Hi Franclin,

There is no formal mechanism for what you are after, rather you'll
need to create a solution from general purpose functions available.
There are few different ways to do what you are after...

First up you could do a local check, where you assume that the the
other node is a sibling, and just directly go gets its local
information via an pointer stored in the callback.  For instance if
you know that the other node is a MatrixTransform you could simply
store a osg::observer_ptr<MatrixTransform> in your callback.

The other method would be store the NodePath to the other node, and
use compute osg::computeLocalToWorld(otherNodePath) method to get the
local to world transform for this, then to get the position back
relative to the orignal node you then multiply this by the result of
osg::computeWorldToLocal(myLocalNodePath) where myLocalNodePath can be
got for the NodeVisitor passed into the callback.

Robert.



On 8/7/07, Franclin Foping <[EMAIL PROTECTED]> wrote:
> Hi everyone,
>  I am a newbie in OSG.
>    My scene consists of 2 objects, say A and B. To update their positions
> they use a callback and a user data. A and B have the same parent. Is there
> a mechanism to request the position of the other object in the callback of
> the other object? For instance within the callback of A, I would like to
> request the position of the node B.
>  Thanks in advance for your reponse.
>  Kind regards,
>  Franclin
>
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