Re: [osg-users] Instrument Panel rendering - interest? ideas?
Hi Erik, On 9/26/07, Erik Johnson <[EMAIL PROTECTED]> wrote: > To where should I send the code? To get things going one could create a page on the wiki and post a source tarball there. Then others can download an evaluate. Another stage would be to possible to create a project as part of the osgforge to sit alongside Present3D, osgLua, osgPython, VirtualPlanetBuilder, osgProducer and OsgDotNet. There is the possible inclusion in a future rev of the OSG, but this will have to be post 2.2. > I'd like to structure the directories so its easy to incorporate into wherever > its going. Should I put it into its own subfolders or try to merge it into > some > existing osg folder? Ideally mimic the OSG structure and use CMake too. The VirtualPlanetBuilder might be a reasonable template as this has the vpb lib and osgdem app all built with CMake. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Robert Osfield <[EMAIL PROTECTED]> writes: > > Hi Joe, > > There are certainly a number of projects which would benefit from > NodeKit that provides an rendered instrument panel. I'm not sure if > its generally useful enough to make it into the core OSG, but it could > certainly become part of the family and perhaps hosted on the osgforge > alongside VirtualPlanetBuilder, osgLua etc. > > Robert. > > On 9/14/07, Sullivan, Joseph (CDR) <[EMAIL PROTECTED]> wrote: > > > > > > Greetings, > > Over the last couple years we've worked on a few OSG/Delta3D projects that > > have included a rendered instrument panel. We have a pretty decent solution > > that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly > > OSG code we're wondering if it wouldn't make more sense to make this an osg > > thing. > > So the questions are: > > Would this sort of application be useful for others? > > Is there enough interest and ability to support as part of OSG? > > What would be the right way to go - build as a plugin? > > Thanks! > > Joe S. > > ___ > > osg-users mailing list > > [EMAIL PROTECTED] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > Hi all, Okay, so I have some time to gather up this instrument panel project and submit it to the OSG world. To where should I send the code? I'd like to structure the directories so its easy to incorporate into wherever its going. Should I put it into its own subfolders or try to merge it into some existing osg folder? This library is pretty simple and easy to extend, yet should provide a good starting point for 2D gauges. Thanks, Erik ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Zach, There actually is no border... there is a clearnode to clear the entire screen. The 'border' is just render surface with only the clear node (no cameras with a view to the scene) rendering to it. -Joe > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Zach Deedler > Sent: Monday, September 17, 2007 1:20 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Hi Joseph, > > Tinyxml is an alternative to xerces which usually suffices (it always has > for me). The code is small enough just to embed it into the library that > uses it. > > Also, I was wondering how you implemented the border around the graph in > your screenshot? I'd like to see the ability to add borders to views in > the > osg libraries. I have submitted code that decorates a CameraNode with a > border, but that was OSG 1.2. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, > Joseph (CDR) > Sent: Monday, September 17, 2007 4:03 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Robert, Zach, Paul, Serge, Gerrick, and the rest of the OSG gang, > Thanks for the replies - good to know that this may be generally useful > code. > Things may have changed a bit, but the basic starting idea was to make it > easier to build reconfigurable instrument panels out of a set of gauges. > Rather than 3D models, we use geometric primitives as the scene graph > level. Each gauge in an instrument panel is made up of layers. Layers > would > have a position and textured quad associated with them. The indicators on > the gauge are textured quads that can be articulated: rotated, translated, > etc. So an RPM gauge would have a layer representing the background and > an > articulated layer representing the needle. Details for how to articulate > parts are read from an XML file. For updating the gauges we use a list of > control points and interpolate between these points. (The control points > are real world value - offset pairs. If RPM is linear this could just be > a > list of [ [0,0] [8000,270]] zero RPM would be zero rotation, 8000 RPM > would > be 270 degrees.) The parent application updates the gauge using real- > world > parameters. Interpolation happens auto-magically. > The attached screen shot is a somewhat generic helicopter instrument > panel. > The airspeed indicator and compass are straightforward and would work fine > for the RPM and compass. The altimeter is a bit trickier - there is one > articulated layer for the needle and one for the thousands of feet drum. > The drum is updated by translating the UV coords. > We'll work on packaging this up. The smart folks on the Delta3D team can > provide a better explanation of the current code. Right now the code > relies > on XML parsing (tiny XML or Xerces depending on version). I doubt osg > would > welcome another external dependency so we may want to look at