Hello all.
I am trying to correctly implement heading, pitch, and roll by a quat for a model. When comparing the looks of it to our old software which uses an archaic rendering engine, I can easily see that I am having order of operations problems. I am not sure of how OSG applies the rotations when I create a quat using the code below.
osg::Quat qHeading;
qHeading.makeRotate(
utmOffsetOrientation.getTheta(),
osg::Vec3d( 1.0,0.0,0.0 ),
utmOffsetOrientation.getPhi(),
osg::Vec3d(0.0,1.0,0.0),
-utmOffsetOrientation.getPsi(),
osg::Vec3d(0.0,0.0,1.0));
m_p3DEntityTransform->setAttitude( qHeading );
Would someone please be so kind as to enlighten me in this matter? I can't tell what order these rotations are performed in. Also, are matrix rotations done in the same order as quat rotations? Thanks a million. It is great to have such an active community of users, and even more so to have such a great software product available to us all.
John
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