Hi arjdan,
You are making mistakes on the computation of the ControlPoint In & the
ControlPoint Out of the Bezier Curve.
Assume you have several points (knots) and that your path will pass throw some
points V(i), the Vec3 CubicBezier Keyframe are calculated as follow :
the p is your V(i), but
Hi, I've these points:
v[0] = osg::Vec3d( -19, 0, -60);
v[1] = osg::Vec3d( -20, 0, -102);
v[2] = osg::Vec3d( -22, 0, -145);
v[3] = osg::Vec3d( 20, 0, -142);
v[4] = osg::Vec3d( 63, 0, -139);
v[5] = osg::Vec3d( 145, 0, -138);
Points v[1], v[2]
Ok, thank you, I've understood how cubic bezier works.
I've another question: I notice that the ball stops when it reachs every point.
Is there a simple way to make a continuous animations, without stops?
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Hi,
p is point
i is control point in
o is control point out
You maybe interested to look in file include/osgAnimation/BezierCubic
and include/osgAnimation/Interpolator
It's where the bezier code are located
Cheers,
Cedric
On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote:
> What are "p,
What are "p, i, o" parameters of Vec3CubicBezier template?
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Hi,
I try to understand and modify osg example "osganimationmakepath".
I want to realize a simple path like the figure.
I've the keyframes
keys->push_back(osgAnimation::Vec3CubicBezierKeyframe(0,
osgAnimation::Vec3CubicBezier(v[0],v[1],v[1])
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