that as > well. > Thanks! > Joe > > > ____________ > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Zach > Deedler > Sent: Friday, September 14, 2007 12:57 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Hello Joseph, > > I have been putting off doing this myself. I need speedometer, RPM, and > compass gauges to display onscreen. My plan was to make them just another > 3D model that sit in their own HUD. How does the Delta3D one work? > > I know it would be difficult to encapsulate this sort of thing because > each > instrument panel has different properties. So how do you define the > interface to the instrument panel node? > > Thanks. > > > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, > Joseph (CDR) > Sent: Friday, September 14, 2007 10:42 AM > To: osg-users@lists.openscenegraph.org > Subject: [osg-users] Instrument Panel rendering - interest? ideas? > > Greetings, > Over the last couple years we've worked on a few OSG/Delta3D projects that > have included a rendered instrument panel. We have a pretty decent > solution > that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly > OSG code we're wondering if it wouldn't make more sense to make this an > osg > thing. > So the questions are: > Would this sort of application be useful for others? > Is there enough interest and ability to support as part of OSG?
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Hi Joe, W.r.t XML, I have used libxml2 in Present3D, http://present3d.osgforge.osg. Thanks to the new CMake build its now easy to make parts of the build optional and only built when the dependencies are available so its no longer so much of hassle for end users to add another external dependency. As a general note I always try and keep file loading out in plugins, and keep NodeKits clean of any serializing support. This way you can change how you implement the loading. For instance if you have a NodeKit then you'll ideally be able to read and write to a standard .osg file. Robert. On 9/17/07, Sullivan, Joseph (CDR) <[EMAIL PROTECTED]> wrote: > Robert, Zach, Paul, Serge, Gerrick, and the rest of the OSG gang, > Thanks for the replies - good to know that this may be generally useful code. > Things may have changed a bit, but the basic starting idea was to make it > easier to build reconfigurable instrument panels out of a set of gauges. > Rather than 3D models, we use geometric primitives as the scene graph level. > Each gauge in an instrument panel is made up of layers.Layers would have a > position and textured quad associated with them. The indicators on the gauge > are textured quads that can be articulated: rotated, translated, etc. So an > RPM gauge would have a layer representing the background and an articulated > layer representing the needle. Details for how to articulate parts are read > from an XML file. For updating the gauges we use a list of control points and > interpolate between these points. (The control points are real world value - > offset pairs. If RPM is linear this could just be a list of [ [0,0] > [8000,270]] zero RPM would be zero rotation, 8000 RPM would be 270 degrees.) > The parent application updates the gauge using real-world parameters. > Interpolation happens auto-magically. > The attached screen shot is a somewhat generic helicopter instrument panel. > The airspeed indicatorand compass are straightforward and would work fine for > the RPM and compass. The altimeter is a bit trickier - there is one > articulated layer for the needle and one for the thousands of feet drum. The > drum is updated by translating the UV coords. > We'll work on packaging this up. The smart folks on the Delta3D team can > provide a better explanation of the current code. Right now the code relies > on XML parsing (tiny XML or Xerces depending on version). I doubt osg would > welcome another external dependency so we may want to look at that as well. > Thanks! > Joe > > > > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zach Deedler > Sent: Friday, September 14, 2007 12:57 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? > > Hello Joseph, > > I have been putting off doing this myself. I need speedometer, RPM, and > compass gauges to display onscreen. My plan was to make them just another 3D > model that sit in their own HUD. How does the Delta3D one work? > > I know it would be difficult to encapsulate this sort of thing because each > instrument panel has different properties. So how do you define the interface > to the instrument panel node? > > Thanks. > > > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, > Joseph (CDR) > Sent: Friday, September 14, 2007 10:42 AM > To: osg-users@lists.openscenegraph.org > Subject: [osg-users] Instrument Panel rendering - interest? ideas? > > Greetings, > Over the last couple years we've worked on a few OSG/Delta3D projects that > have included a rendered instrument panel. We have a pretty decent solution > that currentlyhangs out as a Delta3D utility (dtUtil). Since it's mostly OSG > code we're wondering if it wouldn't make more sense to make this an osg thing. > So the questions are: > Would this sort of application be useful for others? > Is there enough interest and ability to support as part of OSG? > What would be the right way to go - build as a plugin? > Thanks! > Joe S. > > ___ > 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] Instrument Panel rendering - interest? ideas?
