Thank you Robert.
I was looking for something called getRotation or getAttitude, not get.
Should have read the docs better. Thank you very much.

And btw, I am using the MatrixTransform, but I need to examine the
components that make up the transform individually.

Best regards
Henrik Gundersen
[EMAIL PROTECTED]

Robert Osfield wrote:
> 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]
>>
>>
>>
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>>
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