Thanks John,

The reason Im working with two TransformGroups is the fact that if the
shuttle is moving in a certain direction just turning the shuttle will not
change that movement. Only after applying a new thrust with the new
direction will cause the new movement to be applied to the old movement.
The old movement will never end unless a 100% opposite thrust is applied.

----- Original Message -----
From: "John Wright" <[EMAIL PROTECTED]>
To: <JAVA3D-INTEREST@JAVA.SUN.COM>
Sent: Saturday, June 18, 2005 4:09 PM
Subject: Re: [JAVA3D] Space Shuttle Physics?


> Jaakko,
>
> Welcome to the list (you'll probably soon get the standard "this list
> isn't supported any more go participate on another list" messages).
>
> Why use two separate TransformGroups?  I move my avatars with a single
> TransformGroup.
>
> All you need are the basic geometry formulas for working with angles and
> distances (triangles) and you can calculate the correct new position
> based on your angle and speed. (Grab any high school geometry book if
> you aren't familar with them off the top of your head)
>
> - John Wright
> Starfire Research
>
> Jaakko Holopainen wrote:
> > Hi, hello everyone this is my intro to the list as well.
> >
> > Im doing a space shuttle simulation and need some help with one thing,
> >
> > I have a set up a shulttle in a structure like this:
> >
> > TransformGroup1
> >     -> TransformGroup2
> >             -> Shuttle
> >
> > The idea is that the movement of the shuttle is performed in the
> > TransformGroup1,
> > and the rotation of the shuttle in TransformGroup2.
> >
> > I also have a few Vectrors to hold the data i need.
> >
> > Vector3f speedVector (basically just the z set to some value).
> > Vector3f thrustVector (the z value increasing while a buton is pressed
and
> > 0.0f if not).
> >
> > I then have a main loop calling enach 1/100 of a second an update
shuttle
> > method, which does the following:
> >
> > 1. get the current transformation from TransformGroup1.
> > 2. get the current rotation from TransformGroup2.
> >
> > 3. apply the thrust to the speed.
> > 4. apply the speed to the TransformGroup1.
> >
> > This far i have made it and the shuttle can now be sent in one (hard
coded)
> > direction and rotated (with MouseRotate).
> >
> > What i would like to know is how could i make the thrust applied in
> > combination with the rotation in
> > TransformGroup2 so that the direction of movement could be changed.
> >
> > Can someone describe what are the 16 float's that can be get from a
> > Transform3D object.
> >
> >
> > BR,
> > Jaakko Holopainen
> >
> >
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>
>
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