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Introduction

By default, every virtual object in a Java 3D scene is initially stationary and unchanging. Every light source, view platform, sound source, and shape remains at its starting location unless you write code that specifies otherwise. In this chapter you'll learn how to move and rotate these objects, as well as how to change the size of a three-dimensional object. These three basic operations are known as "translation," "rotation," and "scaling."

Note

Like VRML, Java 3D is based on a right-handed coordinate system. To determine the direction of rotation, for example, the "right hand rule" may be applied. For details, see Chapter 7, "Customizing Location, Size, and Orientation."



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