Hi community, this is sort of easy math question (btw, I missed that part in my classes ;-) ) I want to check it with you.
It is about node following terrain. my node is MatrixTransform and I have to set it in world coordinates. The node has it's own rotation and I just need to take the terrain normal into account. Here is the pseudocode that produces some acceptable results (not sure if they are correct though, thus asking you for hints) Vec3 terrainNormal; Quat terrainOrientation; terrainOrientation.makeRotate(Vec3(0,0,1), terrainNormal); Quat modelOrientation; modelOrientation.makeRotate(Vec3(0,1,0), whatever); Quat q; q = terrainOrientation * modelOrientation; // not sure about this MatrixTransform mxt = ... mxt->setMatrix(Matrixd:;rotate(q) * ...); Any hints? Thanks a bunch as always! Nick -- trajce nikolov nick
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