" in games. If you do this a
little, you may not immediately see the problem. However, if you hold down
the left mouse button and move the mouse in a circular motion (clockwise, for
example) and then try to re-center your view, you'll see that you're now
tilted. The only way to re-center is to 'unwind' your view by moving the
mouse in the opposite direction.
When I had this problem, it was because I was using
a quaternion for my rotation. I wrote to Jeff Lander (a frequent writer in
Game Developer's Magazine), his advice to me was to use a 2D Euler rotation
rather that quats. At about that time, I changed jobs, languages (C++ to Java)
and didn't touch any 3D code for a year, so I never got to fixing my
app.
As I pointed out earlier, I'm a complete Java3D
newbie. Does anyone know how to fix this example?
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- Re: [JAVA3D] MouseNavigatorApp flaw Kristyn Fayette
- Re: [JAVA3D] MouseNavigatorApp flaw Pondrom, Pierre L
- Re: [JAVA3D] MouseNavigatorApp flaw J. Lee Dixon