Re: [osg-users] DoomLike manipulator

2009-05-01 Thread Simon Loic
I've started a new thread called FirstPersonManipulator with the files.

On Thu, Apr 23, 2009 at 1:50 PM, Simon Loic  wrote:

> Hi Richard,
> I wouldn't want to fool you with this collision stuff. The goal is simply
> to prevent the player (the camera) to cross through the walls of the scene,
> and in the meantime to stick to the ground in case of grounded mode.
> Something alike is already done in the DriveManipulator, using a
> LineSegmentIntersector. I wanted to improve it by modeling the player as a
> rectangle box, and use a PolytopeIntersector, but then I ran into a lot of
> trouble. So I think I will release a version with the LineSegmentIntersector
> first and when/if I find some time I will try again with the polytope one.
>
> --
> Loïc Simon
>
>
>
> On Thu, Apr 23, 2009 at 12:33 AM, Richard Baron Penman <
> richardbp+...@gmail.com > wrote:
>
>> 'collision handling' - oh wow!
>> I eagerly await.
>> Richard
>>
>>
>>
>> On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic  wrote:
>>
>>> Hi,
>>> In fact I've struggled quite a while to handle collision in a way that
>>> apparently doesn't work, and finally I had to postpone coding on it for work
>>> reason.
>>> I'll try to post a version of this manipulator with simple collision
>>> tests soon , let's say by the week end.
>>>
>>>
>>>
>>> On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman <
>>> richardbp+...@gmail.com > wrote:
>>>
 hi,

 I'm interested in using this manipulator. Have any updates been posted
 or should I use the originally posted one?

 Richard



 2009/3/24 Simon Loic 

 In fact I didn't have enough time to finish this week-end. So It will be
> postponed to next week.
>
>
> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic wrote:
>
>> All right, I'll certainly finish during the week-end and post it on
>> osg-users for testing.
>>
>>
>> 2009/3/20 Robert Osfield 
>>
>>> Hi Loic,
>>>
>>> Great little discussion :-)
>>>
>>>  2009/3/19 Simon Loic 
>>>
 Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
 mode you can give it a try and decide which  name best fits. In my 
 concern I
 clearly incline towars grounded as the implementation I was about to 
 propose
 allows step over small obstacles like stairs.

 If you have remarks on the implementation so far, go ahead...

 to sukender :
 I didn't exacly get your remarks while I'm sure they are founded.
 Anyway I think that when I wil have finished to code both mode, things 
 will
 become clearer for me and for you.

 Get you informed as soon as the manipulator is ready.

>>>
>>> When you ready just post the changes to either osg-submissions if
>>> it's ready to merge, or to osg-users if you feel it still needs more
>>> discussion.
>>>
>>> Cheers,
>>> Robert,
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
>
>
>
> --
> Loïc Simon
>
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>
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>
>

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>>>
>>>
>>> --
>>> Loïc Simon
>>>
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Re: [osg-users] DoomLike manipulator

2009-04-23 Thread Simon Loic
Hi Richard,
I wouldn't want to fool you with this collision stuff. The goal is simply to
prevent the player (the camera) to cross through the walls of the scene, and
in the meantime to stick to the ground in case of grounded mode.
Something alike is already done in the DriveManipulator, using a
LineSegmentIntersector. I wanted to improve it by modeling the player as a
rectangle box, and use a PolytopeIntersector, but then I ran into a lot of
trouble. So I think I will release a version with the LineSegmentIntersector
first and when/if I find some time I will try again with the polytope one.

-- 
Loïc Simon


On Thu, Apr 23, 2009 at 12:33 AM, Richard Baron Penman <
richardbp+...@gmail.com > wrote:

> 'collision handling' - oh wow!
> I eagerly await.
> Richard
>
>
>
> On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic  wrote:
>
>> Hi,
>> In fact I've struggled quite a while to handle collision in a way that
>> apparently doesn't work, and finally I had to postpone coding on it for work
>> reason.
>> I'll try to post a version of this manipulator with simple collision tests
>> soon , let's say by the week end.
>>
>>
>>
>> On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman <
>> richardbp+...@gmail.com > wrote:
>>
>>> hi,
>>>
>>> I'm interested in using this manipulator. Have any updates been posted or
>>> should I use the originally posted one?
>>>
>>> Richard
>>>
>>>
>>>
>>> 2009/3/24 Simon Loic 
>>>
>>> In fact I didn't have enough time to finish this week-end. So It will be
 postponed to next week.


