can you do this  (create a branch group, add it to the live one) in an
actionPerformed(ActionEvent) method?

Shamim Khaliq  [EMAIL PROTECTED] <http://www.shamimkhaliq.co.uk/>
----- Original Message -----
From: John Wright <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 10, 2001 12:12 AM
Subject: Re: [JAVA3D] Creating shapes at runtime???


> Danny,
>
> To add a sphere to the live scene.  Create a BranchGroup, add your
> transform group, add your sphere and then add this BG to the live BG
> (root BG).
>
> rootBG (live)
>   |
> addBG (not live until added)
>   |
>  TG
>   |
> sphere
>
> - John Wright
>
> Danny Kahn wrote:
> >
> > I was wondering if anyone could clarify the explanation below on adding
and
> > removing shapes to a compiled or live BranchGroup.  As far as I can tell
> > only the BranchGroup class has an ALLOW_DETACH capability bit, so how do
> > you set it for the node that you want to add in?  Does this mean that
you
> > can only add in another BranchGroup node?  All I really want to do is to
> > add in a sphere to the main content BranchGroup when the user clicks on
> > certain locations on the screen.  This actually requires adding a new
> > TransformGroup for each sphere.  So is it possible to create a new
> > TransformGroup at runtime when a click has been received and then add it
as
> > a child to a live BranhcGroup?  Thanks for your help.
> >
> > Danny
> >
> > >Set the capability bit ALLOW_CHILDREN_EXPAND on the branchgroup, and
set
> > >the ALLOW_DETACH capability bit of the item to be added if you want to
> > >remove it.  Then you should be able to add and remove even if the scene
is
> > >live or compiled.
> > > >
> > >
> > >Good luck,
> > >
> > >Nathan Goff
> > >
> >
> >
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>
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