Hi Dirk,
> As said before, these manipulators are more a proof-of-concept than
> finished code, so I wouldn't be surprised if they're still buggy. Have
Yea I know, I'm not scandalized that it doesn't work ;)
> you tried it on an object that has an identity transformation to begin
> with, to make sure your setup is working?
Yes, I tried that too. I inserted a node with the geometry as
child and a transformation core (with identity matrix). Here's
a snippet:
manipulatorNode = Node::create();
manipulatorTr = Transform::create();
Matrix manMatrix;
beginEditCP(manipulatorTr);
manipulatorTr->setMatrix(manMatrix);
endEditCP(manipulatorTr);
beginEditCP(manipulatorNode);
{
manipulatorNode->setCore(manipulatorTr);
manipulatorNode->addChild(bboxNode); // object bounding box
manipulatorNode->addChild(osgModelNode); // model node (3ds
scene)
}
endEditCP(manipulatorNode);
Then I work on manipulatorNode like this (after picking...):
mama = new ManipulatorManager();
maniN = mama->createManipulator(ManipulatorManager::ROTATE);
mama->setTarget(manipulatorNode);
mama->setViewport( getViewPort() );
maniN->setActive(true);
mama->activate(manipulatorNode);
Next thing to do is to debug the matrix (before after
"mama->mouseMove(x, y)"...)
Regards,
Toni
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