 On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic wrote:

> All right, I'll certainly finish during the week-end and post it on
> osg-users for testing.
>
>
> 2009/3/20 Robert Osfield 
>
>> Hi Loic,
>>
>> Great little discussion :-)
>>
>>  2009/3/19 Simon Loic 
>>
>>> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
>>> mode you can give it a try and decide which  name best fits. In my 
>>> concern I
>>> clearly incline towars grounded as the implementation I was about to 
>>> propose
>>> allows step over small obstacles like stairs.
>>>
>>> If you have remarks on the implementation so far, go ahead...
>>>
>>> to sukender :
>>> I didn't exacly get your remarks while I'm sure they are founded.
>>> Anyway I think that when I wil have finished to code both mode, things 
>>> will
>>> become clearer for me and for you.
>>>
>>> Get you informed as soon as the manipulator is ready.
>>>
>>
>> When you ready just post the changes to either osg-submissions if it's
>> ready to merge, or to osg-users if you feel it still needs more 
>> discussion.
>>
>> Cheers,
>> Robert,
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>>
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Loïc Simon
>



 --
 Loïc Simon

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>>>
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>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
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Re: [osg-users] DoomLike manipulator

2009-04-22 Thread Richard Baron Penman
'collision handling' - oh wow!
I eagerly await.
Richard


On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic  wrote:

> Hi,
> In fact I've struggled quite a while to handle collision in a way that
> apparently doesn't work, and finally I had to postpone coding on it for work
> reason.
> I'll try to post a version of this manipulator with simple collision tests
> soon , let's say by the week end.
>
>
>
> On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman <
> richardbp+...@gmail.com > wrote:
>
>> hi,
>>
>> I'm interested in using this manipulator. Have any updates been posted or
>> should I use the originally posted one?
>>
>> Richard
>>
>>
>>
>> 2009/3/24 Simon Loic 
>>
>> In fact I didn't have enough time to finish this week-end. So It will be
>>> postponed to next week.
>>>
>>>
>>> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic wrote:
>>>
 All right, I'll certainly finish during the week-end and post it on
 osg-users for testing.


 2009/3/20 Robert Osfield 

> Hi Loic,
>
> Great little discussion :-)
>
>  2009/3/19 Simon Loic 
>
>> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
>> mode you can give it a try and decide which  name best fits. In my 
>> concern I
>> clearly incline towars grounded as the implementation I was about to 
>> propose
>> allows step over small obstacles like stairs.
>>
>> If you have remarks on the implementation so far, go ahead...
>>
>> to sukender :
>> I didn't exacly get your remarks while I'm sure they are founded.
>> Anyway I think that when I wil have finished to code both mode, things 
>> will
>> become clearer for me and for you.
>>
>> Get you informed as soon as the manipulator is ready.
>>
>
> When you ready just post the changes to either osg-submissions if it's
> ready to merge, or to osg-users if you feel it still needs more 
> discussion.
>
> Cheers,
> Robert,
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


 --
 Loïc Simon

>>>
>>>
>>>
>>> --
>>> Loïc Simon
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
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>
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Re: [osg-users] DoomLike manipulator

2009-04-21 Thread Simon Loic
Hi,
In fact I've struggled quite a while to handle collision in a way that
apparently doesn't work, and finally I had to postpone coding on it for work
reason.
I'll try to post a version of this manipulator with simple collision tests
soon , let's say by the week end.


On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman <
richardbp+...@gmail.com > wrote:

> hi,
>
> I'm interested in using this manipulator. Have any updates been posted or
> should I use the originally posted one?
>
> Richard
>
>
>
> 2009/3/24 Simon Loic 
>
> In fact I didn't have enough time to finish this week-end. So It will be
>> postponed to next week.
>>
>>
>> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic  wrote:
>>
>>> All right, I'll certainly finish during the week-end and post it on
>>> osg-users for testing.
>>>
>>>
>>> 2009/3/20 Robert Osfield 
>>>
 Hi Loic,

 Great little discussion :-)

  2009/3/19 Simon Loic 

> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
> mode you can give it a try and decide which  name best fits. In my 
> concern I
> clearly incline towars grounded as the implementation I was about to 
> propose
> allows step over small obstacles like stairs.
>
> If you have remarks on the implementation so far, go ahead...
>
> to sukender :
> I didn't exacly get your remarks while I'm sure they are founded.
> Anyway I think that when I wil have finished to code both mode, things 
> will
> become clearer for me and for you.
>
> Get you informed as soon as the manipulator is ready.
>

 When you ready just post the changes to either osg-submissions if it's
 ready to merge, or to osg-users if you feel it still needs more discussion.

 Cheers,
 Robert,

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

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


>>>
>>>
>>> --
>>> Loïc Simon
>>>
>>
>>
>>
>> --
>> Loïc Simon
>>
>> ___
>> 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] DoomLike manipulator

2009-04-20 Thread Richard Baron Penman
hi,

I'm interested in using this manipulator. Have any updates been posted or
should I use the originally posted one?

