Thanks Don, You seem to have an example for everything. Thanks! Your code looks like something I'll probably try once I get past this annoying little coord system setback I'm working through at the moment. (tracker, osg, developers, desired physics system are all using different coordinate systems) Speaking of, is there a global coordinate system matrix/call I can set for OSG that would convert it from one coordinate system to the next? Previously, I just inserted a master MatrixTransform that rotated the scene into the desired coordinate system.
Thanks again E. --- Eric Maslowski Research Computer Specialist University of Michigan 3D Lab Autodesk 3D Studio Max Certified Trainer email: [EMAIL PROTECTED] office: 734-615-9699 > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Don Burns > Sent: Monday, September 25, 2006 12:48 > To: osg users > Subject: Re: [osg-users] simple question regarding transforms > > Forgot to say... you need FLTK. > > -don > > > On 9/25/06, Don Burns <[EMAIL PROTECTED]> wrote: > > Hi Eric, > > You seem to bring out my examples from your questions. Check this > one: > > http://www.andesengineering.com/misc/bobby.zip > > > This shows the effect of heirarchical arrangement of transforms. The > application will show a (crudely drawn) robot looking creature with > controls for each of the joints where matrix transforms are located. > > -don > > > On 9/22/06, Eric Maslowski < [EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]> > wrote: > > > Thanks guys and thanks for the example, Don. With some of the > past engines > I've worked on, an entity/node had access to everything that > defines its > current state (xform, mat, etc.) and would just be derived > from the > components that it needed. > > class Door: public Animatable, public Drawable, public Entity > {}; > > Previously in Performer, and now OSG, my applications were > typically very > simple in terms of interaction, so I never really thought > about transforms > that much. Thanks for clearing it up. > > E. > > > -----Original Message----- > > From: [EMAIL PROTECTED] <mailto:osg- > [EMAIL PROTECTED]> [mailto: osg-users- <mailto:osg-users-> > > [EMAIL PROTECTED] On Behalf Of Donald Tidrow > > Sent: Friday, September 22, 2006 11:04 > > To: osg users > > Subject: RE: [osg-users] simple question regarding > transforms > > > > On Fri, 2006-09-22 at 10:48 -0400, Eric Maslowski wrote: > > > Hi Robert, > > > Right, that's what I'm wondering. What additional > functionality of > > > MatrixTransform is there that requires them to be a > separate level in > > the > > > scenegraph and separated from the node it controls? If > they are only > > used > > > for transforming nodes, and nodes almost always have a > single > > > MatrixTransform directly above them, then why an interface > like below > > isn't > > > used. > > > > > > node->setTrans(Vec3); > > > node->setOrientation(Quat); > > > node->setMatrix(Matrixf); > > > node->setXForm(MatrixTransform); > > > > > > Is it so that multiple nodes can share the same xform > without needing to > > > parent each other explicitly? Currently, our environments > have shown a 1 > > > MatrixTransform to 1 Node relationship, and I'm just > making sure I > > > understand the full intentions of the transforms so I can > explain it to > > > others. > > > > > > Thanks > > > > > > E. > > > > > There are many situations where multiple Groups will be > placed under a > > single MatrixTransform, especially when rendering large > terrain > > surfaces. The transform will position the terrain block in > the 'world' > > to reduce precision artifacts, and the terrain geometry will > be broken > > up into smaller groups in a quadtree structure for efficient > culling. > > > > Don > > > > -- > > "A government that is big enough to give you all you want > > is big enough to take it all away." -- Barry Goldwater > > > > +---------------+ > > | Don Tidrow | > > | Vis-Sim geek | > > +---------------+ > > > _______________________________________________ > osg-users mailing list > [email protected] <mailto:osg- > [EMAIL PROTECTED]> > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > > > > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
