Thank you, Rafa! Sorry for late answer. Happy new year!
Rafa Gaitan wrote:
Hi Drake,
osg::PositionAttitudeTransform does not inherit from osg::MatrixTransform
(http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00618.html
Hi, guys
I've stuck. Please help me get out.
I have PositionAttitudeTransform, I use it because i need to know position of
node. But for manipulation with it ( i use osggizmo from osg recipes) i need to
transform this PAT to matrixTransform.
using object-asMatrixTransform();
returns NULL
Hi Drake,
osg::PositionAttitudeTransform does not inherit from osg::MatrixTransform (
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00618.html)
that's why that method always returns NULL. Internally it's implemented as:
return dynamic_castosg::MatrixTransform*(this);
I've recently switch to Mountain Lion, and am getting weird behavior with the
general behavior of OSG, and wanted to see if anyone else had similar issues.
If I apply a MatrixTransform to a node with a translation matrix, the object I
have added to the node becomes a diagonal line. If I instead
I think I found the issue. There were a few previous posts that I thought were
unrelated to what I was doing since they referred to using gcc, and I use
clang. However, on closer inspection, it turns out gcc was the default during
the make process (as a side note, I would think most people who
Hi
You can use META_Node, and you can go without it if you dont need functionality
provided there.
osg meta macroses most usefull when you derive from abstract classes, so you
dont need to fill all pure virtual functions by hand, some of this work done by
macro.
Cheers,
Sergey.
19.02.2012,
Hi,
i want to derive a class from osg::MatrixTransform, is it needed to use
META_Object, or META_Node macros and copy constructors?
...
Thank you!
Cheers,
Tolga
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45575#45575
Ok, stupid question.
Does a MatrixTransform that will be modified in an update callback need
to be declared DYNAMIC?
Cory
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Yes and no. :-)
In principal, yes, because conceptually it is dynamic data and you want
to mark it as such.
In practice, probably not. I think the cull traversal pulls the matrix
long before the next frame's update can possibly run.
Furthermore, if you leave the data variance set to
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Yes sorry I should have mentioned that... I am
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Thomas P
Sent: October-06-09 11:55 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Hi Bill
Of Poirier,
Guillaume
Sent: Tuesday, October 06, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Hi Tom,
Thanks for helping out. I am indeed using a ModularEmitter and
ParticleSystemUpdater. I was doing something like:
effect-addChild(emitter
,
Thomas P
Sent: October-06-09 3:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Hi Bill,
I think what you want is to put the ModularEmitter under a Transform. A
Geode with the ParticleSystem will be a sister to the Transform. Make
sure
I am trying to apply a transform to a particle system like this:
_transform = new osg::MatrixTransform;
_transform-setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode-addDrawable(particleSystem.get());
_transform-addChild(_geode.get());
Subject: [osg-users] MatrixTransform and particle system
I am trying to apply a transform to a particle system like this:
_transform = new osg::MatrixTransform;
_transform-setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode-addDrawable(particleSystem.get());
_transform
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
Hi Bill,
What version of osg are you using?
Tom Jolley
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Hi,
yang zhiyuan wrote:
Hi:
I find something strange like this:
osg::Matrix _matrix;
osg::ref_prtosg::MatrixTransform PAT1 = new osg::MatrixTransform();
_matrix.setTrans(osg::Vec3(10.0f,10.0f,0.0f));
PAT1 -setMatrix(_matrix);
osg::ref_prtosg::MatrixTransform PAT2 = new
Hi again,
I made a quick example using a text editor. The matrices should
definitely accumulate by themselves in the graph, that's the whole
purpose of the scene graph. Make sure that the matrix is referenceFrame
RELATIVE.
Have a look at the attached .osg file. I have just copied two
Hi Yang,
Translation operation isn't same as rotation operation. While one object is
rotating in every transformation node by traversing the scene graph from
parent to child, every node can effect the current rotation state to the
target child node.
Distinctly in translation operation every node
Hi,
I make a new topic I think it is more clear
I'm looking on getting absolute rotation from a osg::Transform
If my node is a PAT i do
quat = pat-getAttitude();
if my node is a MatrixTransform i do
quat = mt-getMatrix().getRotate();
But in the second case, it looks doing nothing...
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