Hi,
I am still working on my animation editor and for now the problem is to
rotate joints of my VRML wooden puppet. I have written a class
GenerateJointList:
class GenerateJointList {
private:
// member variables
jointlist mJointList;
it mIter;
public:
// generates list
void generateJointList(OSG::NodePtr scene, std::string subStr);
// prints list
void printList();
};
in which the joints I am interested in are inserted into a list in the
following type:
typedef std::map<std::string, OSG::NodePtr> jointlist;
typedef std::map<std::string, OSG::NodePtr>::iterator it;
For now I can select all parts of the puppets body by mouse interaction.
Afterwards the camera is changed to this Node and the node is surrounded
by a bounding box.
Know I would like to define for example that the joint between the upper
arm and the forearm can only be rotated 160 degrees up & down, 30 to the
right and 45 degrees to left from its initial position. How can I solve
this efficiantly. I have also looked up in osg::Quaternion but I have no
idea how to implement it!
I am thankful for every hint :)
greetz,
Sadi
--
Sadi Tanis
University of Koblenz/Landau
Student of Computer Vision
Simmerner Straße 134
56075 Koblenz Germany
Tel. +49.261.208.98.73
E-mail [EMAIL PROTECTED]
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