Its ok, I've made some test and I understand how it works now... thanks for the help.
I've another question, a similar one but I think I can ask it here : If my node is a PAT i do quat = pat->getAttitude(); if my node is a MatrixTransform i do quat = mt->getMatrix().getRotate(); But in the second case, it looks doing nothing... Where is the difference ? Thanks. Regards, Vincent 2008/3/27, Alberto Luaces <[EMAIL PROTECTED]>: > > Sorry if I don't understand you again, but my program is giving you the > absolute position of the node (the fourth column of the matrix, > (10,20,-5)) > and its world orientation ( the first 3x3 block, equal to identity since > the > two transforms were translation ones). > > Try changing m1 and m2 to see the changes in the global position and > orientation. > > El Jueves 27 Marzo 2008ES 17:31:51 Vincent Bourdier escribió: > > > In your example you are using getWorldMatrices. > > I know this function, thanks... I and Robert were talking about it. > > But what I simply need is : > > > > with a node, I need its position (absolute/world coordinates), and its > > orientation (in the world system coordinates). > > How can I do it ? > > > > (Sorry, I'm not very understandable...) > > > > Thanks, > > > > Regard. > > Vincent. > > > > 2008/3/27, Alberto Luaces <[EMAIL PROTECTED]>: > > > Sorry, I don't get what you exactly are looking for. Would this > example > > > help? > > > It calculates the position of a node in world coordinates: > > > > > > #include <osg/Node> > > > #include <osg/Group> > > > #include <osg/Matrix> > > > #include <osg/MatrixTransform> > > > > > > #include <iostream> > > > > > > int main() > > > { > > > osg::Group *root; > > > osg::Node *n; > > > osg::MatrixTransform *m1, *m2; > > > > > > root = new osg::Group; > > > n = new osg::Node; > > > m1 = new osg::MatrixTransform( > osg::Matrix::translate(osg::Vec3 > > > (0.0,10.0,0.0))); > > > m2 = new osg::MatrixTransform( > osg::Matrix::translate(osg::Vec3 > > > (10.0,10.0,-5.0))); > > > > > > // root->m1->m2->n > > > > > > root->addChild(m1); > > > m1->addChild(m2); > > > m2->addChild(n); > > > > > > osg::MatrixList ml = n->getWorldMatrices(); > > > > > > for(int i=0; i<4; i++) > > > { > > > for(int j=0; j<4; j++) > > > { > > > std::cout << ml[0](j,i) << "\t"; > > > } > > > std::cout << "\n"; > > > } > > > > > > return 0; > > > } > > > > > > El Jueves 27 Marzo 2008ES 16:24:47 Vincent Bourdier escribió: > > > > Hi Alberto > > > > > > > > Thanks for help, I understand the instance problem... If all is good > in > > > > > > my > > > > > > > situation I would not have many instances of the same node... so I > > > > think > > > > > > it > > > > > > > will be more simple... > > > > > > > > Because my problem is more recent, I ask a second question : To get > > > > this node's position (absolute ), if I understand well I must use > > > > something > > > > > > like > > > > > > > > > > http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraC > > >on > > > > > > >trolFindingWorldCoordinates > > > > > > > > There is no other way ? > > > > > > > > Thanks, > > > > > > > > Regards. > > > > vincent. > > > > > > > > 2008/3/27, Alberto Luaces <[EMAIL PROTECTED]>: > > > > > El Jueves 27 Marzo 2008ES 15:24:48 Vincent Bourdier escribió: > > > > > > but if I want to get the world Matrix, the one which represent > the > > > > > > > > > > node's > > > > > > > > > > > position and translation in absolute system, how can I do ? > Which > > > > > > matrix > > > > > > > > > > I > > > > > > > > > > > have to get ? > > > > > > > > > > If you have several wold matrices, it means that you have > > > > > instantiated > > > > > > a > > > > > > > > node > > > > > several times. Only you know in what instance you are interested. > > > > > > Think > > > > > > > > about > > > > > the four wheels of a car, there are 4 instances of the same node, > the > > > > > wheel > > > > > mesh. > > > > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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