Richard



2009/3/24 Simon Loic 

> In fact I didn't have enough time to finish this week-end. So It will be
> postponed to next week.
>
>
> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic  wrote:
>
>> All right, I'll certainly finish during the week-end and post it on
>> osg-users for testing.
>>
>>
>> 2009/3/20 Robert Osfield 
>>
>>> Hi Loic,
>>>
>>> Great little discussion :-)
>>>
>>>  2009/3/19 Simon Loic 
>>>
 Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
 mode you can give it a try and decide which  name best fits. In my concern 
 I
 clearly incline towars grounded as the implementation I was about to 
 propose
 allows step over small obstacles like stairs.

 If you have remarks on the implementation so far, go ahead...

 to sukender :
 I didn't exacly get your remarks while I'm sure they are founded. Anyway
 I think that when I wil have finished to code both mode, things will become
 clearer for me and for you.

 Get you informed as soon as the manipulator is ready.

>>>
>>> When you ready just post the changes to either osg-submissions if it's
>>> ready to merge, or to osg-users if you feel it still needs more discussion.
>>>
>>> Cheers,
>>> Robert,
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
>
>
>
> --
> Loïc Simon
>
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Re: [osg-users] DoomLike manipulator

2009-03-24 Thread Simon Loic
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.

On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic  wrote:

> All right, I'll certainly finish during the week-end and post it on
> osg-users for testing.
>
>
> 2009/3/20 Robert Osfield 
>
>> Hi Loic,
>>
>> Great little discussion :-)
>>
>> 2009/3/19 Simon Loic 
>>
>>> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
>>> you can give it a try and decide which  name best fits. In my concern I
>>> clearly incline towars grounded as the implementation I was about to propose
>>> allows step over small obstacles like stairs.
>>>
>>> If you have remarks on the implementation so far, go ahead...
>>>
>>> to sukender :
>>> I didn't exacly get your remarks while I'm sure they are founded. Anyway
>>> I think that when I wil have finished to code both mode, things will become
>>> clearer for me and for you.
>>>
>>> Get you informed as soon as the manipulator is ready.
>>>
>>
>> When you ready just post the changes to either osg-submissions if it's
>> ready to merge, or to osg-users if you feel it still needs more discussion.
>>
>> Cheers,
>> Robert,
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Loïc Simon
>



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Re: [osg-users] DoomLike manipulator

2009-03-20 Thread Simon Loic
All right, I'll certainly finish during the week-end and post it on
osg-users for testing.


2009/3/20 Robert Osfield 

> Hi Loic,
>
> Great little discussion :-)
>
> 2009/3/19 Simon Loic 
>
>> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
>> you can give it a try and decide which  name best fits. In my concern I
>> clearly incline towars grounded as the implementation I was about to propose
>> allows step over small obstacles like stairs.
>>
>> If you have remarks on the implementation so far, go ahead...
>>
>> to sukender :
>> I didn't exacly get your remarks while I'm sure they are founded. Anyway I
>> think that when I wil have finished to code both mode, things will become
>> clearer for me and for you.
>>
>> Get you informed as soon as the manipulator is ready.
>>
>
> When you ready just post the changes to either osg-submissions if it's
> ready to merge, or to osg-users if you feel it still needs more discussion.
>
> Cheers,
> Robert,
>
> ___
> 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] DoomLike manipulator

2009-03-20 Thread Robert Osfield
Hi Loic,

Great little discussion :-)

2009/3/19 Simon Loic 

> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
> you can give it a try and decide which  name best fits. In my concern I
> clearly incline towars grounded as the implementation I was about to propose
> allows step over small obstacles like stairs.
>
> If you have remarks on the implementation so far, go ahead...
>
> to sukender :
> I didn't exacly get your remarks while I'm sure they are founded. Anyway I
> think that when I wil have finished to code both mode, things will become
> clearer for me and for you.
>
> Get you informed as soon as the manipulator is ready.


When you ready just post the changes to either osg-submissions if it's ready
to merge, or to osg-users if you feel it still needs more discussion.

