-don
On 9/25/06, Don Burns <[EMAIL PROTECTED]> wrote:
Hi Eric,
You seem to bring out my examples from your questions. Check this one:
http://www.andesengineering.com/misc/bobby.zip
This shows the effect of heirarchical arrangement of transforms. The application will show a (crudely drawn) robot looking creature with controls for each of the joints where matrix transforms are located.
-donOn 9/22/06, Eric Maslowski < [EMAIL PROTECTED]> wrote:Thanks guys and thanks for the example, Don. With some of the past engines
I've worked on, an entity/node had access to everything that defines its
current state (xform, mat, etc.) and would just be derived from the
components that it needed.
class Door: public Animatable, public Drawable, public Entity {};
Previously in Performer, and now OSG, my applications were typically very
simple in terms of interaction, so I never really thought about transforms
that much. Thanks for clearing it up.
E.
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto: osg-users-
> [EMAIL PROTECTED]] On Behalf Of Donald Tidrow
> Sent: Friday, September 22, 2006 11:04
> To: osg users
> Subject: RE: [osg-users] simple question regarding transforms
>
> On Fri, 2006-09-22 at 10:48 -0400, Eric Maslowski wrote:
> > 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.
> >
> There are many situations where multiple Groups will be placed under a
> single MatrixTransform, especially when rendering large terrain
> surfaces. The transform will position the terrain block in the 'world'
> to reduce precision artifacts, and the terrain geometry will be broken
> up into smaller groups in a quadtree structure for efficient culling.
>
> Don
>
> --
> "A government that is big enough to give you all you want
> is big enough to take it all away." -- Barry Goldwater
>
> +---------------+
> | Don Tidrow |
> | Vis-Sim geek |
> +---------------+
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