Dipl. Ing. Paul Szawlowski wrote:
> > Indeed, this is what we've done :-)
> >
> > Now, the exact same application can be used either in the CAVE or on
> > a standard screen. There's a bit of a kludge, since I have to
> > register the AWT Component with the MouseInputDevice explicitly in
> > the application.
> >
> > i.e. // u is the configured universe object Viewer[] viewers =
> > u.getViewers(); for(int j = 0; j < viewers.length; j++){
> for(java.util.Enumeration
> > e = viewers[j].getPhysicalEnvironment().getAllInputDevices();
> e.hasMoreElements();){
> >
>
> > InputDevice device = (InputDevice) e.nextElement(); if (device !=
> > null && device instanceof
> > org.j3d.device.input.spaceball.MouseInputDevice ) { for(int i = 0;
> > i < canvases.length; i++){
> ((org.j3d.device.input.spaceball.MouseInputDevice)
> > device).attachToComponent(canvases[i]); } } } }
> >
> > If the MouseInputDevice can be handed a view or PhysicalEnvironment
> > and find the Components itself it'd be completely transparent to the
> application what input device is used [hint hint Paul :-)].
> >
>
> When I was writing the code I had in mind that Canvas3D can be "opened"
> and "closed" by the user and only certain Canvases should react to the
> mouse input. I was not thinking of a VR environment like a CAVE with a
> static number of Views.
> Class View gives access to its Canvas3Ds. I could add a Constructor for
> the MouseInputDevice taking an array of Views.
> Is this what you would suggest. Or do you have something else in mind ?
> Rememeber however View allows adding new Canvas3Ds. This Canvases still
> have to be registered with the attachComponent method. And all Canvas3ds
> have to be added to View before creating a MouseInputDevice.
It just came into my mind to do the attaching in the initialize method.
However the the first argument still holds. And the second changes to
All Canvas3ds have to be added to View before calling initialize of
MouseInputDevice.
>
> regards
> Paul
>
> PS: Cool that you are using my stuff. Was it easy to find out how the
> classes work together and how they have to be added to the scene ? Any
> comments welcome.
>
> PPS: Justin, when will you release the next zipped version of the code
> archive ?
>
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