Hi Zak,
In the image I sent, there is a TransformGroup as the parent to each ViewPlatform.
This TransformGroup defines the position and orientation of the "camera". In my
sample, this transform is in the World/Universe co-ordinate frame.
So, if you want two cameras situated along the X axis, but looking in the same
direction you could use:
TransformGroup cameraOneTG = new TransformGroup();
TransformGroup cameraTwoTG = new TransformGroup();
// Identity Rotation, offset in X (-1 m) and Z (2 m)
Transform3D xform = new Transform3D();
Vector3d xzOffset = new Vector3d(-1.0, 0.0, 2.0);
xform.set(xzOffset);
// use this for camera 1
cameraOneTG.setTransform(xform);
// Move in X for camera 2
xzOffset.x = 1.0;
xform.set(xzOffset);
cameraTwoTG.setTransform(xform);
// Add the "camera"'s to the TG's
cameraOneTG.addChild(viewPlatformOne);
cameraTwoTG.addChild(viewPlatformTwo);
// Add the TG's to a branch group
BranchGroup cameraBG = new BranchGroup();
cameraBG.addChild(cameraOneTG);
cameraBG.addChild(cameraTwoTG);
// Add to the universe
locale.addBranchGraph(cameraBG);
josh
>>> [EMAIL PROTECTED] 01/17/01 04:17PM >>>
How do I define the location of the view? DO I define a vector to place it ?
Zak
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