Cheers,
Robert,
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Simon,

I thought the manipulator could behave like a "flying human" (= Horizontal mode 
for movement, but nothing to keep on floor). Or is it a thrird mode?
1. FREE (= "Descent", go any way, "up" vector changes).
2. FREE_UP_FIXED (= "Flying human", "up" vector is fixed, but camera moves 
anywhere)
3. GROUNDED ("up" vector is fixed, and view stays on the floor, or whatever)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 23:06:16 +0100, Simon Loic  a écrit:

> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
> you can give it a try and decide which  name best fits. In my concern I
> clearly incline towars grounded as the implementation I was about to propose
> allows step over small obstacles like stairs.
>
> If you have remarks on the implementation so far, go ahead...
>
> to sukender :
> I didn't exacly get your remarks while I'm sure they are founded. Anyway I
> think that when I wil have finished to code both mode, things will become
> clearer for me and for you.
>
> Get you informed as soon as the manipulator is ready.
>
>
>> Havig both modes sounds a good idea. In that case,
> "FirstPersonManipulator" seems fine for me. Just be sure to:
>> - allow the user to set which vector is considered to be "up"
>> - allow the user to set the minimum angle between "dir" and "up" (or else
> you got rounding errors that
>> cause ugly artifacts). Based on experiments, I personnaly used 0.008
> (radians; as you can see in the
>> source code I told about), but it may depend on how your camera is set.
>
> On Thu, Mar 19, 2009 at 9:42 PM, Jason Daly  wrote:
>
>> Sukender wrote:
>>
>>> And about the modes, I would prefer "FREE" and "HORIZONTAL" :)
>>>
>>>
>>
>> My preference would be "GROUNDED" (as in, you stay on the ground) rather
>> than "HORIZONTAL."  To me "HORIZONTAL" kind of implies one-dimensional
>> motion.
>>
>> I'm indifferent on "FREE" vs. "GENERAL."
>>
>> --"J"
>>
>>
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
you can give it a try and decide which  name best fits. In my concern I
clearly incline towars grounded as the implementation I was about to propose
allows step over small obstacles like stairs.

If you have remarks on the implementation so far, go ahead...

to sukender :
I didn't exacly get your remarks while I'm sure they are founded. Anyway I
think that when I wil have finished to code both mode, things will become
clearer for me and for you.

Get you informed as soon as the manipulator is ready.


> Havig both modes sounds a good idea. In that case,
"FirstPersonManipulator" seems fine for me. Just be sure to:
> - allow the user to set which vector is considered to be "up"
> - allow the user to set the minimum angle between "dir" and "up" (or else
you got rounding errors that
> cause ugly artifacts). Based on experiments, I personnaly used 0.008
(radians; as you can see in the
> source code I told about), but it may depend on how your camera is set.

On Thu, Mar 19, 2009 at 9:42 PM, Jason Daly  wrote:

> Sukender wrote:
>
>> And about the modes, I would prefer "FREE" and "HORIZONTAL" :)
>>
>>
>
> My preference would be "GROUNDED" (as in, you stay on the ground) rather
> than "HORIZONTAL."  To me "HORIZONTAL" kind of implies one-dimensional
> motion.
>
> I'm indifferent on "FREE" vs. "GENERAL."
>
> --"J"
>
>
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly

Sukender wrote:

And about the modes, I would prefer "FREE" and "HORIZONTAL" :)
  


My preference would be "GROUNDED" (as in, you stay on the ground) rather 
than "HORIZONTAL."  To me "HORIZONTAL" kind of implies one-dimensional 
motion.


I'm indifferent on "FREE" vs. "GENERAL."

--"J"

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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
And about the modes, I would prefer "FREE" and "HORIZONTAL" :)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 21:38:16 +0100, Sukender  a écrit:

