I have already written my own pick-move-behavior.

Here's how it works (are there standards for this? if
so, I'd love to know so my interface follows
standards)

  If you left-click on the object and move it around,
it moves in a parallel plane to your screen (the
VScreen?  I don't know my terminology well enough
here. :)) -- but at the depth (from the eye) that it
starts at.  (or, "it moves in the "apparent" XY plane
of the viewer/mover.)

  If you hold down shift while you move it, then it
translates along the "apparent" Z axis.



--- Florin Herinean <[EMAIL PROTECTED]> wrote:
> write your own pick-move-behavior. the default one
> doesn't have any
> constraints attached to it, so it only can make a
> guess on where to
> translate the object. if you subclass it or write
> one from scratch, you can
> define your own constraints, for example a gliding
> plane, or a gliding line,
> and you can keep the object right under the mouse:
> you adjust x, y and z
> coordinate to match the plane/line equations.
>
> Cheers,
>
> Florin
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED] Behalf Of
> Skygoth
> Sent: Montag, 26. April 2004 13:32
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] How to make a translation
> follow the mouse.
>
>
> No, I have a completely different problem.
>
> Your problem can be solved by inverting the
> transform.
>
> I want to translate and have the object maintain its
> relationship to the mouse.  That is, if I click on
> an
> object, then translate t othe right, I want the
> object
> to stay under the mouse.  Not just "move right some
> amount" like it does in all the examples.
>
> -nathan
>
> --- Andre Bialojahn <[EMAIL PROTECTED]> wrote:
> > > I'm working on a 3D interface that involves both
> > moving the
> > > viewing platform as well as moving objects in
> the
> > virtual world.
> >
> > Same here.
> >
> > > Is there a simple way to say "what point in 3D
> > space is at x,y on the
> > > screen, at a depth of d meters?" -- I guess the
> > best way is just to take the
> > > Canvas3D.getImagePlateToVworld() result, and use
> > it to transform a
> > > point3d(x,y,d)?  Would that even do what I want?
> >
> > I haven't had a look at the
> localToVWorld-Transform
> > mentioned in
> > PickResult, but it might already do what you want.
> >
> > I'm not sure that I properly understood your
> > problem, but I assume
> > you've already have had a look at PickCanvas,
> > pickClosest() and the
> > accompanying PickMouseBehaviors?
> > A bit embarrassing about the latter is that they
> > don't work right,
> > when you modified the VP (f.e. rotated a model).
> The
> > mouse's motion
> > *will* translate into a modification of the picked
> > object's TG, but
> > the direction in which the object moves might turn
> > out to be - ehm -
> > "surprisingly interesting". ;-)
> >
> > Exactly this is one of my current problems, too.
> > If you should find any hint on solving this, I'd
> be
> > interested in
> > a short cc:ed pointer.
> >
> > Regards,
> > Andri
> >
> >
>
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>
>
>
>
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