void MyServerThread::sendMatrix(Matrixd transNode) { float matrix1[16]; Vec3 objTrans = transNode.getTrans(); Quat objQuad = transNode.getRotate(); //cout << " Orientation " << objQuad.x() << "," << objQuad.y() << "," << objQuad.z() << "," << objQuad.w() << endl; // orientation //cout << " Postion " << objTrans.x() << "," << objTrans.y() << "," << objTrans.z() << endl; // position /*for (int i=0; i<4; ++i){ for (int j=0; j<4; ++j) { cout << transNode(i,j) << " " ; // position } cout << endl; } */ cout << endl; for (int i=0; i<4; ++i) for (int j=0; j<4; ++j) matrix[i*4+j] = transNode(i,j); for(int i=0; i<16; i++) { cout <<"matrix:" << i << " " << matrix1[i] << endl; } //memcpy(buf,matrix1,sizeof(float)*16); //sendMSG(); }
/** Set the position of the manipulator using a 4x4 matrix.*/ void FirstPersonManipulator::setByMatrix( const Matrixd& matrix ) { // set variables _eye = matrix.getTrans(); _rotation = matrix.getRotate(); // fix current rotation if( getVerticalAxisFixed() ) fixVerticalAxis( _eye, _rotation, true ); }