[osg-users] VirtualPlanetBuilder database and rotations for view matrix
Hi everyone, I am working on a little toy flight sim type program using the blue marble data with virtual planet builder, built with --geocentric in wgs84. I have managed to integrate some basic physics, and I set up an eye-point above the vehicle facing down with north always up in my view. I want to have a mode where the view is actually at the eyepoint of the aircraft and matches its rotations. This is where I am having problems... The data I have are the euler angles and position (xyx). I've tried a number of approachesto manually set the viewmatrix, but so far, I haven't had much luck. I'll outline what i have tried below. At first I tried using a make look at, but I couldn't figure out what the parameters other than eye should be, so I moved on to setting up the matrix myself. First I tried building the rotation matrix by setting it like you would the model matrix, but I realized that it should actually be the inverse of that. I then tried taking the rotation matrix of the aircraft and the translation of the aircraft, and applying them like they do in flightgear, which is : double phi, theta, psi; // given in radians osg::Vec3d position ( x, y, z ); // gcc meters osg::Quat Qeul = makeEulerQuat( phi, theta, psi ); // same function used for drawing the model which works... osg::Matrixd viewMatrix ( osg::Matrixd::translate( -position ) * osg::Matrixd::rotate( Qeul.inverse() ) ); getCamera()-setViewMatrix(viewMatrix); I'm stuck on this one, I haven't been able to get the camera to look correct in any orientation other than top down (because I know how to set up makelookat for that ;)). This must be a fairly common problem, perhaps there is an FAQ or an example I missed that spells it out. Anyone have any idea what I am doing wrong? Thank you!, michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41287#41287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote: Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
I can say that I am 100% sure that you do not need a Geforce card, or actually any video card at all, to write and use programs that are built on the PhysX SDK. You would only need a Geforce card if you decided to use hardware acceleration, which currently only works for fluids and cloths. So basically, for what you are doing you cant even utilize a Geforce card with the current version 2.8.x of PhysX. Regards, ~Mike B. On Thu, Jun 25, 2009 at 8:17 AM, Sukendersuky0...@free.fr wrote: Hi Ümit, Isn't the geforce* needed only when you want to accelerate PhysX (=computed partially on the GPU)? Anyway, if you wish an engine and don't know which one to choose, you can always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, PhysX, and more ( http://www.adrianboeing.com/pal/ and http://sourceforge.net/projects/pal ). That way, the day you wish to switch to another one, you'll have much less to do. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun umituzu...@gmail.com a écrit: Hi Sukeder, Thanks Sukender. I have decided to achieve Collision Detection in Physics Engine as you suggested. And I have searched about PhysX library and I found lots of paper which says we can only use PhsyX if we have geforce * or upper level graphics card. And so I don't think about using it. Regards. 2009/6/25 Sukender suky0...@free.fr Hi Ümit, About collisions, I agree you whould do it in the physics engine. (BTW, does PhysX *require* a NVidia card? I guess no) And if you wish to have something that doesn't hide OSG, and that is much simpler than Delta3D, then you may look at what I did in PVLE ( http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit hidden in PVLE, but I'm currently modifying it so it also shows ODE as it does for OSG. There are many other implementations that can bind physics and OSG (see osgPhysics too... but it's not finished yet), but if you wish something simple, then PVLE may suit your needs. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun umituzu...@gmail.com a écrit: Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov sergey.fo...@gmail.com Hi Ümit, you may take a look at delta3d ode integration, they add their stuff which is particular to delta3d , still it is possible to extract useful ideas. Regards Sergey Kurdakov http: On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzunumituzu...@gmail.com wrote: Hi All, I am planing to create simple off road jeep-racing and I have looked at the libraries to create dynamics and choose ODE. But I can't decide use ODE's collision detection mechanism instead of osgUtil's polytopeintersector, planeintersector or linesegmentintersector classes. So if you were me, which collision detection system would choose? PostScript : I am noob on ODE, this experince will be the first introdution for me. Any suggestion appreciated with glad. Regards. -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Ümit Uzun, Modeling dynamic entities in physics is quite different from the visual model that you are accustomed to. Personally, I would create your physical model of your jeep and your world in physics, and allow physics to determine the intersects. Your visual world will, probably, contain much more detail than will be required in your physics world. For instance, plants on the ground will need to be drawn in the visual, but will not appear in the physics database unless required. In short, let physics do the collision detection for physics, keep your physics entities and databases as sparse as possible and you will get the best performance. Also, just because I am curious, did you look at bullet physics or nVidia PhysX? On Thu, Jun 18, 2009 at 2:35 AM, Ümit Uzunumituzu...@gmail.com wrote: Hi All, I am planing to create simple off road jeep-racing and I have looked at the libraries to create dynamics and choose ODE. But I can't decide use ODE's collision detection mechanism instead of osgUtil's polytopeintersector, planeintersector or linesegmentintersector classes. So if you were me, which collision detection system would choose? PostScript : I am noob on ODE, this experince will be the first introdution for me. Any suggestion appreciated with glad. Regards. -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
One more thing, if you do your collision detection in OSG, you will need to handle the physical response yourself. The physics engine is already set up to handle that correctly. For starters, i'd just stick with physics. On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakovsergey.fo...@gmail.com wrote: Hi Ümit, you may take a look at delta3d ode integration, they add their stuff which is particular to delta3d , still it is possible to extract useful ideas. Regards Sergey Kurdakov http: On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzunumituzu...@gmail.com wrote: Hi All, I am planing to create simple off road jeep-racing and I have looked at the libraries to create dynamics and choose ODE. But I can't decide use ODE's collision detection mechanism instead of osgUtil's polytopeintersector, planeintersector or linesegmentintersector classes. So if you were me, which collision detection system would choose? PostScript : I am noob on ODE, this experince will be the first introdution for me. Any suggestion appreciated with glad. Regards. -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Orphographic Camera View?
