[osg-users] VirtualPlanetBuilder database and rotations for view matrix

2011-07-10 Thread michael bosse
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

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Re: [osg-users] quaternion to euler

2009-06-29 Thread Michael Bosse'
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

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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Michael Bosse'
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
 
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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Michael Bosse'
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

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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Michael Bosse'
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

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Re: [osg-users] Orphographic Camera View?

2009-04-26 Thread Michael Bosse'
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?

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Re: [osg-users] plugin to read .jpg files

2009-04-08 Thread Michael Bosse'
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



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 --
 -
 Dat Tien Nguyen
 PhD student, Computer Science Department
 The University of Iowa, IA 52242
 http://cs.uiowa.edu/~tinguyen


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Re: [osg-users] FLTK2 port of osgviewerFLTK

2009-03-27 Thread Michael Bosse'
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
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[osg-users] FLTK2 port of osgviewerFLTK

2009-03-26 Thread Michael Bosse'
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
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-04 Thread Michael Bosse'
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
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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
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Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2008-12-17 Thread Michael Bosse'
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

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Re: [osg-users] synchronize two view windows

2008-12-17 Thread Michael Bosse'
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 ?




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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Michael Bosse'
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
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-- 
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
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Re: [osg-users] aa

2008-12-03 Thread Michael Bosse'


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

 
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 --
 Ümit Uzun

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-- 
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
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Michael Bosse'
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
 
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-- 
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
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[osg-users] osgGA::AnimationPathManipulator and a camera

2008-11-29 Thread Michael Bosse'
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
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Re: [osg-users] Any example about OSG + PhysX?

2008-07-09 Thread Michael Bosse'
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

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-- 
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
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Re: [osg-users] SDL osgViewer

2008-05-06 Thread Michael Bosse'
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



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-- 
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
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Re: [osg-users] How to work with Delta3d in MFC SDI ?

2008-03-31 Thread Michael Bosse'
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

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-- 
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
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Re: [osg-users] RE FLT export submission imminent (Paul Martz)

2008-03-27 Thread Michael Bosse'
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.

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-- 
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
___
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osg-users@lists.openscenegraph.org
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