I'm hoping someone can help me with something that I'm experiencing...
I have a series of objects in my world and I periodically add a
PickMouseRotateBehavior to operate on a BranchGroup (BG) above an
individual object. Let's say that I have a trivial scene graph:
Root
|-> BGa -> TG -> Shape3D
I pass "BGa" into the PickMouseRotateBehavior constructor to ensure that
I'm only operating on the Shape3D that I want rotated. I then add the
PickMouseRotateBehavior under a new BG ("BGb") on the Root:
Root
|-> BGa -> TG -> Shape3D
|-> BGb-> PickMouseRotateBehavior
After I rotate the object as I wish, I remove the PickMouseRotateBehavior
and my object stays in place--so far so good. However, it seems as though
when I try to get the LocalToWorld transform for Shape3D it returns the
same value regardless of the rotation of the object.
Of course, things aren't quite this simple. I've distilled out some
information. However, I wanted to send this in first to see if there is
something quite simple that I'm just missing.
So, a few questions:
1) It would seem that there should be a TG some place whose Transform3D is
updated, but the TG under BG seems to be non-changing. So, where is the
transform data stored?
2) Does the answer have something to do with the fact that
PickMouseRotateBehavior changes the scene graph to add a TG and a BG under
"BGa"?
Any help would be much appreciated.
--Mark
Mark Ferneau 240-462-6262 (cell)
Director of Adv. Technology 801-437-4608 (efax)
Xtivia Technologies, Inc. 732-248-9399 x629 (NJ office)
[EMAIL PROTECTED] 301-279-5703 (home office)
http://www.xtivia.com/ [EMAIL PROTECTED] (wireless email)
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