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Reviews : Java Books : 3D User Interfaces with Java 3D :


Title: 3D User Interfaces with Java 3D
ISBN: 1884777902
US Price: $49.95
© Manning Publications Co.

8.5.6 Sticking

Less common and more difficult to implement and manage are physical attachments that are flexible or non-rigid. In this form of attachment, which is called sticking, the geometry of the attachment is not fully constrained. The simplest form of sticking involves two snap points where the position of the attachment is constrained but not its rotation. The result is like a ball-and-socket joint. Using different forms of snap elements intuitively suggests different forms of sticking attachment. For example, sticking two snap edges together forces the object edges to be colinear but the user can still rotate the objects about the colinear edges like an axis. Similarly, sticking two faces together assures that the two are flush but the user can still slide and possibly rotate the objects along their coplanar faces.

Philosophical problems can arise when we consider what happens when objects that are only stuck together are pulled. In general, the objects involved would behave as in a physical simulation of a dynamic system, with flexing, sliding, and rotation occurring at the joints according to distributed forces and simulated friction. This is overkill for most applications. An easy and effective alternative is to allow only the dragged object to move, and only if its attachments would mutually allow such a movement. For example, given a door in a doorframe connected with two hinge attachments, dragging on the door would swing the door open while the doorframe remains stationary. If, however, a third hinge were added to the door opposite the first two hinges, then the door would be prevented from swinging. Does this now mean that tugging on the door moves the house to which the doorframe is glued? This problem will be discussed a later.

8.5.7 Linking

Many aspects of logical attachment, or linking, have already been discussed. The big difference between physical and logical attachment is that in logical attachment the snap elements do not have to touch, so the participating objects can stay where they are. If the user tugs on a linked object, then the object moves and the links stretch accordingly. More sophisticated linking schemes might allow the nodes to automatically rearrange themselves to minimize connection crossings or to improve the layout.

Linking is useful in design and control applications where connections must be established or modified between objects representing nodes in a network, such as for telecommunications, transportation, and utilities. Often in such networks only the topology is important, not the actual spatial geometry. For example, in a telecommunications application, the nodes might represent company offices or, at a lower level of abstraction, computer equipment. The links might represent physical communication connections or logical data circuits, or both. Snap point typing by protocol or physical medium could constrain how nodes are connected. The links themselves could be "dumb" lines or arrows that form straight-line connections, or they could be "smart" ones that bend around intervening objects automatically or with some manual intervention.

8.5.8 Anchoring

In the real world you don't have to worry about moving the whole house if you try to open a locked door. In the virtual world, where the laws of physics do not naturally apply, such matters are not as clear-cut. Maybe the house should move and maybe it shouldn't. One simple way to address this problem is with anchoring, which is a special form of attachment between an object and the world. When an object is anchored, it is held rigidly in place relative to the world. In the door example, it would be wise to anchor the house, or at least some foundation component of the house, such as its floor. That way the floor and all the rest of house's components glued to it remain firmly in place, no matter how the user manipulates the house's sticky attachments, such as the door. Anchoring can also be useful when logical attachments are involved, such as in the case where linked nodes rearrange automatically to minimize crossings. In this case, anchoring allows key nodes to remain fixed in place.

The simplest way to perform anchoring is to select one or more objects to be anchored and to command them to be anchored. Anchoring may sound like overkill, and often it is. If an application allows only gluing, then anchoring might be needed only as a convenience, to keep a layout from being accidentally altered. If sticking is allowed, then anchoring can become a serious issue, unless you don't mind the house moving when you try to open its door.

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