Hi,
I notice when I toggle the TrackerNode of the NodeTrackerManipulator between
NODE_CENTRE and NODE_CENTER_AND_ROTATION during runtime, the camera view
will have a sudden jump from one view to another. Does anyone face such
issue? Is there anyway to prevent such a jump? Thanks
Regards
Hi,
I'm playing a little with NodetrackerManipulator before I try to derive my owhn
nodetracker Manipulator.
I can track a node and follow it, buzt my Manipulator always starts with a very
high distance ( 3200m (!), its a far earth orbit. ).
If I press space to home the manipulator, it dire
Hi,
I would like to add a model pan feature to a NodeTrackerManipulator-derived
class.
I realized that OrbitManipulator has a panModel() method but I'm not sure how
to call it in a NodeTrackerManipulator. Which virtual methods should I
reimplement and/or which member variable should I modify fr
Hi,
one related question ... does it make sense to call setNode() somewhere in my
NodeTrackerManipulator (with the node following node) so that the home position
is computed wrt that node or is it better to call setHomePosition() explicitly?
Moreover, when the home position would be used?
Regard
Hi,
is it possible to preserve the "distance" of a manipulator switching from a
TrackballManipulator to a NodeTrackerManipulator? I mean, I would just like the
camera to be rotated so that the tracking node is centered but I would also
like to use in the NodeTrackerManipulator the same distance
Hi,
anyway from my point of view there is a bug in osgGA::NodeTrackerManipulator
setByMatrix() or getInverseMatrix() methods. In fact I modified the
osgviewer.exe code just to enable a NodeTrackerManipulator with '8' key and it
seems strange that if I push '8' key twice I get two different camer
HI Gianni,
On 5 September 2012 14:12, Gianni Ambrosio wrote:
> is it possible to preserve the "distance" of a manipulator switching from a
> TrackballManipulator to a NodeTrackerManipulator? I mean, I would just like
> the camera to be rotated so that the tracking node is centered but I would
Hi Robert,
if I understand correctly
NodeTrackerManipulator::performMovementMiddleMouseButton method is basically
not implemented so computeNodeCenterAndRotation call could be avoided.
The same for NodeTrackerManipulator::performMovementRightMouseButton since the
actual implementation of compute
In addition NodeTrackerManipulator::performMovementLeftMouseButton calls
computeNodeCenterAndRotation() but maybe it is useless also in this case.
Gianni
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Hi,
I would need to update the _center member variable of OrbitManipulator from my
NodeTrackerManipulator so that getInverseMatrix() uses un up to date _center
value. I can update it in my getInverseMatrix() implementation with the usual
trick of const_cast but I would avoid that if possible. Is
Hi,
I am using NodeTrackerManipulator in my application to follow a node. I would
like NodeTrackerManipulator to be fixed in the followed node coordinate. e.g.
the camera always follow a character, but always some distance behind it and
looking forward in the character's coordinate. Can someone
Hi all,
I get some code from NodeTrackerManipulator to get my own manipulator able
to track a node, and I suceed, but there is some point I do not understand :
I get the node rotation using :
double sx = 1.0/sqrt(localToWorld(0,0)*localToWorld(0,0) +
localToWorld(1,0)*localToWorld(1,0)
Hi,
I was investigating about some problems I'm having using the
NodeTrackerManipulator, and while debugging the code I reached the call to the
NodeTrackerManipulator validateNodePath method
bool NodeTrackerManipulator::validateNodePath() const
{
for(ObserverNodePath::const_iterator itr = _
Hi,
Once getting my model positioned on the surface and moving with the standard
manipulators, I wanted to use a NodeTrackerManipulator to fly behind my model
wherever it was going. I had limited success in that the camera seemed to be
moving along with something, but could not see the model an
Hi Rabbi,
The NodeTrackManipulator is designed to allow user interaction, rather
than be fixed. For you own purpose it's most likely that you'll want
to control the view matrix yourself, there are a range of ways of
doing it, since it's your application I can't guess at your particular
ideas on h
Hi,
I am trying to use the nodetrackermanipulator and I am certainly doing
something wrong. Does anyone know of an example on how to use this class?
Here is the code that I am using to setup a node tracker manipulator to follow
a node. But I can not even get the tracker to follow the node.
If
Hi Allen,
see osgplanets example to have a implementation of the
nodeTrackerManipulator.
Hope this can help.
Regards,
Vincent.
2009/6/18 Allen Saucier
> Hi,
>
> I am trying to use the nodetrackermanipulator and I am certainly doing
> something wrong. Does anyone know of an example on how
Thanks Vincent, will do! :)
Allen
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Hi,
that seems strange to me too. Why nobody have any idea about that? Is it simply
a bug?
Regards
Gianni
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Hi Anna,
I've looked into the NodeTrackerManipulator::validateNodePath()
implementation and can confirm that the "itr !=
_trackNodePath.begin()" is an error.
When reviewing the implementation I decided that the code would be
better off using the new osg::ObserverNodePath rather than it's own
loca
Hi,
It got rather lonely out here, but during my quiet time I have found that
perhaps one shouldn't use autocomputehomeposition. It seemed to take me to the
edge of my universe, and I finally found myself by racing forward forever until
my object appeared in the view.
