Lars,

I haven't seen any problems with sectoring, but it's been years since I
last looked into it.

The original code short circuited the matrix calcs and just populated the
final matrix. I'm sure this was done for efficiency, and needs to stay that
way (AFAIK).

I'd be interested in seeing the difference between your final matrix and
the original one.

Brian

[EMAIL PROTECTED] wrote: -----


To: "[email protected]"
<[email protected]>
From: Nilsson Lars <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 03/17/2008 10:43AM
Subject: [osg-users] Problem with LightPoint


Hi


When I tested airport lighting with OpenSceneGraph, the directional light
did not work the way I expected.
The light was visible a bit outside the defined sector. Especially for the
PAPI (Precision Approach Path Indicator),
it is important that the angles are correct.

After rewriting a small piece of code in osgSim/Sector.cpp it seemed to
work as I wanted.

The change made was in the function computeMatrix() as shown below.

void DirectionalSector::computeMatrix()
{
  double heading = atan2(_direction[0], _direction[1]);
  double pitch   = atan2(_direction[2], sqrt(_direction[0]*_direction[0] +
  _direction[1]*_direction[1]));
  double roll    = _rollAngle;

  _local_to_LP = osg::Matrixd::identity();
  _local_to_LP.preMult(osg::Matrix::rotate(heading, 0.0, 0.0, -1.0));
  _local_to_LP.preMult(osg::Matrix::rotate(pitch, 1.0, 0.0, 0.0));
  _local_to_LP.preMult(osg::Matrix::rotate(roll, 0.0, 1.0, 0.0));
}

I am certainly not sure if this change is correct in all aspects, but it
solved at least the problem for me.

Has anyone else discovered similar problem about light points?

Regards,
Lars Nilsson

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