> Hi Michael,
>
> Havig both modes sounds a good idea. In that case, "FirstPersonManipulator" 
> seems fine for me. Just be sure to:
> - allow the user to set which vector is considered to be "up"
> - allow the user to set the minimum angle between "dir" and "up" (or else you 
> got rounding errors that cause ugly artifacts). Based on experiments, I 
> personnaly used 0.008 (radians; as you can see in the source code I told 
> about), but it may depend on how your camera is set.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Thu, 19 Mar 2009 21:08:45 +0100, Simon Loic  a écrit:
>
>> Glad to see that this manipulator generates interest.
>> Concerning the name, the manipulator is designed as explained in the header
>> :
>>
>> """
>>  The camera control is done via keyboard arrows concerning the position and
>> via mouse draging concerning the orientation.
>> There are two modes : the horizontal and the free. In the free one the
>> translation direction is exactly aligned with the view direction and thus
>> can span the whole set of direction. In the other, the moving direction is
>> constrained to remain horizontal. Note : horizontal mode is not implemented
>> yet!!
>> """
>> Taking into account what you said, Sukender, we should call it
>> FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE.
>> What do you think about this?
>>
>> On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings
>> wrote:
>>
>>> AFAIK you play as a human in Descent ;)
>>>
>>> Essentially it's to give the effect of walking/running, so how about
>>> "WalkManipulator"?
>>>
>>> -Original Message-
>>> From: osg-users-boun...@lists.openscenegraph.org [mailto:
>>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
>>> Sent: 19 March 2009 17:57
>>> To: OpenSceneGraph Users
>>> Subject: Re: [osg-users] DoomLike manipulator
>>>
>>> Hi all,
>>>
>>> IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and
>>> a "doom-like" one is only a subset of a FPS manipulator. Think about
>>> "Descent" game, where you could go in any direction in space (no gravity to
>>> say where is the "up" direction). Doom-like has a fixed "up" vector that may
>>> not suit any use of a FPS view. I personally chose "Human*" prefix for
>>> Doom-like view (Hence "HumanManipulator" or "HumanViewManipulator").
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>>
>>> Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield <
>>> robert.osfi...@gmail.com> a écrit:
>>>
>>> > HI Loic,
>>> >
>>> > The manipulator certainly isn't pointless - as the fact that others
>>> > have written something similar shows it's a common need, so getting
>>> > something like it checked into the core OSG makes sense.  I would
>>> > suggest finding a more generic name rather than DoomLikeManipulator.
>>> > Perhaps FirstPersonManipulator?  I'm open to suggestions.
>>> >
>>> > Robert.
>>> >
>>> > 2009/3/19 Simon Loic 
>>> >
>>> >> Thanks guys,
>>> >> indeed the wasd manipulator does pretty much the same things as  mine.
>>> >> Although I'm not interested in changing my manipulator. I was just
>>> >> pointing out that this kind of manipulators are missing in the osg
>>> >> core. Basically if the wasd manipulator had been integrated in osgGA,
>>> >> I wouldn't have coded an equivalent from scratch.
>>> >> So I was expecting some motivated comments on the manipulator I
>>> >> propose, before to go through osg-submissions. Anyway if for any
>>> >> reason you think that this is pointless, I'll just forget about it.
>>> >>
>>> >>
>>> >>
>>> >> 2009/3/19 David Spilling 
>>> >>
>>> >>> Hi,
>>> >>>
>>> >>> 

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly

Simon Loic wrote:

Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the 
header :


"""
 The camera control is done via keyboard arrows concerning the 
position and via mouse draging concerning the orientation.
There are two modes : the horizontal and the free. In the free one the 
translation direction is exactly aligned with the view direction and 
thus can span the whole set of direction. In the other, the moving 
direction is constrained to remain horizontal. Note : horizontal mode 
is not implemented yet!!

"""
Taking into account what you said, Sukender, we should call it 
FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE.

What do you think about this?


I wouldn't call it DOOMLIKE for two reasons.  First, DOOM's mouse 
controls didn't work this way (the Y-axis on the mouse was used for 
forward/backward motion, since you couldn't look up/down in DOOM).  
Second, I don't think it should be named based on whatever game happened 
to use it in the first place.  If someone hasn't played that particular 
game, that name won't mean anything to them.


How about GENERAL and GROUNDED instead?

By the way, does this manipulator include collision and terrain 
following (specifically in what I'm suggesting calling the "GROUNDED" mode)?


--"J"

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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Michael,

Havig both modes sounds a good idea. In that case, "FirstPersonManipulator" 
seems fine for me. Just be sure to:
- allow the user to set which vector is considered to be "up"
- allow the user to set the minimum angle between "dir" and "up" (or else you 
got rounding errors that cause ugly artifacts). Based on experiments, I 
personnaly used 0.008 (radians; as you can see in the source code I told 
about), but it may depend on how your camera is set.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 21:08:45 +0100, Simon Loic  a écrit:

