Now that you mention it, I believe my program acts the same way.
I think the way to fix it would be to extend the KeyNav behavior so
that it uses two angles instead of what ever its doing now. X to yaw
the object and Y to pitch it. It seems that X,Y combinations are
causing a roll angle. What do you think?
> ----------
> From: Kristyn Fayette[SMTP:[EMAIL PROTECTED]]
> Reply To: Discussion list for Java 3D API
> Sent: Tuesday, June 27, 2000 4:33 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] MouseNavigatorApp flaw
>
> <<File: MouseNavigatorApp.java>>
> 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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