Hi again list
Actually the math is present in the osgGA::TerrainManipulator (void
TerrainManipulator::clampOrientation()) and it works just great with some
mods (the 3D transforms for nodes are bit different then for the View
matrix. I am all set.
Sebastian, thanks a lot !
Cheers,
Nick
On
Thanks Sebastian!
I will write you off-list
On Wed, Feb 1, 2017 at 12:36 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Trajce,
>
> based on Euler with optional smoothing (to avoid jaggy movement), this
> algorithm will adapt a local pose conserving heading. The
Hi Trajce,
based on Euler with optional smoothing (to avoid jaggy movement), this
algorithm will adapt a local pose conserving heading. The smoothing part
is mainly to get a smooth transition between adjacend terrain normals.
Sorry for the cluttered code.
IN: gmtl::Vec3d
Hi Sebastian,
the code will be welcome. I was expecting that the proper way is to go
through Eulers
Thanks a lot!
On Wed, Feb 1, 2017 at 9:48 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Trajce,
>
> Did I miss the question :-) If it is working: fine. :-)
>
> In
Hi Trajce,
Did I miss the question :-) If it is working: fine. :-)
In general you are extracting the heading I guess (with the
modelOrientation) and put it on top the tilted normal, which will put
you on in this pose. The problem might be, that you introduce unwanted
roll with this. I can
Hi community,
this is sort of easy math question (btw, I missed that part in my classes
;-) ) I want to check it with you.
It is about node following terrain. my node is MatrixTransform and I have
to set it in world coordinates. The node has it's own rotation and I just
need to take the terrain
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