Karl,

You use instances of TransformGroup to translate, rotate and scale all the
scenegraph nodes below your TransformGroup:

TG <-- call setTranslate / setTransform3D on the Transform3D and
TransformGroup
|
|
BG <-- add the BranchGroup to the TransformGroup (allows you to
detach/reattach)
|
|
Shape3D <-- add a Shape3D to the BranchGroup
|
|
Geometry <-- the Shape3D has Geometry and Appearance attributes

There are lots of examples from my book which might help - perhaps the
KeyNavigateTest might be a good starting point. It builds a simple
Wolfenstein (the original!) clone with walls, floor, ceiling, bookcases,
pools of water etc. It is fairly well documented so should give you some
hints.

Sincerely,

Daniel Selman

Author - "Java 3D Programming"
http://www.manning.com/selman


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Karl Parry
Sent: Tuesday, April 09, 2002 8:03 AM
To: [EMAIL PROTECTED]
Subject: geometry positioning


Hello all,

I'm trying to build a 3D room in Java 3D, but I'm
having trouble specifying where the geometry should
go. At the moment i can create geometry, but I cannot
place it anywhere other than the origin, I've looked
at the tutorials and a few books, but I'm still lost!
Is there something simple I'm missing?
Also does anyone know of any virtual buildings created
in Java 3D? And is there any code of them about?
Much appreciated, thanks!

KP

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