Question

Finding 3D coordinates of object

Asked by: Ayrmer

I have a cylinder that is moved over time using a position interpolator. I wish to find out what the coordinates of it are at any point in time. I have read I may need to use a raster for this of possibly the GeometryInformation class.

Could anyone provide some guidance on this please?

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Asked On
2009-09-11 at 07:32:37ID24724674
Tags

java3d

,

java

,

3d modelling

Topics

Java Programming Language

,

3D Game Programming

,

3D Graphics Software

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Answers

 

by: InteractiveMindPosted on 2009-09-11 at 08:06:45ID: 25310285

>I have a cylinder ...
How are you defining the cylinder?

>I wish to find out what the coordinates of it are at any point in time
The coordinates of what exactly?

>I have read I may need to use a raster for this ...
Perhaps you could elaborate on the problem, because I can't see what a raster has to do with this...

 

by: AyrmerPosted on 2009-09-11 at 08:28:55ID: 25310536

Ok, I am using a virtual world in a java 3d applet.

The following code creates the cylinder and interpolator. I left it out as I think it confuses the problem (as im using arrays of objects)

TransformGroup objTrans = new TransformGroup();
//---------------Set capabitilites
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);

//---------------------------Set the alpha in he array corresponding to the point which one was previously associated

alphaCents[centNum] = new Alpha(-1,masterAlpha);
//---------------------------Pause it because you can never get enough pause action
alphaCents[centNum].pause();

//--------------------------- Set backwards motion to be equal in time to that of forward motion
alphaCents[centNum].setDecreasingAlphaDuration(alphaCents[centNum].getIncreasingAlphaDuration());

//----------------------------The initial trigger time this resetes it back a bit - not sure why i need this
alphaCents[centNum].setTriggerTime((long) 5000.00);

//----------------------------this is the interesting one // set based upon the distance
double delay = (centDistance[centNum] / gblTotalHeight) * alphaCents[centNum].getIncreasingAlphaDuration();
alphaCents[centNum].setPhaseDelayDuration((long) delay);
                       
// Create interpolator
animCents[centNum] = new RotPosScalePathInterpolator(
                        alphaCents[centNum],
                        objTrans,
                        new Transform3D(),
                        animKnotsExt,
                        animRotExt,
                        pExt,
                        animScaleExt);
animCents[centNum].setSchedulingBounds(getBoundingSphere());
.

The problem I have is I cannot find a way to identify the 3d coordinates of the cylinder at a point in time (it obviously changes due to the position interploator). I can find the alpha value. I can work out the distance it has travelled (alphaValue * total distance) but because the path is not straight i cannot find its position.

I was thinking a raster as you can use this to determine depth.

 

by: ikeworkPosted on 2009-09-11 at 10:17:19ID: 25311560

right before you render it, get the modelview matrix fron opengl, there you have all information

 

by: ikeworkPosted on 2009-09-11 at 10:24:20ID: 25311614

Sorry, just realised its not the Opengl area .. nevermind ;)

 

by: ikeworkPosted on 2009-09-11 at 10:35:38ID: 25311722

 

by: AyrmerPosted on 2009-09-14 at 01:12:03ID: 25323529

Unfortunately not. The getPositions refers to the array of values you pass it to define the path it needs to travel. I can work out between which 2 positions it is nearest, but without completely writing my own method for calculating the Z axis this does not help.

 

by: AyrmerPosted on 2009-09-17 at 07:57:18ID: 25356969

I figured this out myself. I expanded the interpolator and then adjusted the computeTransform() function to return a transformation matrix (hence knowing the actual depth at any given point)

 

by: AyrmerPosted on 2009-09-22 at 01:28:36ID: 25390604

Absolutely:

Below is the code for the function within the interpolator as well as the calling code.

