Hi Henrikmo, In osg::Matrix* there is a get(Quat&) mehthod for getting the rotation.
Also why not use a MatrixTransform then you should be able to just copy the matrix straight over. Robert. On 7/31/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
Hello. I am having some troubles with mapping the transform matrices from the joints of a Immersion CyberGlove to the hand geometry. When connected directly, the movements seems "mirrored" (in plain, it seems like you are bending your fingers backwards). For debugging, I wanted to disassemble the transform matrix of each component and see if the rotational axes are coordinate system dependant in some way. For example, the geometry was misplaced until i switched z and y translation and negated x translation. osg::Matrix has getScale and getTrans, but no methods for rotation. I could with some work change to PositionAttitudeTransform, but then I would have to do the deconstruction in the matrices I get from the CyberGlove (double[4][4]). These matrices are by the way column major, but I use my trusty transpose method to fix that. What would be the "good practice" here for dissasembling the matrix and not loose any transform detail? Here is a screenshot of the thumb, pinky and palm turned on with and without corrected translation (x,y,z = -x,z,y). http://folk.ntnu.no/henrikmo/img/with.png http://folk.ntnu.no/henrikmo/img/without.png Best regards Henrik Gundersen [EMAIL PROTECTED] _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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