Hi Sebastian, the code will be welcome. I was expecting that the proper way is to go through Eulers
Thanks a lot! On Wed, Feb 1, 2017 at 9:48 AM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Trajce, > > Did I miss the question :-) If it is working: fine. :-) > > In general you are extracting the heading I guess (with the > modelOrientation) and put it on top the tilted normal, which will put you > on in this pose. The problem might be, that you introduce unwanted roll > with this. I can give you some code (not based on OSG, but you'll get the > idea) adapting a EulerAngle pose to a terrain normal using a local tangent > plane. > > Cheers > Sebastian > > > > > Hi community, >> >> this is sort of easy math question (btw, I missed that part in my >> classes ;-) ) I want to check it with you. >> >> It is about node following terrain. my node is MatrixTransform and I >> have to set it in world coordinates. The node has it's own rotation and >> I just need to take the terrain normal into account. Here is the >> pseudocode that produces some acceptable results (not sure if they are >> correct though, thus asking you for hints) >> >> Vec3 terrainNormal; >> >> Quat terrainOrientation; >> terrainOrientation.makeRotate(Vec3(0,0,1), terrainNormal); >> >> Quat modelOrientation; >> modelOrientation.makeRotate(Vec3(0,1,0), whatever); >> >> Quat q; >> q = terrainOrientation * modelOrientation; // not sure about this >> >> MatrixTransform mxt = ... >> mxt->setMatrix(Matrixd:;rotate(q) * ...); >> >> Any hints? >> >> Thanks a bunch as always! >> Nick >> >> >> -- >> trajce nikolov nick >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
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