Thanks for your reply. I understand your meaning, but because my first
partcontains so many objects, it will take time to use transformations
directly on the geometries, that is why I want to tranform the viewplatform
instead.
   The first part(large number of geometries) and second part(few number of
geometries)are contained in one canvas3d,in the same universe. I have only
one viewplatform,when I transform the viewplatform,it will have influence on
both parts. I am using OrbitBehavior class, it only accepts canvas3d object.
I am not clear how to use your method to achieve this goal.

David
-------------------------------------------------------------------------------
From:  "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]>
Subject:  Re: OrbitBehavior question
Date:  Fri, 11 May 2001 09:11:31 +0200

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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