You need to take into account the aspect ratio of the display format, I believe, if i understand what you are asking.. It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham On Sat, Apr 25, 2009 at 6:59 PM, Paul gaffe...@gmail.com wrote: Im using the following code for orthographic projection: Code: // set the projection matrix camera-setProjectionMatrix(osg::Matrix::ortho(-2.0, 2.0, -2.0, 2.0, 0.0, 1.0)); // set the view matrix camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrix(osg::Matrix::identity()); When I resize the window I would like the scene to stretch and not resize, So if the window is twice as wide as it is high the i would like the scene to stretch twice as wide too. Any ideas? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10868#10868 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
If you built your openscenegraph from source, you will need to install the dependencies into the source tree, rerun cmake and set up the library directories to point to the correct dependencies. Basically, you need to build the plug-ins before you can use them. On Wed, Apr 8, 2009 at 7:04 PM, tien dat tienda...@gmail.com wrote: Hi Gordon, Thank you for your answer. I follow your link to download the setup program and install it. But there is no further instruction how to do next. I try to re-run my program but the error doesn't go away. Could you please tell me what to do next. Thanks a bunch, Dat On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: see http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat Sent: Wednesday, April 08, 2009 3:50 PM To: Robert Osfield; OpenSceneGraph Users Subject: [osg-users] plugin to read .jpg files Dear all, I have a problem with reading .jpg files with OpenSceneGraph (warning: Could not find plugin to read objects from file X.jpg). I see a source file in osgPlugin/jpeg but don't know how to use it. Could you tell me how to compile these files. Thanks, Dat ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- - Dat Tien Nguyen PhD student, Computer Science Department The University of Iowa, IA 52242 http://cs.uiowa.edu/~tinguyen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLTK2 port of osgviewerFLTK
I submitted it mostly in case there was anyone out there who wanted to use that example with fltk2, not really my intent to replace the existing example. FLTK2 is (and probably will be for a long time) in flux. For my purposes fltk2 is working correctly, but I wouldn't recommend it for production purposes. On Fri, Mar 27, 2009 at 8:26 AM, Eric Sokolowsky esok@gmail.com wrote: Robert Osfield wrote: Hi Michael, Does the code still work under FLTK1.x? Has FLTK2 finally been officially release yet? Robert. FLTK 2 has not been officially released. It has been under development for at least 4 years, with no end in sight. Version 1.1.x is stable and the recommended version to use. The FLTK developers are working more on their 1.3.x branch, which adds UTF8 and (at least until recently) a tree browser widget. I would love to have the browser widget for my application because I'm using an unsupported one from a third party at present, so eventually I may move to 1.3.x, but even that is not yet API -stable. Originally I was also using FLTK 2 because of the built-in tree browser widget and the fltk namespace, but it did not ever work well with my application on the Mac, so I started over with FLTK 1.1.x. I do not recommend having any dependency on FLTK 2.x because it is not stable. For a school project FLTK2 is probably fine. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLTK2 port of osgviewerFLTK
As part of something I am working on in school, I needed to use an osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the existing example osgviewerFLTK.cpp to work with the most recent svn version of fltk2. The code is included with this email, hopefully all that you should have to do is change the library dependencies in your build process and it should build without error. For the record, here is the string I needed to make it build: g++ osgviewerFLTK.cpp -losg -losgViewer -losgDB -losgGA -lfltk2 -lfltk2_gl -lX11 -lXi -lXinerama -lXft -lpthread -lm -lXext -I/usr/local/include -o osgviewerFLTK If you want the changes, feel free to use them, they built okay on my machine with the latest svn version of fltk2. Michael A Bosse' - The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin osgviewerFLTK.cpp.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
On Thu, Dec 18, 2008 at 4:43 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 17/12/08 10:56 AM, Jason Daly wrote: Ulrich Hertlein wrote: I agree that the implementation is hacky but the functionality is definitively useful (speaking for zip files only): - they are a common way to distribute a complete model (non-OSG objects, textures, etc.) - they can be easily created by the artists, no need to have OSG installed - usable by other packages; .osg, .osga, and .ive are leaf file formats if you will That, and couldn't they be re-implemented using zlib (which is already necessary for the png plugin)? That's probably the prefered solution for everybody. One problem that might rise up is that not all plugins support reading from std::stream but require to read directly from a file. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Before I start working on this in my spare time, would it be acceptable to utilize libzip in the final plugin? Libzip depends only on the use of zlib and has a complete implementation of the zip file format. Otherwise, using only zlib would result in a very nontrivial and redundant implementation of a zip utility library. It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
