[osg-users] Trackball Manipulator change FOV

2013-01-10 Thread DavidHornung

Hello,

please correct me if I should be false.
With the trackball manipulator i can change the UpVector, the Position, 
and the Point the camera is looking at. Can I Also change the 
Perspective Projection Matrix, espacially the vertical FOV ?


Thank you!

David
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Re: [osg-users] Trackball Manipulator change FOV

2013-01-10 Thread Robert Osfield
Hi David,

On 10 January 2013 12:43, DavidHornung horn...@googlemail.com wrote:
 please correct me if I should be false.
 With the trackball manipulator i can change the UpVector, the Position, and
 the Point the camera is looking at. Can I Also change the Perspective
 Projection Matrix, espacially the vertical FOV ?

The camera manipuataors all just create a view matrix that is applied
to the viewer's Camera, they don't modify the projection matrix.

Robert.
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[osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
Hi,
I'm trying to modify simple application osgViewer.
I want to set the initial position of the camera (trackball manipulator).

How? I try to set it with setByMatrix, setByInverseMatrix but nothing.

can you explain me?

thanks

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Re: [osg-users] Trackball manipulator start position

2011-05-27 Thread Robert Osfield
Hi Daniele,

Try setHomePosition(..).

Robert.

On Fri, May 27, 2011 at 11:56 AM, daniele argiolas arj...@gmail.com wrote:
 Hi,
 I'm trying to modify simple application osgViewer.
 I want to set the initial position of the camera (trackball manipulator).

 How? I try to set it with setByMatrix, setByInverseMatrix but nothing.

 can you explain me?

 thanks

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Re: [osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
ok!!! thank you very much!

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[osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Thomas Klemmer
Hi,

I'm rendering a scene to texture and display it later on on an orthoquad with 
an orthocam.., now I want to manipulate the rtt cam (obviously not the 
orthocam) with a trackball manipulator.

Could anybody point me to a tutorial or give me some addvise on where to start 
here!?
 

Thank you!

Cheers,
Thomas

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Re: [osg-users] Trackball Manipulator and RTT

2010-12-02 Thread Robert Osfield
HI Thomas,

The osgdistortion example sets up a render to texture slave camera
that renders the scene along with inheriting the view matrix from the
master Camera or the view, it uses a relative reference frame to
achieve this.  A second slave camera is used to a that has an absolure
reference frame so ignores the views master camera.  The camera
manipulator (the trackball in your case) controls the viewer's master
camera's view matrix.

Robert.

On Thu, Dec 2, 2010 at 12:36 PM, Thomas Klemmer klem...@uni-weimar.de wrote:
 Hi,

 I'm rendering a scene to texture and display it later on on an orthoquad with 
 an orthocam.., now I want to manipulate the rtt cam (obviously not the 
 orthocam) with a trackball manipulator.

 Could anybody point me to a tutorial or give me some addvise on where to 
 start here!?


 Thank you!

 Cheers,
 Thomas

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[osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi,

I am trying to do a stereo application to show a terrain and anything it 
contains.
I have used a modified trackball manipulator to capture mouse events, and move 
the camera. Also, I have configured the stereo inside this modified manipulator 
(as I have readen in other post).
The problem is that, when I try to configure the screen distance 
(ds-setScreenDistance(camera.focallength)), the final visualization don't 
change, so the zero paralax is always the center of the trackball.

The question is: 
Can I change this distance from inside the manipulator?
Is there any other method to change this distance? 

Thank you! (And sorry my poor english)

Cheers,
Jon

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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Christian Buchner
In my custom camera Manipulator I had to override the
getFusionDistanceValue() function to get the desired effect. You can
do the same by creating a child class of TrackballManipulator and use
this instead.

By default it returns _distance, which is the distance from the camera
to the trackball center. You may want to return some other value
instead to shift the fusion distance towards the observer or away from
it.

Christian
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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi Christian,

Thank you very much for your answer! :D
I can't override the virtual function (I don't know why, but it dont works) :O. 
However, I can change the value of _distance, and it doesn't change the other 
features.


