Eric,
yes, I add an auxiliary object into the scene, and
only apply rotX,rotY,rotZ to the main object.
when I rotate the main object, it's Z axis still being
rotated. Meanwhile,the auxiliary object's coordinate
stay unchanged. Does that mean there are tow sets of
coordinate or tow viewPlatform for tow objects?
the code attached can show: press x for 9 times to
rotate main object 90 degree about x axis and you will
find Z axis for main object now point where the
negative Y axis previously pointed. but if you press
forth,you will find Z axis for aux object has not been
changed at all!
Does anybody can tell me how to move an object but ont
the viewPlatform?
thanks in advance.
Jerry
--- Eric Reiss <[EMAIL PROTECTED]> wrote:
> I didn't bother to look at your code. I don't think
> I need to, to
> understand your problem.
>
> I think you should try inserting two objects into
> your scene and attach the
> mouserotate behavior or apply the rotX, rotY, rotZ
> to just one of the
> objects. Then decide whether the user is actually
> moving or just the object.
>
> I think you will find that it is just the one object
> that is moving. If
> not, then you have somehow attached the behavior to
> the viewplatform,
> instead of the object.
>
> Indeed, when you rotate an object 90 degrees about
> the X axis, the positive
> Z axis should now point where the negative Y axis
> previously pointed.
>
> I think that you will find that this all negates the
> question of what you
> want to do because the world Z axis always points
> toward the user unless
> the user's viewplatform has been translated/rotated.
>
> In the future, please address questions to the
> Java3D Interest group
> mailing list.
>
>
>
>
>
> At 08:16 PM 06/19/2001 -0700, you wrote:
> >Hello Eric,
> >
> >I am student of university of windsor. I am
> learning
> >java3D.
> >
> >I found when use Java Transfoem3D's method rotX,
> rotY
> >, rotZ or mouseRotate to rotate an object (a cube),
> >java actually move the user's view (if we think the
> z
> >axis is always points to users). In other words, if
> we
> >think the user's view is fixed, i.e. user sits in
> >front of the screen, the coordinates X,Y, and Z
> axis
> >are moved. The following code proves it: press
> button
> >X 9 times (rotate the cube 90 degree about X axis,
> >then press button Z, you will find z axis is now in
> >the place where -y axis used to be.
> >
> >My question is, if I want to fix the coordinate,
> >(means let z axis always point to the user sitting
> in
> >front of the screen) how do I rotate the cube? How
> do
> >I implement this idea in java3D?
> >
> >looking forward to hearing from you.
> >
> >many thanks,
> >
> >Jerry
> >
> >
> >
> >
> >
> >__________________________________________________
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Cube3.java