Umm... its called OO programming, nodes can't be everything, you break up the classes to fit the functionality they deliver.
Robert.
On 9/22/06,
Eric Maslowski <[EMAIL PROTECTED]> wrote:
Thanks again, Robert.
One more quick question regarding the use/purpose of MaxtrixTransforms. Is
there a reason why the transforms for a node are separate from the Node*
class? The reason I ask is that I'm finding myself using a MatrixTransform
above many of my objects (static or otherwise), but not anywhere else. Are
there other intentions or advanced uses for the MaxtrixTransform class which
better demonstrate/explain the separation?
Thanks again for your advice. If I have something worth sharing regarding
the physics integration, I'll post it.
Cheers
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED]] On Behalf Of Robert Osfield
> Sent: Thursday, September 21, 2006 16:57
> To: osg users
> Subject: Re: [osg-users] simple question regarding transforms
>
> On 9/21/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
>
> Thanks Robert,
> Unfortunately, I currently don't have the luxury of doing it at
> construction time, but this is something I will probably address in
> the near
> future.
>
> Is there an easy way to query whether or not a specific node already
> has a
> MatrixTransform sitting above it? (casting the results of
> getParent()
> perhaps?) I would like to avoid creating duplicate MatrixTransforms,
> especially for scenes that may be comprised of many rigid bodies.
>
>
>
> Sure, just use:
> for(all my parents)
> {
> if (!getParent(i)->asTransform())
> {
> need to insert a parent, but first put this in a list
> }
>
> }
> // then change the parents over to avoid invalidating parent
> positions/iterators.
>
> Robert.
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