david Xia schrieb:

> Hi,
>
> When using OrbitBehavior, it has two constructors
>   1)OrbitBehavior(Canvas3D c)
>   2)OrbitBehavior(Canvas3D c, int flags)
>
>   I have a Canvas3D which contains two main parts, one part contain a lot of
> Shape3Ds,the other part is a different Shape3D. Due to large geometry nodes,
> I want to navigage the scene ,but I only want to
> navigate(rotate,zoom,translate) to see the first part mentioned,the other
> part I hope it remains the same position no matter how I navigate the first
> part

You have to build a graph which seperates the objects in your scene e.g.

BG----------------
|                          |
TG1                 TG2--------------
|                          |                       |
Shape3D1        Shape3D2      Shape3D3

If you change TG1 only Shape3D1 is affected, Shape3D2 and Shape3D3 will remain
on its position.
If you change TG2 then Shape3D1 will not be affexted but Shape3D2 and Shape3D3
will undergo the same transformation change.

>
> (large geometries). How can I achieve this goal? I thought of using
> PickRotateBehavior,PickTranslateBehavior,PickZoomBehavior,but it will be
> expensive to deal with a lot of geometries with respect to performance.
> Another idea I think of is to put the second part in another Canvas3D? how
> to deal with multiple canvas3D by SimpleUniverse?

You cannot define that a certain part of your scene is rendered in one canvas
and other pars of your scene are rendered in another canvas until Version 1.3 is
out.

regards
Paul

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