Hi,
> On Fri, 2005-10-14 at 18:59 +0200, Antonio Bleile wrote:
> >
> > After checking with the testManipulators.cpp I inserted
> >
> > manMatrix.setIdentity();
> > manMatrix.setTransform( Vec3f(1.0f, 1.0f, 1.0f) );
> >
> > and since then the object seems to rotate around the x-axis.
> > What is this supposed to mean? Doesn't the Matrix
> > constructos initialize to identity?
>
> Looking at the code it does. Weird.
>
I traced down the "translation" bug of the Manipulator to the
OSGManipulator.cpp, around lin e 505.:
// get the matrix of manipulator target
t->getMatrix().getTransform( translation,
rotation,
scaleFactor,
scaleOrientation );
// assign its tranlation part to centerV (the original author knows why...)
// translation can be (0,0,0) - an uncaught case.
centerV = translation;
// [snip, do some math]
// do a fatal calculus, dividing with 0 !!!
Real32 s = handleScreenV.dot(mouseScreenV) / handleScreenVLen;
// the third parameter will be invalid and thus the whole matrix gets screwed
doMovement(t,
coord,
s * getLength()[coord]*0.01,
translation,
rotation,
scaleFactor,
scaleOrientation );
Assigning to centerV the value Vec3f( 1.0, 1.0, 1.0 ) solves the problem,
but I don´t know if this is in the intention of the original author.
Anyway, the manipulator does not exactly what I was looking for, the
manipulation takes only place on one axis( tranlation/scale in x
or y or z, rotation around x, y or z)...
What I was looking for, was a trackball for the "you know what I mean"
standard interaction with objects in the scene graph...
Ok, I know it´s in the experimental bracnch, so, no problem...
Regards,
Toni
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