transform = new Transform3D();
animCents[0].computeTransform((float)leadAlphaVal, transform);
pos = new Vector3d();
transform.get(pos);
lblLeadTVD.setText(String.valueOf((int)(0 - pos.z)));
 
public void computeTransform(float alphaValue, Transform3D transform) {
 
        float scale;
        Vector3d scaleVector = new Vector3d();
        double quatDot;
        computePathInterpolation(alphaValue);
 
        if (currentKnotIndex == 0 &&
            currentInterpolationValue == 0f) {
            tQuat.x = quats[0].x;
            tQuat.y = quats[0].y;
            tQuat.z = quats[0].z;
            tQuat.w = quats[0].w;
            pos.x = positions[0].x;
            pos.y = positions[0].y;
            pos.z = positions[0].z;
            scale = scales[0];
            scaleVector = scalesVector[0];
        } else {
            quatDot = quats[currentKnotIndex].x *
            quats[currentKnotIndex+1].x +
            quats[currentKnotIndex].y *
            quats[currentKnotIndex+1].y +
            quats[currentKnotIndex].z *
            quats[currentKnotIndex+1].z +
            quats[currentKnotIndex].w *
            quats[currentKnotIndex+1].w;
            if (quatDot < 0) {
            tQuat.x = quats[currentKnotIndex].x +
                (-quats[currentKnotIndex+1].x -
                 quats[currentKnotIndex].x)*currentInterpolationValue;
            tQuat.y = quats[currentKnotIndex].y +
                (-quats[currentKnotIndex+1].y -
                 quats[currentKnotIndex].y)*currentInterpolationValue;
            tQuat.z = quats[currentKnotIndex].z +
                (-quats[currentKnotIndex+1].z -
                 quats[currentKnotIndex].z)*currentInterpolationValue;
            tQuat.w = quats[currentKnotIndex].w +
                (-quats[currentKnotIndex+1].w -
                 quats[currentKnotIndex].w)*currentInterpolationValue;
            } else {
            tQuat.x = quats[currentKnotIndex].x +
                (quats[currentKnotIndex+1].x -
                 quats[currentKnotIndex].x)*currentInterpolationValue;
            tQuat.y = quats[currentKnotIndex].y +
                (quats[currentKnotIndex+1].y -
                 quats[currentKnotIndex].y)*currentInterpolationValue;
            tQuat.z = quats[currentKnotIndex].z +
                (quats[currentKnotIndex+1].z -
                 quats[currentKnotIndex].z)*currentInterpolationValue;
            tQuat.w = quats[currentKnotIndex].w +
                (quats[currentKnotIndex+1].w -
                 quats[currentKnotIndex].w)*currentInterpolationValue;
            }
            pos.x = positions[currentKnotIndex].x +
            (positions[currentKnotIndex+1].x -
             positions[currentKnotIndex].x) * currentInterpolationValue;
            pos.y = positions[currentKnotIndex].y +
            (positions[currentKnotIndex+1].y -
             positions[currentKnotIndex].y) * currentInterpolationValue;
            pos.z = positions[currentKnotIndex].z +
            (positions[currentKnotIndex+1].z -
             positions[currentKnotIndex].z) * currentInterpolationValue;
 
            scale = scales[currentKnotIndex] +
            (scales[currentKnotIndex+1] -
             scales[currentKnotIndex]) * currentInterpolationValue;
 
            /*System.out.println("Knot value = " + currentKnotIndex);
            System.out.println("Current value = " + currentInterpolationValue);
            System.out.println("scaleVector = " + scalesVector[currentKnotIndex].x);
            System.out.println("scaleVector + 1 = " + scalesVector[currentKnotIndex+1].x);*/
            scaleVector.x = scalesVector[currentKnotIndex].x +
            (scalesVector[currentKnotIndex+1].x -
             scalesVector[currentKnotIndex].x) * currentInterpolationValue;
            scaleVector.y = scalesVector[currentKnotIndex].y +
            (scalesVector[currentKnotIndex+1].y -
             scalesVector[currentKnotIndex].y) * currentInterpolationValue;
            scaleVector.z = scalesVector[currentKnotIndex].z +
            (scalesVector[currentKnotIndex+1].z -
             scalesVector[currentKnotIndex].z) * currentInterpolationValue;
        }
        tQuat.normalize();
 
        sMat.set(scale);
        //sMat.set(scaleVector);
        //sMat.transform(scaleVector);
        //sMat.setS
        tMat.set(tQuat);
        tMat.mul(sMat);
        // Set the translation components.
 
        tMat.m03 = pos.x;
        tMat.m13 = pos.y;
        tMat.m23 = pos.z;
        rotation.set(tMat);
 
        // construct a Transform3D from:  axis * rotation * axisInverse
        transform.mul(axis, rotation);
        transform.mul(transform, axisInverse);
        transform.setScale(scaleVector);
    }

                                              
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