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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