> Glad to see that this manipulator generates interest.
> Concerning the name, the manipulator is designed as explained in the header
> :
>
> """
>  The camera control is done via keyboard arrows concerning the position and
> via mouse draging concerning the orientation.
> There are two modes : the horizontal and the free. In the free one the
> translation direction is exactly aligned with the view direction and thus
> can span the whole set of direction. In the other, the moving direction is
> constrained to remain horizontal. Note : horizontal mode is not implemented
> yet!!
> """
> Taking into account what you said, Sukender, we should call it
> FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE.
> What do you think about this?
>
> On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings
> wrote:
>
>> AFAIK you play as a human in Descent ;)
>>
>> Essentially it's to give the effect of walking/running, so how about
>> "WalkManipulator"?
>>
>> -Original Message-
>> From: osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
>> Sent: 19 March 2009 17:57
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] DoomLike manipulator
>>
>> Hi all,
>>
>> IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and
>> a "doom-like" one is only a subset of a FPS manipulator. Think about
>> "Descent" game, where you could go in any direction in space (no gravity to
>> say where is the "up" direction). Doom-like has a fixed "up" vector that may
>> not suit any use of a FPS view. I personally chose "Human*" prefix for
>> Doom-like view (Hence "HumanManipulator" or "HumanViewManipulator").
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/
>>
>>
>> Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield <
>> robert.osfi...@gmail.com> a écrit:
>>
>> > HI Loic,
>> >
>> > The manipulator certainly isn't pointless - as the fact that others
>> > have written something similar shows it's a common need, so getting
>> > something like it checked into the core OSG makes sense.  I would
>> > suggest finding a more generic name rather than DoomLikeManipulator.
>> > Perhaps FirstPersonManipulator?  I'm open to suggestions.
>> >
>> > Robert.
>> >
>> > 2009/3/19 Simon Loic 
>> >
>> >> Thanks guys,
>> >> indeed the wasd manipulator does pretty much the same things as  mine.
>> >> Although I'm not interested in changing my manipulator. I was just
>> >> pointing out that this kind of manipulators are missing in the osg
>> >> core. Basically if the wasd manipulator had been integrated in osgGA,
>> >> I wouldn't have coded an equivalent from scratch.
>> >> So I was expecting some motivated comments on the manipulator I
>> >> propose, before to go through osg-submissions. Anyway if for any
>> >> reason you think that this is pointless, I'll just forget about it.
>> >>
>> >>
>> >>
>> >> 2009/3/19 David Spilling 
>> >>
>> >>> Hi,
>> >>>
>> >>> FYI, there was a posting of a (presumably similar) WASD type
>> >>> manipulater by Viggo Løvli back in August 08 - seach the archives
>> >>> for "How to write a camera manipulator..."
>> >>>
>> >>> David
>> >>>
>> >>>
>> >>> ___
>> >>> osg-users mailing list
>> >>> osg-users@lists.openscenegraph.org
>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
>> >>> h.org
>&g

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Yes... But in a space ship! ;)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 19:12:55 +0100, Michael Platings  
a écrit:

> AFAIK you play as a human in Descent ;)
>
> Essentially it's to give the effect of walking/running, so how about 
> "WalkManipulator"?
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org 
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
> Sent: 19 March 2009 17:57
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] DoomLike manipulator
>
> Hi all,
>
> IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and a 
> "doom-like" one is only a subset of a FPS manipulator. Think about "Descent" 
> game, where you could go in any direction in space (no gravity to say where 
> is the "up" direction). Doom-like has a fixed "up" vector that may not suit 
> any use of a FPS view. I personally chose "Human*" prefix for Doom-like view 
> (Hence "HumanManipulator" or "HumanViewManipulator").
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield  
> a écrit:
>
>> HI Loic,
>>
>> The manipulator certainly isn't pointless - as the fact that others
>> have written something similar shows it's a common need, so getting
>> something like it checked into the core OSG makes sense.  I would
>> suggest finding a more generic name rather than DoomLikeManipulator.
>> Perhaps FirstPersonManipulator?  I'm open to suggestions.
>>
>> Robert.
>>
>> 2009/3/19 Simon Loic 
>>
>>> Thanks guys,
>>> indeed the wasd manipulator does pretty much the same things as  mine.
>>> Although I'm not interested in changing my manipulator. I was just
>>> pointing out that this kind of manipulators are missing in the osg
>>> core. Basically if the wasd manipulator had been integrated in osgGA,
>>> I wouldn't have coded an equivalent from scratch.
>>> So I was expecting some motivated comments on the manipulator I
>>> propose, before to go through osg-submissions. Anyway if for any
>>> reason you think that this is pointless, I'll just forget about it.
>>>
>>>
>>>
>>> 2009/3/19 David Spilling 
>>>
>>>> Hi,
>>>>
>>>> FYI, there was a posting of a (presumably similar) WASD type
>>>> manipulater by Viggo Løvli back in August 08 - seach the archives
>>>> for "How to write a camera manipulator..."
>>>>
>>>> David
>>>>
>>>>
>>>> ___
>>>> osg-users mailing list
>>>> osg-users@lists.openscenegraph.org
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
>>>> h.org
>>>>
>>>>
>>>
>>>
>>> --
>>> Loïc Simon
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph
>>> .org
>>>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the header
:

"""
 The camera control is done via keyboard arrows concerning the position and
via mouse draging concerning the orientation.
There are two modes : the horizontal and the free. In the free one the
translation direction is exactly aligned with the view direction and thus
can span the whole set of direction. In the other, the moving direction is
constrained to remain horizontal. Note : horizontal mode is not implemented
yet!!
"""
Taking into account what you said, Sukender, we should call it
FirstPesonManipulator and call the two modes GENERAL and DOOMLIKE.
What do you think about this?