I doubt very seriously that it would take much effort to port these to a less hackish method. If I get some free time, i'll look into doing it. It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham On Wed, Dec 17, 2008 at 1:42 AM, Gordon Tomlinson gor...@gordon-tomlinson.com wrote: I use them and would not want to lose them, IVE, OSGA is not a suitable replacement for me I don't see why they need to removed they work( maybe not to everyone's liking but they work ), they're useful to some As to re-implementation , who's going to pay my company for the time and expenses to re-rite these go through all r Testing ands sign off procedures ? Why change something that is not broken, might not be the best solution but they work Capture the magic of Christmas this year see http://www.capturethemagic.com __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Tuesday, December 16, 2008 11:56 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Removing the tgz, osgtgz and zip plugins Ulrich Hertlein wrote: I agree that the implementation is hacky but the functionality is definitively useful (speaking for zip files only): - they are a common way to distribute a complete model (non-OSG objects, textures, etc.) - they can be easily created by the artists, no need to have OSG installed - usable by other packages; .osg, .osga, and .ive are leaf file formats if you will That, and couldn't they be re-implemented using zlib (which is already necessary for the png plugin)? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] synchronize two view windows
Did you remove the camera manipulator for the second view? It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham On Wed, Dec 17, 2008 at 8:25 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote: hello : i need to synchronize two view windows . i created two views and one key switch Manipulator i want as i walk in one window my view synchronized in the other window with solaly differ view. this is my try but it is drive in the first view but no moves happened in the second view : while( !viewer.done() || !viewer1.done() ) { viewer.getCamera()-getViewMatrixAsLookAt(eye, center, up); viewer1.getCamera()-setViewMatrixAsLookAt(eye, center, up); viewer.frame(); viewer1.frame(); } what iam doing wrong ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
That works completely. I installed it without any other installed and it works without error. On Fri, Dec 5, 2008 at 5:35 PM, Andreas Goebel [EMAIL PROTECTED] wrote: Hi all, I have now repackaged the xpi. I have turned my old laptop, that does not have dev-libraries, and tried it, and it didn´t work. On my dev-machine it works, even if I remove osg from my path. But: I have lots of libs in my path and in my windows-system. Please download the xpi from raumgeometrie.de/testplugin/test.html (link on bottom) and tell me if it works. If it doesn´t, please give hints what might be wrong. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] aa
On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote: I have though to send bbb before Robert but then think it might be seen foolish :) But Robert seems braver :) Congratulations! And it's my turn :) ccc 2008/12/3 Robert Osfield [EMAIL PROTECTED] On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter [EMAIL PROTECTED] wrote: aaa ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
You could use a callback on the transform from the hand to update the transform on the other node. The other way is to position the other node under the hand in the hierarchy. The transforms of the other node then become relative to the hand. You'd need to convert local to world in order to do updates in the world frame but your goal of co-movement would be achieved. On Sun, Nov 30, 2008 at 5:06 PM, Ryan Morris [EMAIL PROTECTED] wrote: This is not a problem, i have solved the moving two objects at once issue. The problem is if I want to attach a node to a specific point on a second node (let's say a hand of an animated person), getting the hand and the other node to move as one during a walking sequence, etc. Any further clarification would be greatly appreciated! On Sun, Nov 30, 2008 at 8:18 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Rusty, If you wish objects to move around together then typically you'd place the objects all under the same transform. Each local object might have its own transform as well, or if required manually positioned in the local coordinates. Robert. On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris [EMAIL PROTECTED] wrote: Good morning OSG, I'm doing a little game programming and I am struggling with a way to attach a node to a specific point on another node. I know these could be manually prepositioned using a transform, but if the main node (our character) is animated how would I handle this? Hope someone can help! Thanks in advance! -Rusty ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgGA::AnimationPathManipulator and a camera
I have an osgGA::AnimationPathManipulator in my application that I am using to do camera animations. It appears that although I routinely set a new camera animation path (in response to gui click events from another thread) the camera continues on the original path as if it was ignoring my operations. Here is an example built around 2.4 and osgViewer: setCameraManipulator(NULL); mCameraAnimationPath-clear(); mAnimationPathManipulator-setAnimationPath(mCameraAnimationPath); setCameraManipulator(mAnimationPathManipulator); mCameraAnimationPath has been set with a new series of control points. Yet the camera continues on the original path. Any ideas? -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any example about OSG + PhysX?
