Tim

Thanks for the reassurance and the explanation. My code is working well now and I'm very happy with it. I hardly had to change anything, so that makes me think I got it right.

I do kind of wish I could always have my orbits be around the center of my scene rather than the center of the view. I typically only have one blob of stuff in my entire scene and it would be nice to make it look like my blob of stuff is being rotated rather than I'm orbiting the camera around some arbitrary center point (which starts at the center of my blob but can be moved by a pan).

Cory


On 10/20/2010 2:24 AM, Tim Moore wrote:
On Mon, Oct 18, 2010 at 10:23 PM, Cory Riddell <[email protected]> wrote:
I've been plowing through this and I can almost get what I need, I just don't entirely understand a couple of things.

Is it safe to think of the view matrix as the camera position and orientation? By doing so, I think I understand SphericalManipulator::getMatrix() method. It returns:

As was mentioned recently, the view matrix is actually the inverse of camera position and orientation in the world. You can also think of it as the position and orientation of the world in eye space. The "matrix" returned by the manipulator classes is the camera pose; the matrix returned by getInverseMatrix() is the view matrix.
 
    return osg::Matrixd::translate(osg::Vec3d(0.0, 0.0, m_distance))*
            osg::Matrixd::rotate(M_PI_2-m_elevation, 1.0, 0.0, 0.0)*
            osg::Matrixd::rotate(M_PI_2+m_heading, 0.0, 0.0, 1.0)*
            osg::Matrixd::translate(m_center);

This manipulator has two parameters - heading and elevation. Heading is the angle from the x-axis in the x-y plane and elevation is the angle from the x-y plane (pi/2 would give you the z-axis).

If I want the x-axis to be up rather than the z-axis, I add an additional rotation:

    return osg::Matrixd::translate(osg::Vec3d(0.0, 0.0, m_distance))*
            osg::Matrixd::rotate(M_PI_2-m_elevation, 1.0, 0.0, 0.0)*
            osg::Matrixd::rotate(M_PI_2+m_heading, 0.0, 0.0, 1.0)*
            osg::Matrixd::rotate(M_PI_2, 0.0, 1.0, 0.0)*    //  NEW!
            osg::Matrixd::translate(m_center);

Am I tinkering with the right stuff here? (I've also made the appropriate change to my getInverseMatrix() method.)
Yes, that looks fine.
Tim 

It's feeling ok, but I do need to make more changes to the manipulators code that handles pans.

Cory


On 10/15/2010 5:03 PM, Cory Riddell wrote:
I have been using the SphericalManipulator and it works really well for my application.

One thing I would like to do is change which direction is up. The default is Z == up. Sometimes I want X to be up. If I understand the code, I need to make fairly extensive modifications to the existing manipulator. Before I start down that road, I just wanted to ask if that sounds right. I'm hoping I'm not missing some place where I obviously just need to apply some transformation matrix.

I actually want my entire scene to go sideways, not just orbit up and down on my screen rather than right and left. For example, if I were modeling a pencil (coaxial the z axis), I sometimes want it standing on end, and sometimes lying on its side on my screen.

I think I'm asking a question that has been asked before:
  http://www.mail-archive.com/[email protected]/msg33695.html

Cory


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