Hi ,
I'am having kind of the same problem as you:
I want to make the scene (consisting of transformgroups, behaviors and
shape3ds) fit into the canvas3d.  Therefore I have to change the
viewTransformation (translate and rotate it).  I'am able to get the center
and the radius of my scene (with a spherbounding).  But i can't figure out
how i have to use this information to fit my object.  Because I'am loading
VRML files , I don't want to translate my objects to the origin.

Any help would be appreciated.  TNX A LOT


-----Original Message-----
From: Mohammed Akacem [mailto:[EMAIL PROTECTED]]
Sent: dinsdag 24 oktober 2000 15:27
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Rotation Matrix


Hi Boris,

my point is that I don't want to translate the object to the origine because
my
objects kann have 500.000 triangles or more( and that will cost me too much
time). Until now I have translated my objects to the origine and it works
fine(
and that is done with the A Matrix you suggest I should use). What I was
thinking about is(I don't know if this is possible) to translate the
coordinate
origin to the center of the boundingbox und rotate my objects(using the
MouseRoate behavior).

Mohammed

Epelman Boris schrieb:

> Hi!
>
> You need to perform the following transformation:
>
> T*A*R*A^(-1)*T^(-1)*M
> where
>
> M is your object
> T is the object's transform that holds all bthe transformations performed
>   on the object till now.
> A this matrix brings the center of the object to (0,0,0) if the object was
>   not originally created at the origin.
> R your rotation matrix
>
> Tell me if it helped.
>
> Boris
>
>
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