Hello On Monday 22 November 2004 15:47, Nicholas Pappas wrote: > My map is a 3D tile map which is looked at in the 3rd person; the > player's sprite sits in the middle of the screen. The user can spin the > scene around their sprite, and can alter the angle of view some
Most of your problems can be solved quite easily: You have a flat map (the ground G) and stuff (S) standing on it. You are looking at the user-sprite U. Some element make up the GUI. Try this Scenegraph: Local => BG => TG => G \=> TG_S1 => TG_S2 => S \=> TG_U1 => TG_U2 => U Viewplatform => TG => GUI and move the viewplatform to point at U. (TG_S => TransformGroups for stuff, TG_U => User) TG_?1 does the translation (So since the User is always in the middle and a bit above the ground, TG_U1 just modifies Z a bit.... you get the idea ?) For rotating => rotate the Viewplatform, not G. That way S and U get rotated too. If you don't want to have a upside-down User-icon => use TG_U2 to rotate it back to upside-up (same angle but inverted) No problem with rotating No problem with scaling while rotating No problem with scaling while rotating For zooming: move the viewplatform No problem with "scaling" for zomming. > Another reason for the 2D graphics would be to draw stats, game > time, buttons, and a chat window onto the screen so the user can interact > with the game. Put that stuff into the GUI-Group. > I remember the author of a pool game mentioning something about a > "2D layer", which might do what I want. the 2D-Layer is OK for a GUI, but not for the stuff .... > http://cazapool3d.sourceforge.net/cazapooljws/Pool.html Have you tried this link: http://membres.lycos.fr/franckcalzada/Billard3D/Pool.html cu =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
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