Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-26 Thread Robert Osfield
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.
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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-26 Thread Erik Johnson


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


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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-18 Thread Sullivan, Joseph (CDR)
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?

2007-09-18 Thread Robert Osfield
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
>
>
>
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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-17 Thread Zach Deedler
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.

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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Zach Deedler
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.

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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Paul Martz
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
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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Serge Lages
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
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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Gerrick Bivins
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
> >
> >
> ___
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>
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Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Robert Osfield
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
>
>
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[osg-users] Instrument Panel rendering - interest? ideas?

2007-09-14 Thread Sullivan, Joseph (CDR)
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.
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