Hi Dženan,
Actually I have the same intention as you. My approach was like that:
osg::Vec3 achse;
if (orientation == Qt::Horizontal) {
achse = osg::Vec3(0.0, 0.0, 1.0);
} else {
achse = osg::Vec3(1.0, 0.0, 0.0);
}
osg::Matrixd myRotationMatrix;
myRotationMatrix.makeRotate(osg::DegreesToRadians((float)newValue),
achse);
view->getCameraManipulator()->setByMatrix(trackballMatrix *
myRotationMatrix);
Unfortunately this just rotates the model arround its origin. And I don't know
how to change it the way I need.
I guess I have to do some "translate * rotate * translate" sequence.
Maybe there is someone out there who can help.
- Werner -
On Friday 27 August 2010 22:26:41 DXXenan ZukiXX wrote:
> Hi,
>
> Well I was sort of hoping I could get away without constructing camera
> matrix, as it involves "a bit" of computation.
>
> If there is no quick and easy way to do it, I will just have to skip it (it
> is not that important for my project, as it is for debugging purposes).
>
> Thank you!
>
> Cheers,
> Dženan
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31117#31117
>
>
>
>
>
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