hello,
you can connect transforms together in a parent child fashion, this is
what a scene "graph" is for.
Try make yourself an example with the following structure:
root
|
transform1 -- shape1
|
transform2 -- shape2
|
transform3 -- shape3
transform1 is child of root
shape1 and transform2 are children of transform1
...
jp
James Moliere wrote:
Gordon,
Thanks for letting me know this.
Is there a concept of parent/child relationships in OSG with respect to
primitive objects? ...To make the cylinder example work? Are all
objects that are placed into the scene work off of global coordinates?
James
Gordon Tomlinson wrote:
Nope there's no example that shows this, but many things are possible
with
by writing code
__________________________________________________________
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
__________________________________________________________
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Moliere
Sent: Tuesday, September 30, 2008 10:36 PM
To: [email protected]
Subject: [osg-users] connected shapes demo...
Hello,
Is there a connect shapes example? For instance, I'd like to have 3
cylinders where 2 of the cylinders connected sequentially at the end
of the previous cylinder. When I rotate cylinder 1, I'd like the
others to rotate about cylinder 1 as though they are connected without
doing any extra calculations. The same goes for cylinder 2 but this
time cylinder 1 stays stationary and cylinder 3 moves. Is this
possible? Is there an example that shows this?
Thanks!
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