Hi Joseph, Tinyxml is an alternative to xerces which usually suffices (it always has for me). The code is small enough just to embed it into the library that uses it. Also, I was wondering how you implemented the border around the graph in your screenshot? I'd like to see the ability to add borders to views in the osg libraries. I have submitted code that decorates a CameraNode with a border, but that was OSG 1.2. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, Joseph (CDR) Sent: Monday, September 17, 2007 4:03 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? Robert, Zach, Paul, Serge, Gerrick, and the rest of the OSG gang, Thanks for the replies - good to know that this may be generally useful code. Things may have changed a bit, but the basic starting idea was to make it easier to build reconfigurable instrument panels out of a set of gauges. Rather than 3D models, we use geometric primitives as the scene graph level. Each gauge in an instrument panel is made up of layers. Layers would have a position and textured quad associated with them. The indicators on the gauge are textured quads that can be articulated: rotated, translated, etc. So an RPM gauge would have a layer representing the background and an articulated layer representing the needle. Details for how to articulate parts are read from an XML file. For updating the gauges we use a list of control points and interpolate between these points. (The control points are real world value - offset pairs. If RPM is linear this could just be a list of [ [0,0] [8000,270]] zero RPM would be zero rotation, 8000 RPM would be 270 degrees.) The parent application updates the gauge using real-world parameters. Interpolation happens auto-magically. The attached screen shot is a somewhat generic helicopter instrument panel. The airspeed indicator and compass are straightforward and would work fine for the RPM and compass. The altimeter is a bit trickier - there is one articulated layer for the needle and one for the thousands of feet drum. The drum is updated by translating the UV coords. We'll work on packaging this up. The smart folks on the Delta3D team can provide a better explanation of the current code. Right now the code relies on XML parsing (tiny XML or Xerces depending on version). I doubt osg would welcome another external dependency so we may want to look at that as well. Thanks! Joe From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zach Deedler Sent: Friday, September 14, 2007 12:57 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Instrument Panel rendering - interest? ideas? Hello Joseph, I have been putting off doing this myself. I need speedometer, RPM, and compass gauges to display onscreen. My plan was to make them just another 3D model that sit in their own HUD. How does the Delta3D one work? I know it would be difficult to encapsulate this sort of thing because each instrument panel has different properties. So how do you define the interface to the instrument panel node? Thanks. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, Joseph (CDR) Sent: Friday, September 14, 2007 10:42 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Instrument Panel rendering - interest? ideas? Greetings, Over the last couple years we've worked on a few OSG/Delta3D projects that have included a rendered instrument panel. We have a pretty decent solution that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly OSG code we're wondering if it wouldn't make more sense to make this an osg thing. So the questions are: Would this sort of application be useful for others? Is there enough interest and ability to support as part of OSG? What would be the right way to go - build as a plugin? Thanks! Joe S. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Hello Joseph, I have been putting off doing this myself. I need speedometer, RPM, and compass gauges to display onscreen. My plan was to make them just another 3D model that sit in their own HUD. How does the Delta3D one work? I know it would be difficult to encapsulate this sort of thing because each instrument panel has different properties. So how do you define the interface to the instrument panel node? Thanks. _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sullivan, Joseph (CDR) Sent: Friday, September 14, 2007 10:42 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Instrument Panel rendering - interest? ideas? Greetings, Over the last couple years we've worked on a few OSG/Delta3D projects that have included a rendered instrument panel. We have a pretty decent solution that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly OSG code we're wondering if it wouldn't make more sense to make this an osg thing. So the questions are: Would this sort of application be useful for others? Is there enough interest and ability to support as part of OSG? What would be the right way to go - build as a plugin? Thanks! Joe S. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Something that would fill the needs of aircraft/vehicle controls display, but also be flexible enough for general information display, would be quite useful. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
