Alright, well, I think I might try the "polling" technique, since my
general question did not get any responses. Hopefully, someone will get
the idea, and get sick of all of my questions to figure out what it is
that I need. I hate to clutter everyone's mailboxes, but here I go with
question number 1:

Setup: View: Defaults for everything except projection
policy=PARALLEL_PROJECTION (to keep it simple, first)

       Canvas3D: Physical dimensions (i.e. Phy.Dim. of
Screen3D*windowpix/screenpix): width=0.07224888888888889
height=0.07224888888888889

VworldToImagePlate (where the ViewPlatform is at origin of Vworld):
0.036124444444444445, 0.0, 0.0, 0.03725333333333333
0.0, 0.036124444444444445, 0.0, 0.17413111111111113
0.0, 0.0, 0.036124444444444445, 0.08721212371097119
0.0, 0.0, 0.0, 1.0

I understand how the scale gets calculated (simply 1/2 of the physical
dimensions of the Canvas3D).  The translation in this case (i.e.
WindowEyepointPolicy=RELATIVE_TO_FIELD_OF_VIEW default) is the eyepoint in
the ImagePlate.  This means that the origin of the ImagePlate equals the
place where the ViewPlatform is in the Vworld (in this case the origins
are the same), but this isn't always the case.
First question: How is the ImagePlate coordinate system computed with
respect to the Vworld? Obviously the origin of the eyepoint changes with
repesct to the Window eyepoint policy
(RELATIVE_TO_(SCREEN|WINDOW|COEXISTENCE|FIELD_OF_VIEW)), but I need to
know these specific computations.

I think one of the problems with the documentation of the view model is
that there are so many policies, but it doesn't give examples of when each
policy would be used.  This would make the most sense (especially because
many people who are learning the view model do not have experience in
head tracking environments).  I am not complaining about the lack of
documentation, but if I understand what has been
implemented, I would be happy to try and document these cases, and when to
use them.

Blaine

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