This works, but only partially.

All Object that are near the coordinate axes where fixed in rotation. But
everything with a certain height above the axis zero level will be rotated.
So the final images gets ugly distorted (Looks like it is sheared). I played
a little bit with the values and indces, but couldn't improve it.

Tobias

On Feb 4, 2008 7:23 PM, Thrall, Bryan <[EMAIL PROTECTED]> wrote:

>
> Sorry, hit send too soon, updated below...
>
> Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
> > Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
> >> Hello at all,
> >>
> >> I have osg::Matrixd view matrix and want to remove the rotation
> >> around x- and y-axis. Only rotation around z-axis should stay in the
> >> matrix. I try a lot of possibilties but couldn't find a solution.
> >>
> >> When I make the following steps, the rotation around all axis is
> >> removed, not only the two specified axis. The same with
> >> osg::Matrixd::makeRotate(..);
> >>
> >> matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
> >> osg::Vec3(0,1,0));
> >>
> >> matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
> >> osg::Vec3(1,0,0));
> >>
> >>
> >> I also tried to set the matrix with complete new values and to take
> >> given value for z-rotation, but therefore I miss a function to read
> >> the one rotation part (around the z-axis).
> >>
> >> How can help me?
> >
> > Both of those lines *set* matrix to a non-rotating matrix; what you
> > want is to *modify* the matrix to remove the X and Y rotations.
> >
> > The easiest way is to modify the matrix directly:
> >
>
> matrix(0,0) = 1;
> matrix(0,1) = 0;
> matrix(0,2) = 0;
> matrix(1,0) = 0;
> matrix(1,1) = 1;
> matrix(1,2) = 0;
>
> If I didn't mess up my indices, this zeroes out the X and Y rotations
> while leaving the Z intact.
>
> HTH,
> --
> Bryan Thrall
> FlightSafety International
> [EMAIL PROTECTED]
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