Hi,
yes, try to store your angle manually. We have something similar, an
object has yaw, pitch & roll, but we modify it depending on where on the
globe it is:
lori = quat made from object r,p,y
// Make offset quat from position on globe
qoff = mScenario->getOrientationOffsetFromLLH(i_dLat, i
Hi Steven,
Maybe, i'm not clear, I want to keep the current yaw angle, and change
pitch and roll by the terrain normal.
So i use getRotate to find my previous yaw angle, like you Steven, i
thinks thats not the solution. Maybe i need to store this yaw angle in
custom data.
Hi JP i use osg 2.8
Hi,
I also vaguely remember someone having a question about the getRotate.
Go check in the source if it returns an angle and vector or if you
actually pass _in_ a vector/axis.
jp
Steven Saunderson wrote:
Hi Antonin,
I may be getting way out of my depth here but when I saw your problem this
Hi Antonin,
I may be getting way out of my depth here but when I saw your problem this
morning it looked very similar to a problem I had just recently.
Looking at your original post :
Antonin Linares wrote:
>
> //get height and normal under the tank
> osg::Vec3f pos =
> lsi->getFirstInterse
Thanks Steven
Yes i have, but i get something very strange (rot * correction) ==
(correction * rot)
Also actually i made:
//Set up alignment with terrain
float rotation;
osg::Vec3f origine;
pat->getAtitude().getRotate(rotation, origine);
if((osg::Vec3f(0,0,1)*normal) != 0){
osg
Antonin Linares wrote:
> Hi osg users
>
> I use an intersectionVisitor to place tank model on my terrain
> i made something like that:
>
> [...]osg::Quat rot(rotation, normal);
> pat->setAtitude(corect*rot); //the tank was well oriented but
> no more aligned with my terrain
> }
>
Hi osg users
I use an intersectionVisitor to place tank model on my terrain
i made something like that:
[...]
if(lsi->containIntersection())
{
//get height and normal under the tank
osg::Vec3f pos =
lsi->getFirstIntersection()->getWorldIntersectionPoint();
osg::Vec3f normal =
lsi->get
7 matches
Mail list logo