[osg-users] Orientating model in 3D space with quaternions
Sonya Blade
sonyablade2010 at hotmail.com
Thu Jul 2 23:38:15 PDT 2015
Hi Sebastian,
> Usually you use an cosine-matrix for this. It allows to determine the quaternion which translates one coordinate frame >(i.e. 3 independent vectors) into another, but I think osg doesn't have this.Does anybody can confirm also that there is not a feature like that in osg? These 3 vectors may seem that they are independent but actually they are dependant, because knowing any 2 of them you can always get the 3rd one with cross product of first two.So any modifications on one of them affects others as well.
>I think you can use the makeRotate by applying the resulting quaternion to the vec3(0,0,1) and (1,0,0) > and using the makeRotate with the results somehow to get the inverse. I already tried that without succes, the glitch here is at the bare minimum I have to define 2 vectors (up/direction, up/right, direction/right etcc combinaton) but I don't how to combine those two into a quaternion ?
I forgot to mention that I get plenty of following errorson console screen, when I assign direction vector, this happens when I try to pan, move, zoom of whole scene. Could that be the source of discrepancy ?
CullVisitor::apply(Geode&) detected NaN, depth=nan, center=(0 -2.5 0), matrix={ nan nan nan nan nan nan nan nan nan nan nan nan 35 -35 0 1}
Date: Thu, 2 Jul 2015 19:25:34 +0200
From: sebastian.messerschmidt at gmx.de
To: osg-users at lists.openscenegraph.org
Subject: Re: [osg-users] Orientating model in 3D space with quaternions
Hi Sonya,
Usually you use an cosine-matrix for this. It allows to determine
the quaternion which translates one coordinate frame (i.e. 3
independent vectors) into another, but I think osg doesn't have
this.
I think you can use the makeRotate by applying the resulting
quaternion to the vec3(0,0,1) and (1,0,0) and using the makeRotate
with the results somehow to get the inverse.
Cheers
Sebastian
Dear All,
I load a model with the
following code in my program, p1 and p2 are osg::Vec3 type
variables and simply representing
the each ends of object in
spatial space ( I also use them to find the direction
vector). What I want to achive is: to place
that model up vector always aligned facing
upward ( this doesn't mean that it must coincidence/be
parallel with global
Z axis) to achieve that If
I apply the quaternions then object is positioned with correct direction vector
(calulated via
p1, p2) but rolled with
arbitrary angle along that direction vector, which violates my
conditional goal.
It also seems that it's not
a supprise that it produces that result bcoz nowhere I
specify the crucial right or up vector with
quaternion which is required
to position the object in 3D space. So How am I supposed to correct that
effect either with
quaternions or matrices ?
loadedModel =
osgDB::readNodeFile("quad.obj");
osg::Vec3Array* verlist=
static_cast<osg::Vec3Array*
>(rubber_line->getVertexArray());
osg::Vec3 p1 = (*verlist)[0];
osg::Vec3 p2 = (*verlist)[1];
osg::ref_ptr<osg::PositionAttitudeTransform> Transf
= new osg::PositionAttitudeTransform;
Transf->setPosition( p1 );
osg::Quat quad;
osg::Matrix matrix, mat2;
quad.makeRotate(osg::Vec3(0,1,0),p2-p1);
Transf->setAttitude(quad);
Transf->addChild(loadedModel);
rootnode->addChild(Transf);
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