See
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraCont
rol

Note the values given to a matrix for HPR are Radians not degrees

__________________________________________________________
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 
__________________________________________________________

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, June 23, 2008 6:22 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] camera view matrix problems...

Paul,

I was assuming that setViewMatrix() behaved the same way as the OpenGL
modelview matrix, that is, world to eye.

I tried negating the translation part which seems to have moved me to the
right place but I'm facing straight down on top of my terrain (azimuth view)
with my orientation setting at (0.0, 0.0, 0.0). When I change the
orientation angles to something other than 0.0, nothing shows up again. 

I'm confused...

All I want to do is fix my camera position and orientation...heading around
z, pitch around x, and roll around y. It can't be that hard can it?

-Shayne

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Monday, June 23, 2008 4:13 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] camera view matrix problems...

The OpenGL view matrix is an inverse transform. Try negating the
translation.
   -Paul
 


________________________________

        From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
        Sent: Monday, June 23, 2008 3:44 PM
        To: osg-users@lists.openscenegraph.org
        Subject: [osg-users] camera view matrix problems...
        
        

        I'm attempting to explicitly set the view matrix for a camera in
osgViewer. I'm not using viewer->run() so I'm not using the default camera
manipulator. Here's the code I'm using:

         

        osg::Matrixf vm;

        vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),

                                                           0.0,
osg::Vec3(1.0, 0.0, 0.0),

                                                           0.0,
osg::Vec3(0.0, 1.0, 0.0)));

        vm.setTrans(osg::Vec3f(eyex, eyey, eyez));

        viewer->getCamera()->setViewMatrix(vm);

         

        I'm expecting to see a view of the terrain that is centered around
(eyex, eyey, eyez) and I see nothing. Can someone tell me what I'm doing
wrong in the code above?

         

        Thanks,

        -Shayne

         

        P.S. When I use the command:

         

        viewer->setViewMatrixAsLookAt() 

         

        with the same eye point (with lookat and up vectors), I can see the
terrain as expected.


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