[osg-users] AnimationPathCallback doesn't work for collada file?
Hi, in my program sometimes I call an setUpdateCallback(); over a node. In this callback I do: Code: osg::AnimationPath* path = new osg::AnimationPath(); path-setLoopMode(osg::AnimationPath::NO_LOOPING); path-insert(0.0, osg::AnimationPath::ControlPoint(osg::Vec3d(xpos,-ypos,0.0),osg::Quat(osg::inDegrees(-angle),osg::Z_AXIS))); osg::NodeCallback* nc=new osg::AnimationPathCallback(path); return nc; If the node is an OSG model it works, otherwise if is a Collada File it doesn't work. It doesn't move. Can you help me? Thanks! daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27300#27300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
And also if I convert this collada file with osgconv into a .ive o .osg remain the same problem. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27306#27306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
Solved! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27314#27314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
The problem was that applied the updatecallback directly to the node. Now I make a MatrixTransform object and I add the node as a child. Then I apply the updatecallback over the MatrixTransform object and now it works. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27319#27319 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback doesn't work for collada file?
Hi, Thanks for sharing, although I don't understand why this is working and your other approach is not... cheers Raymond On 4/27/2010 4:55 PM, daniele argiolas wrote: The problem was that applied the updatecallback directly to the node. Now I make a MatrixTransform object and I add the node as a child. Then I apply the updatecallback over the MatrixTransform object and now it works. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27319#27319 ___ 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] AnimationPathCallback, how to return to the initial position
Hi, I'm using AnimationPathCallback to animate an object. It works well. Now I like to return to the initial position. How can I do it? I have tried with reset() method but it don't give me the hoped results. Thank you! Cheers, Francesco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17446#17446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback timeMultiplier
Hi Alan, The sounds very much like a bug where the pause code is being broken by changes in the multiplier. Have a look at the AnimationPathCallback implementation to see if you can spot what might amiss. Which version of the OSG are you looking at? Robert. On Wed, Sep 3, 2008 at 7:46 PM, Dickinson, Alan J. [EMAIL PROTECTED] wrote: I have been creating an animation controller which allows the user to start, stop and reset the animation being visualized in OSG. I have added speed control keys which allow the user to speed up or slow down the simulation by changing the timeMultiplier value in the AnimationPathCallback class. When I hit the speed up key it changes the timeMultiplier by a small amount say 0.05 from the default 1.0 like it should. But each time I hit the speed up key the position of the object being animated jumps ahead more than the small amount the speed up should be. When I hit the slow down key which subtracts 0.05 from the default 1.0, the position of the object jumps backwards in the path. Then continues from that point on at the slower speed. Is this the correct behavior? It does change the speed of the animation either faster or slower but the position is jumping at the transition. If I hit the slow down key enough I can go back to the beginning of the path. What am I doing wrong? Or is there a different way to control the speed of an animation ? Thanks, Alan Dickinson SAIC Intelligent Systems Applications Division Sr. Software Engineer ___ 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] AnimationPathCallback timeMultiplier
Hi Alan and Robert, Robert Osfield wrote: The sounds very much like a bug where the pause code is being broken by changes in the multiplier. Have a look at the AnimationPathCallback implementation to see if you can spot what might amiss. I believe this behaviour is due to the way the animation time is calculated. It's not incremental (t += dt * timeMultiplier) which would be continuous when the multipler changes, but absolute (t = (Tlast - Tfirst) * timeMultiplier) which will jump when you change the multiplier. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback timeMultiplier
Hi Ulrich and Robert, I agree with you Ulrich. I have been looking at the getAnimationTime method which uses an absolute time calculation instead of a relative delta time approach. I am working on adding a _prevTime instance variable to the operator() method to save the _latestTime from the previous timestamp. Then calculate the animationTime as you suggested. Not sure how the timeOffset is suppose to work. In the original absolute formula it is subtracted from the ((Tlast-Tfirst) - timeOffset) * timeMultiplier but that seems to be a negative offset. Is this the correct interpretation or am I missing the intent of the timeOffset. Also I am in the process of adding the ability to single step the animation while it is paused. I think I need to change the pauseTime by my stepSize to make this happen but I need to fix the getAnimationTime method first. How do I force the animation to redraw while it is paused with the new pauseTime value? FYI: I have been working with both 2.4 and 2.6 released versions currently... Thanks again for your help, Alan Hi Alan and Robert, Robert Osfield wrote: The sounds very much like a bug where the pause code is being broken by changes in the multiplier. Have a look at the AnimationPathCallback implementation to see if you can spot what might amiss. I believe this behaviour is due to the way the animation time is calculated. It's not incremental (t += dt * timeMultiplier) which would be continuous when the multipler changes, but absolute (t = (Tlast - Tfirst) * timeMultiplier) which will jump when you change the multiplier. Alan Dickinson SAIC Intelligent Systems Applications Division Sr. Software Engineer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AnimationPathCallback?
Scratch that request. I've got it working now. I had forgotten that OSG changes the default viewing orientation, and that if I set the view matrix myself without a rotation, I'm effectively back in the Y-up, Z-in OpenGL orientation. -Paul Has anyone successfully tied an AnimationPathCallback as an update callback to a Camera? If so, is there code available that I could take a look at? Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AnimationPathCallback?
Has anyone successfully tied an AnimationPathCallback as an update callback to a Camera? If so, is there code available that I could take a look at? Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org