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/ > > _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/