Another word of advice on this,  don't use the default values for the spheres
because they use a lot of polygons.  Either create the spheres with less
resolution, or  use the LOD node to use a simpler shape when you're far away and
switch to a sphere as you move closer to it.  That should help speed things up.

srp


"Decker, Scott D" wrote:

> If I am understanding your message correctly
> you have a star map, which each star is a sphere with it's own transform?
>
> and you want to be able to zoom in on a particular star when you click on it?
>
> one note
> are you moving the view platform? or are you moving the camera via moving all
> other stars?
> if you have a really big scene and you want to move around in it, move the view
> platform instead
> the following examples will only work if you are moving the view platform
>
> one way to do this is to add user data to each star
> inside this user data you could have a hashmap id value that you then look up
> and get a reference to it's transform group
> then, you can move your camera to a small distance away from that star
> like this
>
> TransformGroup starTG
> TransformGroup cameraTG
>
> get Transform3D from starTG
> set cameraTG with this transform
> create new transform3D with translation along Z set back a little
> multiply cameraTG with this new stepped back transform
> and whamo you are now sitting back a little from the star
>
> so, what if you want to transform along with the star?
>
> you could extend the RotationInterpolator class that does the rotation of the
> star, but it can also have a method like
> addTransformExtension(TransformGroup cameraTG, Vector3D
> distance_to_put_transform_back)
>
> this way, when your rotation behavior wakes up, you do the super event
> then you also apply that transform to your cameraTG and then put it back in the
> z direction a bit
> that way, each time the star moves, you camera moves as well.
>
> Scott
> Scott Decker
> Research Scientist
> Pacific Northwest National Labs
> [EMAIL PROTECTED]
>
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