So long as your database coordinates and your physics coordinates are the same, the best thing to do is to use a PositionAttitudeTransform for each actor, and update it if the physics actor it is linked to changed last frame. On Wed, Jul 9, 2008 at 4:27 AM, yan wei [EMAIL PROTECTED] wrote: Hello , I'm working on a simulation project,using OSG and PhysX. Unfortunately,I am not famaliar with both of them. So, is there any example utilizing OSG and PhysX ? Anyone know how to do it, or have an example to share? Best regards, Moumoumou ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SDL osgViewer
You can do along the lines of what Delta3D has done, by using http://plib.sourceforge.net/ as a source of your data and interfacing it into OSGGA. On Tue, May 6, 2008 at 12:10 PM, Stephan Maximilian Huber [EMAIL PROTECTED] wrote: Zoltán schrieb: Or, is there a way to make an osgEventHandler from a SDL_JOYSTICK interface ? There is an osgviewerSDL in the examples (v2.3.4) but this is for an embedded OSG viewer inside an SDL window... would those work with a joystick ? You can subclass from osgGA::GUIEventAdapter and add your joistick-data to it and feed it to the current event queue. In your eventhandler you can dynamic_cast to your subclassed Event-Adapter and read the joystick-data and handle it accordingly. I am using this technique to feed the events from a SpaceNavigaor to a custom event-handler. Or you encapsulate you joystick-data into a custom class and attach via setUserData to a GuiEventAdapter and push it with type USER to the eventqueue, and handling it in your event-handler. You can even mimick a mouse by feeding the event-queue with fake mouse-events from your joystick-data. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to work with Delta3d in MFC SDI ?
What version of Delta3d are you using? Also, this question may be better suited for the Delta3d forums http://www.delta3d.org/forum/index.php On Mon, Mar 31, 2008 at 5:06 AM, Kama [EMAIL PROTECTED] wrote: Hi, all, In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of MFC_View: * mThreadHandle = (HANDLE)_beginthread(COSG::Render, 0, mOSG) ,* and in *Render(void* ptr)* function, it likes this: * while(!viewer-done()) { osg-PreFrameUpdate(); viewer-frame(); osg-PostFrameUpdate(); }* ** Well, if i do it with Delta3d in MFC SDI, how to put the Delta3d's function corresponding to make it work like that ? I had a try with dtABC::Widget refered to the example testWidget, then i made it like this : 1. class MyWidget : public dtABC::Widget 2. void MyWidget::InitWinData(HWND hwnd, int x, int y, int w, int h) { dtABC::WinData windata( hwnd, x, y, w, h ); SendMessage( dtABC::Widget::msgWindowData, windata ); SendMessage( setpath, path ); SendMessage( loadfile, m_ModelFile ); } 3. void MyWidget::Render(void* ptr) { // I don't konw witch function i should put here! } 4.void CD3DMFCView::OnInitialUpdate() { CView::OnInitialUpdate(); m_MyViewWidget-InitWinData(); // Here, should i begin a thread like OSGViewerMFC does in its OnInitialUpdate() ? // m_ThreadHandle = (HANDLE)_beginthread(MyWidget::Render, 0, m_MyViewWidget); } Thank you indeed for your patient Best regardes !!! 2008-03-31 -- Kama ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE FLT export submission imminent (Paul Martz)
I am also interested in the backwards compatibility with OSG 1.2. Thank you for your time and money of your sponsor. On Thu, Mar 27, 2008 at 1:41 PM, [EMAIL PROTECTED] wrote: Hi Paul, Will your work integrate with OSG1.2 ? Irrespective of that, I will give it a go soonest and give you some feedback. Many thanks for doing this work, as you know I've been champing-at-the-bit for it. Thanks also to your funding source :-) Kind regards Neil. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org