by a look at the documentation, it seems that the answer of my question is yes.
 
It is boring. The physics looks really OK. The values look good.
The spin axis of the satellite is supposed with the values I got
to orientate itself towards the sun, but it does'nt.
 
What am I doing wrong ?
 
 
 
 
 
-------Original Message-------
 
Date: mercredi 16 mai 2001 11:25:22
Subject: [JAVA3D] Influence of Transform3D on quaternions
 
Hi,
 
I am using this code to move and rotate a satellite :
 
       Matrix3f transyz = new Matrix3f( 0, 1, 0,
                 0, 0, 1,
                 1, 0, 0);
        Transform3D te = new Transform3D (transyz, new Vector3d(0,0,0), 1);
        TransformGroup satellite = new TransformGroup (te);
        ...
        satellite.addChild(...);
        ...
        RotPosPathInterpolator path = new RotPosPathInterpolator (alpha, satellite, te, knots,  orientations, positions);
        path.setSchedulingBounds (bounds);
        satellite.addChild (path);
 
 
The orientations and the positions are arrays of Quad4f and Point3f in the ECI (geocentric) coordinate system.
 
The x-axis of the ECI system is the z-axis of Java3d, y-axis of ECI is x-axis of Java3d and z-axis of
ECI is the y-axis of Java3D. That's why I need the matrix transyz.
 
I can see that the Transform3d is doing the expected job for the positions, but not for the quaternions.
 
My question is then :
Does the Transform3D te transform also the orientations in my code or should I transform them differently ?
 
If you are interested, you can have a look at my program here :
 
Thanks.
 
 
 

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