Hi Jiechang, I am not sure I am able to pinpoint your problem. I see some weak spots but I am not sure if those are the true causes of your problem. And don't want to give wrong clues. Can you write short repro program which demos your problem ? I may then fix it and send you back.
To learn you may try to separate rotations and translations by using two matrix transforms above loaded model. MatrixTransformTranslate->MatrixTransformRotate->Object. Apply only rotations to MatrixTransformRotate and translations to MatrixTransformTranslate. Cheers, Wojtek 2017-05-06 8:51 GMT+02:00 Jiechang Guo <osgfo...@tevs.eu>: > Hi Wojtek, > First, Thank you very much for your detailed reply. > 1. It's my mistake to say rotation around Y axis, I always think the z > axis is actually the y axis. > 2. The origin variable is > osg::Matrix origin = model1->getMatrix(); > I update this variable everytime when I translate or rotate the model. And > multiply it with my transform matrix so that I can get the correct result > after changing the position or orientation the model many times. Please > Correct Me if I'm not correct. > 3. OMG..I tried what you told me to. I just... I think I undestand what's > going on in side the constructor. No wonder I got that results and some > previous work about trackball rotate I did is wrong. Thank you. > 4. I've done some experiments about the order of the origin matrix. I get > the same result either I multiply it at first or at last... > The code is below: > osg::ref_ptr<osg::MatrixTransform> model1 = new osg::MatrixTransform; > model1->addChild(osgDB::readNodeFile("E:\\objdata\\FEMUR.obj", a)); > osg::Matrix origin = model1->getMatrix(); > model1->setMatrix(origin*osg::Matrix::translate(100, 0, 0)); > osg::Vec3 Center = model1->getBound().center(); > origin = model1->getMatrix(); > osg::Quat quat(osg::PI_4, osg::Z_AXIS); > model1->setMatrix(origin*osg::Matrix::translate(-Center)* > osg::Matrix::rotate(quat)*osg::Matrix::translate(Center)*osg::Matrix::translate(100, > 0, 0)); > > The reason that I want to get the Trans() and Rotate() is that I'm > doing a task: Compute the deviation of the origin model and target model. > These two model are the same and when the origin model is being manipulted > to the position of target model(which is a mesh model) I have to compute > whether they are overlaped and skip to another task. > Actually, I've already implemented this function, but I was confused by: > when I do only rotate task, the trans I get from getMatrix().getTrans() is > changing. I even don't know why it works when I only compute the trans > deviation. The code is below. > model1Translation = m1.model->getMatrix().getTrans(); > model1Quat = m1.model->getMatrix().getRotate(); > model2Translation = m2.model->getMatrix().getTrans(); > model2Quat = m2.model->getMatrix().getRotate(); > osg::Vec3 positionbias = model2Translation - model1Translation; > osg::Quat rotationbias = model2Quat - model1Quat; > if (abs(positionbias.x()) <= 2 && abs(positionbias.y()) <= 2 && > abs(positionbias.z()) <= 2) > { > //if (abs(rotationbias.x())<=0.1&&) > //{ > hm->pressNext(); > //} > } > > Cheers, > Jiechang > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70887#70887 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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