(in degrees) to the pitch to get the correct results after
getHPRFromQuat(). Also createMatrix is expecting the input in degrees. Maybe
this will help
Nick
On Fri, Dec 19, 2014 at 3:10 AM, Jason Anderssen
janders...@exactal.commailto:janders...@exactal.com wrote:
Hi NICK,
Thank you for your reply
(-0.7071067811865475, 0.0, 0.0, 0.7071067811865476);
osg::Vec3d hpr = getHPRfromQuat(q);
osg::Matrixd m = createMatrix(0.0, 0.0, 0.0, hpr.x(), hpr.y(), hpr.z());
osg::Quat q2;
q2.set(m);
Any assistance is very much appreciated.
Cheers
Jason Anderssen
Jason Anderssen, Senior Product Engineer
Exactal
Hi all,
Just wondering if in OSG there is anywhere I can extract either Yaw pitch and
roll / or XYZ eular angles, too and from either a matrix or a quaternion?
Thank you in advance.
Cheers
Jason Anderssen
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, and the quaternion I am using is of course only a
rotation anyway.
So basically I want the following type of code :
getYPR(float yaw, float pitch, float roll);
Quaternion::fromYPR(yaw, pitch, roll);
Cheers
Jason Anderssen
From: Chris Hanson xe...@alphapixel.commailto:xe...@alphapixel.com
Reply
will now be rendered over the main scene, but with depth testing
enabled.
Cheers,
Farshid
On Thu, Aug 14, 2014 at 6:17 PM, Jason Anderssen
janders...@exactal.commailto:janders...@exactal.com wrote:
Hi,
Just a simple question that you probably will know the answer too.
If I want to have
Hi,
Just a simple question that you probably will know the answer too.
If I want to have a control in the scene, but I don’t want this object to obey
the depth testing against the scene itself, how do I go about this.
For example, the scene has a building, and I want to position an axis control
Sorry, I did not know that would actually do that, so I won’t do that again
(except for this one explaining my ignorance), please accept my apologies.
Cheers
Jason
From: Sebastian Messerschmidt
sebastian.messerschm...@gmx.demailto:sebastian.messerschm...@gmx.de
Reply-To: OpenSceneGraph Users
Hi all,
Just a simple question, I have now found a need to use LookAt functions, but I
don’t understand something, I create a matrix using lookAt, but when I call
getlookAt, it does not give the same results back I originally used when
creating it. Any ideas?
Code :
osg::Vec3d eye(0.0,
Hi all,
Im experimenting with osgViewer, and would like to know how I would go about
changing the pivot point of the scene if the user clicks on an object and I
want to use the scenes object's centre point as the new pivot point? Is this
possible with the current manipulators?
So ultimately I
that gets the
new pivot point and change only the center
Nick
On Thu, Nov 21, 2013 at 8:01 AM, Jason Anderssen
janders...@exactal.commailto:janders...@exactal.com wrote:
Hi all,
Im experimenting with osgViewer, and would like to know how I would go about
changing the pivot point of the scene
Anyone got a suggestion for this, or am I in the wrong forum for this question
? (i.e. does OSG have a way to do the zoom to object animation as outlined
below ? )
Cheers
Jason
On 13/06/2012, at 8:41 AM, Jason Anderssen wrote:
Torben,
Thanks for reply, and it works perfectly. However
Anyone got a recommendation for the following, or same as a previous post of
mine, is this the wrong forum ?
Cheers
Jason
On 13/06/2012, at 8:43 AM, Jason Anderssen wrote:
Hi all,
Working with OSG, and all is going well. But would like to know would be the
recommended way to do
Torben,
Thanks for reply, and it works perfectly. However is there a way to make it
animate to the zoom points.
I have a Nodetracker-Manipulator set as my default manipulator, and I change
the node path as the user selects objects from the scene, it would be nice if I
could animate the zoom
Hi all,
Working with OSG, and all is going well. But would like to know would be the
recommended way to do the following:
User picks an object. Turn off the rest of the scene so only the single object
they selected is displayed?
also
User picks an object, depth peal the entire scene to
Hi all,
Hope this is a simple question, in OSG is there a simple way to move the camera
so it is viewing the extents of a particular geode in the current scene (e.g.
the user selects an object and the camera zooms to it) ?
Even better would be is it possible to calculate the new camera position
Hi,
I have hopefully a simple quick question ?
I would like to know what is the best way to go about having a shared vertex
array that is shared between multiple Geode's with indexes into the vertex
array?
Cheers and thanx in advance.
Jason
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