Looking through the code for the simple scene manager and 
navigator, I saw that before setting the matrix to the transform, the 
matrix received from the navigator is always inverted and trying that 
worked.  Is there a reason behind this, or do I just have poor matrix 
math skills?  ;)

Thanks a lot,
Alan Austin


Alan Austin wrote:
>      I have a demo coming up on Thursday and was hoping to get this 
> issue resolved by then, if anyone could spare the time.  I have done 
> some more testing and found that the forward() and right() calls result 
> in always moving the initial positions forward/right.  I.E., after 
> rotating up and left (rotate(0.1,0.1)), a resulting call to forward 
> causes you to move in the original direction, instead of the new up/left 
> direction in the scene.  I'm not sure if I'm using the object wrong or 
> if its a bug, so any help would be appreciated.
>
> Thanks,
> Alan Austin
>
>
> Alan Austin wrote:
>   
>> Sorry for the confusion, but that is actually what I do.  In preFrame, 
>> after I set the rotation/forward values, I do the following:
>>
>>    OSG::beginEditCP(mSceneTransform);
>>       mSceneTransform->getMatrix().setValue(mNavigator.getMatrix());
>>    OSG::endEditCP(mSceneTransform);
>>
>> I am actually using a modified OpenSGNav juggler sample application, 
>> changing it to use keyboard input and a FlyNavigator instead of wand input.
>>
>> http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/samples/OpenSG/simple/OpenSGNav
>>
>> Thanks,
>> Alan
>>
>> Daniel E. Shipton wrote:
>>   
>>     
>>> On 4/19/07, Alan Austin <[EMAIL PROTECTED]> wrote:
>>>   
>>>     
>>>       
>>>> I am.
>>>>
>>>> Just for some clarification, my scene graph looks as follows:
>>>>
>>>> mSceneRoot:[mSceneTransform]
>>>>                        |
>>>>    mLightNode:[DirectionalLight]
>>>>                        |
>>>>       mLightBeacon:[Transform]
>>>>                        |
>>>>                 mModelRoot
>>>>
>>>> I use the navigator's getMatrix() as the transformation matrix for
>>>> mLightBeacon's transform.  So, I don't think VRJuggler's presence should
>>>> matter, but I don't really know.
>>>>     
>>>>       
>>>>         
>>> You should be updating the mSceneTransform matrix. This will move the
>>> scene around you.  Look at the VR Juggler sample apps to get an idea
>>> of how to navigate through the scene. Even the OpenGL ones can give
>>> you a sense of how to navigate.
>>> http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/samples
>>> http://developer.vrjuggler.org/browser/juggler/trunk/modules/vrjuggler/test/Draw/OGL
>>>   
>>>     
>>>       
>>   
>>     
>
>
>   


-- 
------------------------------------------------
Alan Austin             Cell 515-708-2851
Computer Science        Liberal Arts and Science
Beijing Project - VRAC - ISU
[EMAIL PROTECTED]



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