Thanks for your reply. My problem may be decribed as this as an example:
Suppose I have many houses, and one moon. I want to navigate the houses
only, due to large geometries, I do not want to transform them directly,I
want to change the camera instead. But the moon should be in the original
position, no matter where my camera is. According to your suggestion, should
I put houses in one universe while the moon in another universe? or just the
same universe? If in the same universe, I think I  only have one
viewplatform, if I change the carema, it will have influence on both parts
at the same time, how to seperate them?

David
---------------------------------------------------------
From:  Paraskevas Orfanides <[EMAIL PROTECTED]>
Subject:  Re: OrbitBehavior question
Date:  Thu, 10 May 2001 21:51:31 -0700

If I understand correctly, you have a part with a lot of big shape3d
objects and a part with a few small shape3d objects.  Now, for the large
geometries part, will all the geometries change at the same way at all
times?  If they do, I would suggest you write your own universe class to
allow for movements (rotations, translations, and zoom) of the camera.
Then, for every manipulation of the camera, do an equivalent manipulation
of the "constant" part.  This way it will appear as if it never moved.
Your program will be faster due to the lesser amount of transform changes.

For example, if you need to translate all of the (large) geometries by 4
meters along the positive x-axis, you can translate the camera and the few
small objects by 4 meters along the NEGATIVE x-axis.
Does this help any?  Sorry, I'm not sure if that's quite what you are
asking about...
Paraskevas
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