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  OpenGL question - Viewer movement  (Read 1306 times)
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Offline zaknixon

Senior Newbie




</bored>


« Posted 2003-07-29 13:16:13 »

I was wondering what is the most typical User Interaction technique used for OpenGL simulation applications. I was using Java3D's OrbitBehavior, but now since we are switching to JOGL, I need a convient way to allow the user to view the scene as easy as possible.

Does anyone have any good links/code that I may take a look at to head me in a good direction?

Thanks for all your help.

Zak

----------------------------------
Zak Nixon
Software Engineer
Davidson Technologies
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Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Reply #1 - Posted 2003-07-29 13:24:50 »

Check www.gametutorials.com for their camera tutorials. This should get you started.

Don't send a man to do a monkey's work.
Offline DavidYazel

Junior Member




Java games rock!


« Reply #2 - Posted 2003-07-29 13:32:13 »


The following three files should help from the Xith3D library:

com.xith3d.scenegraph.Transform3D.java
com.xith3d.scenegraph.View.java

Check out the perspective method and the lookat method.


com.xith3d.renderer.jogl.CanvasPeerImpl.java

You can check the renderStart(View) method which among other things does this:

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        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        view.getProjection().get(trans);
        gl.glLoadMatrixf(trans);
        view.getTransform().get(trans);
        gl.glMultMatrixf(trans);



David Yazel
Xith3D Project Founder
http://xith3d.dev.java.net

It may look complicated, but in the end it is just a bunch of triangles
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Offline Ken Russell

JGO Coder




Java games rock!


« Reply #3 - Posted 2003-08-01 04:34:01 »

Also consider gleem's ExaminerViewer. This is what controls the camera motion in all or nearly all of the jogl-demos demonstrations. See http://jogl-demos.dev.java.net/ (the most recent version is checked into this source base) as well as http://www.media.mit.edu/~kbrussel/gleem/
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