On 9/14/07, Sullivan, Joseph (CDR) <[EMAIL PROTECTED]> wrote: > > Greetings, > Over the last couple years we've worked on a few OSG/Delta3D projects that > have included a rendered instrument panel. We have a pretty decent solution > that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly > OSG code we're wondering if it wouldn't make more sense to make this an osg > thing. > So the questions are: > Would this sort of application be useful for others? > Is there enough interest and ability to support as part of OSG? > What would be the right way to go - build as a plugin? > Thanks! > Joe S. > > Sounds great to have such a nodekit. Should it be possible to have some screenshots of what it looks like ? :) -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instrument Panel rendering - interest? ideas?
Our group would GREATLY appreciate access to something like this in osg. We have tried many different approaches to a "gauge/panel" solution but have not found anything effective, especially in a vr environment (cave,powerwall). An osg nodekit to handle gauges/panels directly sounds like a good idea to me. Just my 2 cents! biv On 9/14/07, Robert Osfield <[EMAIL PROTECTED]> wrote: > > Hi Joe, > > There are certainly a number of projects which would benefit from > NodeKit that provides an rendered instrument panel. I'm not sure if > its generally useful enough to make it into the core OSG, but it could > certainly become part of the family and perhaps hosted on the osgforge > alongside VirtualPlanetBuilder, osgLua etc. > > Robert. > > On 9/14/07, Sullivan, Joseph (CDR) <[EMAIL PROTECTED]> wrote: > > > > > > Greetings, > > Over the last couple years we've worked on a few OSG/Delta3D projects > that > > have included a rendered instrument panel. We have a pretty decent > solution > > that currently hangs out as a Delta3D utility (dtUtil). Since it's > mostly > > OSG code we're wondering if it wouldn't make more sense to make this an > osg > > thing. > > So the questions are: > > Would this sort of application be useful for others? > > Is there enough interest and ability to support as part of OSG? > > What would be the right way to go - build as a plugin? > > Thanks! > > Joe S. > > ___ > > 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] Instrument Panel rendering - interest? ideas?
Hi Joe, There are certainly a number of projects which would benefit from NodeKit that provides an rendered instrument panel. I'm not sure if its generally useful enough to make it into the core OSG, but it could certainly become part of the family and perhaps hosted on the osgforge alongside VirtualPlanetBuilder, osgLua etc. Robert. On 9/14/07, Sullivan, Joseph (CDR) <[EMAIL PROTECTED]> wrote: > > > Greetings, > Over the last couple years we've worked on a few OSG/Delta3D projects that > have included a rendered instrument panel. We have a pretty decent solution > that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly > OSG code we're wondering if it wouldn't make more sense to make this an osg > thing. > So the questions are: > Would this sort of application be useful for others? > Is there enough interest and ability to support as part of OSG? > What would be the right way to go - build as a plugin? > Thanks! > Joe S. > ___ > 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] Instrument Panel rendering - interest? ideas?
Greetings, Over the last couple years we've worked on a few OSG/Delta3D projects that have included a rendered instrument panel. We have a pretty decent solution that currently hangs out as a Delta3D utility (dtUtil). Since it's mostly OSG code we're wondering if it wouldn't make more sense to make this an osg thing. So the questions are: Would this sort of application be useful for others? Is there enough interest and ability to support as part of OSG? What would be the right way to go - build as a plugin? Thanks! Joe S. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org