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/
> 
> 
> 
> 


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