In experimenting with pos
Hi Tim,
I've never used NodeTrackerManipulator personally, nor have I used oceanExample
(or even PositionAttitudeTransform, I always just use MatrixTransform). So
obviously I won't be much help. However, I think maybe it would make sense for
you to make a small test application (small scene,
Hi Tom...
Thanks for taking a look and actually saying something... It is appreciated.
I had found the link you were showing me and learned a few more details that I
was able to use to move my little boat around and about quite effectively,
although some of those basic questions remain unanswer
I've made a bit of progress here, and I think what I need to do is:
- Position a node using the Latitude/Longitude/Altitude from a GPS
- Use a NodeTrackerManipulator on that node (the "povNode")
- Load the VirtualPlanetBuilder terrain into a second node "terrainNode"
- Set up a CoordinateSystemNo
inktomi()
I would like to help but first could you go into a little more detail about how
your scene graph is organized. I'm confused about what you mean about not
adding the CSN to the root.
For my project I'm using the osgEarth nodeKit and I'm taking advantage of the
EarthManipulator class
Hi all,
when I select the NodeTrackerManipulator using the keyswitchmanipulator more
then one time, the view position changes every time.
The problem I'm speaking about can be seen running the osgsimulation example
(I'm running the osg trunk examples, but I guess it's always been there: the
sa
Hello,
I have been working with the NodeTrackerManipulator class to follow a
PositionAttitudeTransform node. When I setTrackerNode() for the
PositionAttitudeTransform node everything appears to configure fine
except the resultant center postion is incorrect for nodes which have
there own trans
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] NodeTrackerManipulator doesn't appear to
tracktransform nodes correctly?
Hello,
I have been working with the NodeTrackerManipulator class to follow a
PositionAttitudeTransform node. When I setTrackerNode() fo
Hi,
Using a nodeTrackerManipulator to make some tests, I think I get some bug in
precision...
I set the tracked node with a PAT.
Each frame, this PAT is modified with two Quat and one translation.
Each Quat one is a different rotation... they are added (Q = q1 * q2) and
applied to the PAT.
The
Hi Alan,
If you need for fine grained control over what point you want to
track, then might I suggest having an optional pivot point in local
coords of the subgraph you are tracking. This would be far more
general purpose than a hack that assumes certainly types of nodes
behave in different ways.
Hi Vincent,
The Quat is stored as doubles, as should the rest of the internal
variables in NodeTracker.
Which version of the OSG are you using? Older versions didn't use double maths.
Robert.
On Fri, Dec 5, 2008 at 10:51 AM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> Using a nodeTra
Hi Robert,
I use the osg 2.6.1.
I just take some time to reproduce the bug on an example... no way!
In my application, the same manipulator do not stay motionless relative to
the PAT, and in my example, everything looks good...
I'm going to become mad... -_-
Thanks,
Vincent.
2008/12/5 Rober
Hmm,
I reproduce a bug... don't know if it is the same... but something is
strange :
When I set the PAT as Tracked node... is PAT is rotated and translated...
camera do not follow it...
you can see this trying this code :
osgViewer::Viewer viewer;
>
>
> osg::Box* box = new osg::Box(osg:
Hi Vincent,
When I set the PAT as Tracked node... is PAT is rotated and
translated... camera do not follow it...
Does your PAT have geometry under it? Or is it just a PAT in space
without any children?
We had a problem like that before, where if a transform (for us it was
an osgSim::DOFTra
Hi,
It is not a PAT children problem...
I'll have a look one day on reproducing the problem... but for now it is not
a priority.
Thanks for your help, and thanks a lot to everyone here, I've been very
"intrusive" this week, sorry for that.
Regards,
Vincent.
2008/12/5 Jean-Sébastien Guay <[
Hi,
My osgGa::NodeTrackerManipulator crashes if it is activated before
setTrackNode(..) is called.
Do I make a mistake or is the NodeTrackerManipulator not secured against
activation prior to a well defined node to track?
Thank you!
Cheers,
Torben
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Hi Torben,
The manipulator shouldn't crash so this will be bug due to an
assumption of having a valid nodepath somewhere in the code.
Do you have a stack trace for the crash? Which version of the OSG are
you using?
Robert.
On Fri, Feb 11, 2011 at 8:28 AM, Torben Dannhauer wrote:
> Hi,
>
> My
Hi Robert,
The stack trace is:
Code:
> osg71-osgGAd.dll!std::_Vector_const_iterator *,std::allocator >::operator+=(int _Off=-1) Zeile 161 + 0x60
> Bytes C++
osg71-osgGAd.dll!std::_Vector_iterator >::operator+=(int _Off=-1) Zeile 376C++
osg71-osgGAd.dll!std::_Vector_i
Hi Torben & Mourad,
I have added a check against the getNodePath() being empty() to
computeNodeCenterAndRotation() method and checked it into svn/trunk.
The relevant code now looks like:
osg::NodePath nodePath;
if (_trackNodePath.getNodePath(nodePath) && !nodePath.empty())
nodeCen
Hi Robert,
your changes are working as expected.
Thank you!
Cheers,
Torben
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