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jishiben18
Posted on: 2012/5/16 10:46
Not too shy to talk
Joined: 2009/8/16
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Posts: 20
transform the haptic geometry
Hi All,

I am writing a new class inheritted from the X3DShapeNode.

Is there a way to turn off the default Mouse Navigation, and
instead implement my own rotation function for the graphic geometry and haptic geometry seperately ?(of course they have to work consistently with each other)

I understand how to turn off the default navigation and I tried to put my own rotation function in the render() which works fine ( now I can rotate the graphic geometry by right mouse instead of left mouse by default ), but the problem is how to control the haptic geometry?

If I don't add any code for the haptic geometry, the haptic geometry will stay static when rotating the graphic geometry.
If I add my own rotation function in the traverseSG() before X3DGeometryNode::createAndAddHapticShapes() is called, then there is no haptic feedback at all.

I am just so confused. I don't know where is the right place to add the transform function for haptic geometry.

Any help and advice will be greatly appreciated.

Thanks.
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Subject Poster Date
 » transform the haptic geometry jishiben18 2012/5/16 10:46
     Re: transform the haptic geometry adrian 2012/5/16 11:38
       Re: transform the haptic geometry jishiben18 2012/5/18 11:07
         Re: transform the haptic geometry karlu 2012/5/18 21:37
           Re: transform the haptic geometry jishiben18 2012/5/21 4:14
             Re: transform the haptic geometry jishiben18 2012/5/21 4:22
               Re: transform the haptic geometry Markus 2012/5/21 9:51
                 Re: transform the haptic geometry jishiben18 2012/5/24 4:53

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