On Thu, Mar 19, 2009 at 7:12 PM, Michael Platings
wrote:

> AFAIK you play as a human in Descent ;)
>
> Essentially it's to give the effect of walking/running, so how about
> "WalkManipulator"?
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
> Sent: 19 March 2009 17:57
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] DoomLike manipulator
>
> Hi all,
>
> IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and
> a "doom-like" one is only a subset of a FPS manipulator. Think about
> "Descent" game, where you could go in any direction in space (no gravity to
> say where is the "up" direction). Doom-like has a fixed "up" vector that may
> not suit any use of a FPS view. I personally chose "Human*" prefix for
> Doom-like view (Hence "HumanManipulator" or "HumanViewManipulator").
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
>
> Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield <
> robert.osfi...@gmail.com> a écrit:
>
> > HI Loic,
> >
> > The manipulator certainly isn't pointless - as the fact that others
> > have written something similar shows it's a common need, so getting
> > something like it checked into the core OSG makes sense.  I would
> > suggest finding a more generic name rather than DoomLikeManipulator.
> > Perhaps FirstPersonManipulator?  I'm open to suggestions.
> >
> > Robert.
> >
> > 2009/3/19 Simon Loic 
> >
> >> Thanks guys,
> >> indeed the wasd manipulator does pretty much the same things as  mine.
> >> Although I'm not interested in changing my manipulator. I was just
> >> pointing out that this kind of manipulators are missing in the osg
> >> core. Basically if the wasd manipulator had been integrated in osgGA,
> >> I wouldn't have coded an equivalent from scratch.
> >> So I was expecting some motivated comments on the manipulator I
> >> propose, before to go through osg-submissions. Anyway if for any
> >> reason you think that this is pointless, I'll just forget about it.
> >>
> >>
> >>
> >> 2009/3/19 David Spilling 
> >>
> >>> Hi,
> >>>
> >>> FYI, there was a posting of a (presumably similar) WASD type
> >>> manipulater by Viggo Løvli back in August 08 - seach the archives
> >>> for "How to write a camera manipulator..."
> >>>
> >>> David
> >>>
> >>>
> >>> ___
> >>> osg-users mailing list
> >>> osg-users@lists.openscenegraph.org
> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
> >>> h.org
> >>>
> >>>
> >>
> >>
> >> --
> >> Loïc Simon
> >>
> >> ___
> >> 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@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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-- 
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Michael Platings
AFAIK you play as a human in Descent ;)

Essentially it's to give the effect of walking/running, so how about 
"WalkManipulator"?

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March 2009 17:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] DoomLike manipulator

Hi all,

IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and a 
"doom-like" one is only a subset of a FPS manipulator. Think about "Descent" 
game, where you could go in any direction in space (no gravity to say where is 
the "up" direction). Doom-like has a fixed "up" vector that may not suit any 
use of a FPS view. I personally chose "Human*" prefix for Doom-like view (Hence 
"HumanManipulator" or "HumanViewManipulator").

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield  a 
écrit:

> HI Loic,
>
> The manipulator certainly isn't pointless - as the fact that others 
> have written something similar shows it's a common need, so getting 
> something like it checked into the core OSG makes sense.  I would 
> suggest finding a more generic name rather than DoomLikeManipulator.  
> Perhaps FirstPersonManipulator?  I'm open to suggestions.
>
> Robert.
>
> 2009/3/19 Simon Loic 
>
>> Thanks guys,
>> indeed the wasd manipulator does pretty much the same things as  mine.
>> Although I'm not interested in changing my manipulator. I was just 
>> pointing out that this kind of manipulators are missing in the osg 
>> core. Basically if the wasd manipulator had been integrated in osgGA, 
>> I wouldn't have coded an equivalent from scratch.
>> So I was expecting some motivated comments on the manipulator I 
>> propose, before to go through osg-submissions. Anyway if for any 
>> reason you think that this is pointless, I'll just forget about it.
>>
>>
>>
>> 2009/3/19 David Spilling 
>>
>>> Hi,
>>>
>>> FYI, there was a posting of a (presumably similar) WASD type 
>>> manipulater by Viggo Løvli back in August 08 - seach the archives 
>>> for "How to write a camera manipulator..."
>>>
>>> David
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
>>> h.org
>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
>> ___
>> 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] DoomLike manipulator

2009-03-19 Thread Sukender
Hi all,

IMHO, "FirstPersonManipulator" should suit any "first person cameras" ; and a 
"doom-like" one is only a subset of a FPS manipulator. Think about "Descent" 
game, where you could go in any direction in space (no gravity to say where is 
the "up" direction). Doom-like has a fixed "up" vector that may not suit any 
use of a FPS view. I personally chose "Human*" prefix for Doom-like view (Hence 
"HumanManipulator" or "HumanViewManipulator").

