Hi Carsten,

   We can reproduce the bug in v1.2.1 beta1 using the attachment
program which move the scene graph as described in your email.

  However this can't be reproduced in v1.2.1 beta2 and in our
daily build. So this is should be fixed. If you got another
test program that did not work under v1.2.1 beta2, please
send us for investigation.

Thanks.

- Kelvin
----------------
Java 3D Team
Sun Microsystems Inc.

>X-Unix-From: [EMAIL PROTECTED]  Wed Feb 14 02:28:17 2001
>X-Accept-Language: en
>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>Date: Wed, 14 Feb 2001 10:51:40 +0100
>From: Carsten Drossel <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Bug: Animations stop on moveTo
>To: [EMAIL PROTECTED]
>
>Hi there,
>
>I ran into the following bug (in Java 3D 1.2.1 beta Win32 OpenGL):
>
>When I remove groups from the scene graph above a running animation
>using moveTo( BranchGroup ), the animation stops.
>
>Example:
>               Group upperGroup
>                       |
>               Group cutOutGroup
>                       |
>            BranchGroup lowerGroup
>                       |
>       TransformGroup with Interpolator
>
>Stops the animation:
>
>  upperGroup.moveTo( lowerGroup );
>
>The problem does not occur, if the interpolator is added to a group
>above the groups that are being moved (e.g. to upperGroup).
>
>The problem also disappears, if I replace the moveTo with an equivalent
>removeChild/ addChild pair.
>
>Does not stop the animation:
>
>  cutOutGroup.removeChild( lowerGroup );
>  upperGroup.addChild( lowerGroup );
>
>
>bye,
>
>Carsten
>
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/*
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 * Copyright (c) 1996-2001 Sun Microsystems, Inc. All Rights Reserved.
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 * provided that i) this copyright notice and license appear on all copies of
 * the software; and ii) Licensee does not utilize the software in a manner
 * which is disparaging to Sun.
 *
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 * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
 * IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
 * NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
 * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
 * OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS
 * LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
 * INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
 * CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
 * OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGES.
 *
 * This software is not designed or intended for use in on-line control of
 * aircraft, air traffic, aircraft navigation or aircraft communications; or in
 * the design, construction, operation or maintenance of any nuclear
 * facility. Licensee represents and warrants that it will not use or
 * redistribute the Software for such purposes.
 */

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.utils.universe.*;
import javax.media.j3d.*;
import javax.vecmath.*;

public class HelloUniverse extends Applet {

    private SimpleUniverse u = null;
    BranchGroup upperGroup = new BranchGroup();
    BranchGroup lowerGroup =  new BranchGroup();

    public BranchGroup createSceneGraph() {
        // Create the root of the branch graph
        BranchGroup objRoot = new BranchGroup();

        // Create the TransformGroup node and initialize it to the
        // identity. Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at run time. Add it to
        // the root of the subgraph.
        BranchGroup cutGroup =  new BranchGroup();
        lowerGroup.setCapability(BranchGroup.ALLOW_DETACH);
        cutGroup.setCapability(BranchGroup.ALLOW_CHILDREN_WRITE);
        upperGroup.setCapability(BranchGroup.ALLOW_CHILDREN_EXTEND);
        upperGroup.addChild(cutGroup);
        cutGroup.addChild(lowerGroup);

        TransformGroup objTrans = new TransformGroup();

        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

        objRoot.addChild(upperGroup);

        // Create a simple Shape3D node; add it to the scene graph.
        objTrans.addChild(new ColorCube(0.4));

        // Create a new Behavior object that will perform the
        // desired operation on the specified transform and add
        // it into the scene graph.
        Transform3D yAxis = new Transform3D();
        Alpha rotationAlpha = new Alpha(-1, 4000);

        RotationInterpolator rotator =
            new RotationInterpolator(rotationAlpha, objTrans, yAxis,
                                     0.0f, (float) Math.PI*2.0f);
        BoundingSphere bounds =
            new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
        rotator.setSchedulingBounds(bounds);
        lowerGroup.addChild(rotator);
        lowerGroup.addChild(objTrans);

        // Have Java 3D perform optimizations on this scene graph.
        objRoot.compile();

        return objRoot;
    }

    public HelloUniverse() {
    }

    public void init() {
        setLayout(new BorderLayout());
        GraphicsConfiguration config =
           SimpleUniverse.getPreferredConfiguration();

        Canvas3D c = new Canvas3D(config);
        add("Center", c);

        // Create a simple scene and attach it to the virtual universe
        BranchGroup scene = createSceneGraph();
        u = new SimpleUniverse(c);

        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        u.getViewingPlatform().setNominalViewingTransform();

        u.addBranchGraph(scene);


    }

    public void move() {
        System.out.println("Move");
        upperGroup.moveTo(lowerGroup);
    }

    public void destroy() {
        u.removeAllLocales();
    }

    //
    // The following allows HelloUniverse to be run as an application
    // as well as an applet
    //
    public static void main(String[] args) {
        HelloUniverse univ = new HelloUniverse();
        new MainFrame(univ, 256, 256);


        while (!univ.lowerGroup.isLive()) {
            try {
                Thread.sleep(50);
            } catch (Exception ex){}
        }

        try {
            Thread.sleep(5000);
        } catch (Exception ex){}
        univ.move();


    }
}

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