I am having trouble finding a general technique that will allow me to
efficiently and correctly hide objects in a space when a HUD (heads up
display) is about to collide with the objects.
  My first naïve approach wrapped every object in the scene with a switch
and a switching behavior triggered by WakeupOnViewPlatform[Entry|Exit].
This almost worked but had synchronization problems since the rendering and
view platform movement happened on other threads.
  My second approach used a TransformGroup proxy placed between the view
interpolator and the view platform.  This allowed me to synchronize the view
motion with object hiding.  However, it meant that I had to manually detect
and handle all corresponding "view platform entry and exit" events.  I
created a version that used picking that did seem to work, but it did not
perform well with large numbers of objects and just seemed "too complex".
  My third approach uses a variant of the second approach where I handle all
the boundary detection.  However, this also does not perform very well and
seems "too complex" for such a common function.

  What other solutions am I missing?

  The first solution seems to place a reasonable burden on the application
programmer, but the second and third solutions require so much work that I
begin to wonder if I should bypass Java3D entirely since I have to manage
and update the entire boundary system in the motion thread.

  Thanks for any information you can pass along.  I am just a little
frustrated!

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