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 17:37:25 +0100, Robert Osfield  a 
écrit:

> HI Loic,
>
> The manipulator certainly isn't pointless - as the fact that others have
> written something similar shows it's a common need, so getting something
> like it checked into the core OSG makes sense.  I would suggest finding a
> more generic name rather than DoomLikeManipulator.  Perhaps
> FirstPersonManipulator?  I'm open to suggestions.
>
> Robert.
>
> 2009/3/19 Simon Loic 
>
>> Thanks guys,
>> indeed the wasd manipulator does pretty much the same things as  mine.
>> Although I'm not interested in changing my manipulator. I was just pointing
>> out that this kind of manipulators are missing in the osg core. Basically if
>> the wasd manipulator had been integrated in osgGA, I wouldn't have coded an
>> equivalent from scratch.
>> So I was expecting some motivated comments on the manipulator I propose,
>> before to go through osg-submissions. Anyway if for any reason you think
>> that this is pointless, I'll just forget about it.
>>
>>
>>
>> 2009/3/19 David Spilling 
>>
>>> Hi,
>>>
>>> FYI, there was a posting of a (presumably similar) WASD type manipulater
>>> by Viggo Løvli back in August 08 - seach the archives for "How to write a
>>> camera manipulator..."
>>>
>>> David
>>>
>>>
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
>> ___
>> 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] DoomLike manipulator

2009-03-19 Thread Robert Osfield
HI Loic,

The manipulator certainly isn't pointless - as the fact that others have
written something similar shows it's a common need, so getting something
like it checked into the core OSG makes sense.  I would suggest finding a
more generic name rather than DoomLikeManipulator.  Perhaps
FirstPersonManipulator?  I'm open to suggestions.

Robert.

2009/3/19 Simon Loic 

> Thanks guys,
> indeed the wasd manipulator does pretty much the same things as  mine.
> Although I'm not interested in changing my manipulator. I was just pointing
> out that this kind of manipulators are missing in the osg core. Basically if
> the wasd manipulator had been integrated in osgGA, I wouldn't have coded an
> equivalent from scratch.
> So I was expecting some motivated comments on the manipulator I propose,
> before to go through osg-submissions. Anyway if for any reason you think
> that this is pointless, I'll just forget about it.
>
>
>
> 2009/3/19 David Spilling 
>
>> Hi,
>>
>> FYI, there was a posting of a (presumably similar) WASD type manipulater
>> by Viggo Løvli back in August 08 - seach the archives for "How to write a
>> camera manipulator..."
>>
>> David
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Loïc Simon
>
> ___
> 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] DoomLike manipulator

2009-03-19 Thread Simon Loic
Thanks guys,
indeed the wasd manipulator does pretty much the same things as  mine.
Although I'm not interested in changing my manipulator. I was just pointing
out that this kind of manipulators are missing in the osg core. Basically if
the wasd manipulator had been integrated in osgGA, I wouldn't have coded an
equivalent from scratch.
So I was expecting some motivated comments on the manipulator I propose,
before to go through osg-submissions. Anyway if for any reason you think
that this is pointless, I'll just forget about it.



2009/3/19 David Spilling 

> Hi,
>
> FYI, there was a posting of a (presumably similar) WASD type manipulater by
> Viggo Løvli back in August 08 - seach the archives for "How to write a
> camera manipulator..."
>
> David
>
>
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-- 
Loïc Simon
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread David Spilling
Hi,

FYI, there was a posting of a (presumably similar) WASD type manipulater by
Viggo Løvli back in August 08 - seach the archives for "How to write a
camera manipulator..."

David
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Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
Hi Simon,

I coded a kind of human-view code which is typically what you want, but in a 
form that may not fit exactly what you need. It is a "matrix getter", that is 
to say a class that only update the view matrix (inputs are grabbed from 
another class). Think about it as a "delegate manipulator" if you wish. Code is 
short, so you may take and adapt it. That should be very easy. Also feel free 
to send improvements and/or create a "pure OSG" manipulator based on all or 
part of it.

Doc: http://pvle.sourceforge.net/Doc/Html/classHumanMatrixGetter.html
Header: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8h-source.html
CPP: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8cpp-source.html

Hope it helps.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 19 Mar 2009 12:07:27 +0100, Simon Loic  a écrit:

> Hi guys,
> I was looking for an osg manipulator fitted for walkthrough in architectural
> environments. I found that the best ones were UFO, Drive and Flight. Though,
> I was not really convinced by any of them as there is no direct control on
> the speed but only on the acceleration. Thus, it is hard to change quickly
> the direction of the movement.
>
> Based on the UFO maipulator, I've implemented a manipulator closer to the
> ones used in 3rd person games. I think it's documented enough and coded in a
> simple way and so easy to review. So if some of you find it  promising and
> useful, we could improve it and eventually submit it, so as to integrate it
> in the osg Core.
>
> Waiting for your suggestions.
>
> Note: you may need to edit DoomLikeManipulator.cpp:16 #include
> "../inc/DoomLikeManipulator.h" to get it compile.

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