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

13.1.4 Inverse getLocalToVworld

Situations can arise where you need the Vworld-to-local transform, instead of the local-to-Vworld transform returned by a node. In such case, you can use the inverse method of Transform3D to convert the transform. Because this situation comes up fairly often when performing in-scene manipulation and the pseudo-overlay visualization techniques, it is worth exploring this subject in more detail.

For example, using world-relative mapping (WRM) control you may want to slide a desk in a room toward a window, which is north of the desk. Normally, the world-relative output from the WRM technique would be used to manipulate the desk's "actuator" transform group directly. If, however, the desk is a member of a group, such as in a suite of furniture, then the group itself is likely to have an actuator transform allowing the group as a whole to slide and rotate. Because the desk's actuator is not in the world space but in the local space of the group, you can't simply apply the world-relative movement from WRM to the desk's actuator. Instead, you have to first convert the world-relative movement, a vector pointing north, into a group-relative movement. This requires getting the desk actuator's local-to-Vworld transform, inverting it into a Vworld-to-local transform, and transforming the north-pointing vector with it. The result is a north-pointing vector expressed in terms of the desk actuator's local space, which is defined by the group's actuator. Because the coordinate space of the vector and the desk's actuator now match, they can be multiplied together to update the desk actuator's transform state while leaving the rest of the group alone.

The following code fragment illustrates the salient points of this example:

	// build a desk and group with actuators 
	/// create the desk object 
	MyDesk desk = new MyDesk(); 

	/// create a desk actuator and add the desk to it 
	TransformGroup deskAct = new TransformGroup(); 
	deskAct.addChild(desk); 

	/// create a group actuator and add the desk actuator to it 
	TransformGroup groupAct = new TransformGroup(); 
	groupAct.addChild(deskAct); 

	/// add the desk to the world's root node 
	root.addChild(groupAct); 

	// arbitrarily manipulate the group and desk 
	... 

	// move the desk north in the world by 10 meters 
	Vector3d northward = new Vector3d(0, 0, -10); 

	/// get the desk actuator's local transform 
	Transform3D xform = new Transform3D(); 
	deskAct.getLocalToVworld(xform); 

	/// transform the northward vector from world to local space
	xform.invert(); 
	xform.transform(northward); 

	/// get the current desk actuator state 
	Transform3D current = new Transform3D();
	deskAct.getTransform(current); 

	/// apply the change vector to the desk actuator state 
	Transform3D change = new Transform3D(); 
	change.set(northward); 
	current.mul(change); 

	/// don't forget to set the new transform 
	deskAct.setTransform(current); 

13.1.5 Local-to-local

The most general case of coordinate-space transformation, conversion is needed to go from one local space to another. A simple example would be DRM control of a target object in a group, where display-relative local space inputs are translated into their world-relative equivalents, which are then converted for use in the local space of the target object actuator. To perform this two-legged coordinate-space transformation, imagine combining the two previous coding examples into one, with the first half going from local to world space, and the second half going from world to local space. Generalized versions of local-to-local transformation— from a source space to a target space— are provided by the j3dui.control.mappers.Mapper. toTargetSpace methods in the UI framework. One method is for point transformation and the other is for vectors.

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