Hi Robert,
  Right, that's what I'm wondering. What additional functionality of
MatrixTransform is there that requires them to be a separate level in the
scenegraph and separated from the node it controls? If they are only used
for transforming nodes, and nodes almost always have a single
MatrixTransform directly above them, then why an interface like below isn't
used.

node->setTrans(Vec3);
node->setOrientation(Quat);
node->setMatrix(Matrixf);
node->setXForm(MatrixTransform);

Is it so that multiple nodes can share the same xform without needing to
parent each other explicitly? Currently, our environments have shown a 1
MatrixTransform to 1 Node relationship, and I'm just making sure I
understand the full intentions of the transforms so I can explain it to
others. 

Thanks

E.

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Friday, September 22, 2006 10:19
> To: osg users
> Subject: Re: [osg-users] simple question regarding transforms
> 
> Hi Eric,
> 
> 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.
> 
> 
>       _______________________________________________
>       osg-users mailing list
>       osg-users@openscenegraph.net
>       http://openscenegraph.net/mailman/listinfo/osg-users
>       http://www.openscenegraph.org/
> 
> 


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