I have been using Java3D for awhile now and I just realized how I have managed to survive without matrices. I have read all articles concerning matrices at Gamedev.net awhile ago when I was doing 3D with c++.
In c++ I thought matrices were quite easy concept to grasp. I mean its not its like rocket science, since everything is like pregenerated for you. While I understood what a matrix is, using a pregenerated matrix api, pretty much cut me off from raw matrix manipulation. I handled creating object space and such. So no raw math for me.
Now I needs to understand what is Java3Ds relationship with matrices. I understand that Transform3D = my buddy, but I can’t see any demos using any raw math.
As I plan to use Matrix4f as my base matrix, what kind of arithmetic progression should I use as the base numbers. I mean the quides gave me understanding of what the these things are and what to do with them, they failed to inform what to store in a matrix. I assume I’m supposed to store cordinates in there. How do I do this? Do I just create a matrix4f(0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15} like this? Natural light of reason tells me that this is wrong.
Now I need to create object space to interact with my camera so that I can easily rotate things in there and set up my hud.
I might as well stop sounding intelligent, hence WTF.
How the hell am I supposed to create object space and manipulate it with Transform3D? I have a faint clue that Scenegraph and transform group might be something similar to the object space? Could someone who has done some direct3D programming please explaing what equals what?
Its kind of hard to try to guess what something is supposed to do from the docs, I mean as far as java tutorials go is creating universe and adding behaviors. Someone should explain what to use for rotation and what to use for creating the object/camera space interaction.
Thanks for your time.