Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (710)
Games in Android Showcase (212)
games submitted by our members
Games in WIP (785)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  [SOLVED] 3D HUD Positioning  (Read 1682 times)
0 Members and 1 Guest are viewing this topic.
Offline Conzar

Junior Devvie

There is nothing common about common sense

« Posted 2006-11-10 20:06:10 »

I was rending my hud graphics ontop of the canvas, but as explained in a previous thread; this was too much of a performance hog.

So I've converted to using seperate QuadArrays for each hud component. By doing this, I am having trouble positioning the components in the scene.

Meaning, how do I know where the edge of the screen is inside of the canvas? With the previous method (drawing ontop of the canvas), I could get the size of the Frame to determine where the components were placed.

Is there a way to do this in J3D? I now this should be dependent on the Z coordinate. Has anyone figured this out before?


Offline Conzar

Junior Devvie

There is nothing common about common sense

« Reply #1 - Posted 2006-11-12 18:00:13 »

So the placement of the components (and their sizes) is dependent on the aspect ratio of the screen (rather the sizes should be dependant).

So what I did was the following:
* All components' positions and sizes are relative (from 0.0 - 1.0).
* Find the aspect ratio
* set size and position based on aspect

Here is how I found out the aspect ratio
For 4:3 then resx/resy*3 == 4
For 16:9 then resx/resy*9 == 16

Now we set the size of the components (lets say our aspect is 4:3)
component.width3d = component.width*4f
component.height3d = component.height*3f;
component.pos3d = new Vector3d(component.x*4f,component.y*3f,0f);

We also have to set the z-axis for all the components.  You can do this a number of ways.  I choose to put all my components in a TransformGroup and then move that group's position.
For the way I have things setup, the vector I used to move the group is

So for 4:3, I based my screen size off of the width being 4 and the height of 3 (meters).
Because 0,0 is in the middle of the screen (as opposed to awt were that coordinate is on the top left), we need to adjust.
So we move everything over by half of the dimension (IE half of width is 2).
As for the Z-axis, I just got this number by trail and error.

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

numerical (132 views)
2017-02-21 07:32:16

numerical (131 views)
2017-02-21 07:31:46

theagentd (239 views)
2017-02-18 13:42:33

theagentd (240 views)
2017-02-18 13:35:16

h.pernpeintner (1402 views)
2017-01-24 22:39:11

h.pernpeintner (1390 views)
2017-01-24 22:38:32

Galdo (1952 views)
2017-01-12 13:44:09

Archive (2018 views)
2017-01-02 05:31:41

0AndrewShepherd0 (2555 views)
2016-12-16 03:58:39

0AndrewShepherd0 (2321 views)
2016-12-15 21:50:57
List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!