Thank you again!

Cheers,
Jon

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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Michael Platings

 I can't override the virtual function (I don't know why, but it doesn't
 work) :O.


If you're using Visual C++ try using the override
keywordhttp://msdn.microsoft.com/en-us/library/41w3sh1c.aspxto
ensure you've got the correct function signature.
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Re: [osg-users] Trackball manipulator and screen distance with stereo

2010-04-15 Thread Jon Goenetxea
Hi Michael,

I didn't know that signature.

Thank you for your answer!

Cheers,
Jon

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[osg-users] Trackball Manipulator in OpenGL + OSG

2009-03-24 Thread Lingyun Yu
Hi, everybody,

I used viewer-setUpViewerAsEmbeddedInWindow way as Robert suggested to embed 
an OSG window in OpenGL context.

Then I tried to setup Manipulator like Trackball,
I did some code like this:

osg::observer_ptrosgViewer::GraphicsWindow gw = 
viewer-setUpViewerAsEmbeddedInWindow(...)

if(event-button() == Qt::LeftButton) 
button = 0;
else if(event-button() == Qt::RightButton)
button = 2;
In mousePressEvent:
if(gw-valid()  isInRange(event-x(), height - event-y()))
(gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), button 
+ 1);

In mouseReleaseEvent:
if(gw-valid()  isInRange(event-x(), height - event-y()))
(gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), 
button + 1);

isInRange Function judge if event happen in the OSG window.

Problem is when I only use left key, or only use right key, no problem at all. 

But if I switch once, then it just pan the whole scene, both keys lost their 
own ability. 

anybody has any idea about it?
Thank you.

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Re: [osg-users] Trackball Manipulator in OpenGL + OSG

2009-03-24 Thread Lingyun Yu
please ignore my question.

I just made something stupid. [Laughing]

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Re: [osg-users] trackball manipulator and axis alignment

2008-02-15 Thread Robert Osfield
Hi Peter,

If you want to set the home position of a manipulator then use the
MatrixManipulator::setHomePosition(...) method.

viewer.getCameraManipulator()-setHomePosition(...);

Robert.

On Wed, Jan 30, 2008 at 4:55 AM, Peter DeSantis
[EMAIL PROTECTED] wrote:


 Hello

 I may be wrong about this, but it seems that if you set a modelview matrix
 to osg::matrix::identity(), and add it to the default viewer camera, osg
 axis alignemnt is changed to the opengl default, and the camera views the xy
 plane infront (so to speak)

 but then adding a trackball manipulator seems to re-orientate the camera to
 look at the xz plane which is the default osg axis alignment.

 How can you stop that axis shift from happening, so that i can have the
 traclball manipulator but the camera is still orientated to default opengl
 axis alignment ?

 or better still is there better way to make the viewer default axis
 alignment equal to the opengl default, so that both the default viewer
 camera, model matrix and the trackball manipulator use the default opengl
 axis alignment from scratch.

 That way i can still use viewer.run() to run my viewer and not lose my
 geometry.


 Thanks

 Peter DeSantis
 [EMAIL PROTECTED]
 Jumbo Vision International Pty Ltd
 Unit 2 ,1 Aitken Way
 Kewdale WA 6105
 Australia

 Tel: 61 8 9353 6200
 Fax: 61 8 9353 6211
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[osg-users] Trackball manipulator

2008-02-15 Thread Michele Bosi
Hello to all (and welcome back Robert!),
I have 2 questions about the Trackball manipuator

1- In my application I have multiple views each with a model in  it
(and a trackball manipulator) and when I select a view I want all the
other views to stop from rotating if they are. Is there a way to
programmatically stop the Trackball manipulator's automatic rotation?

2- I would like to see two models on the very same view one over the
other even if they are intersecting each other, in order to compare
their shapes. The problem is that I also need to rotate them
independently, which means that I cannot simply manipulate the camera
but I need to really rotate each object independently one at a time.
Can I accomplish this somehow using the TrackballManipulator?

thanks,
Michele
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Re: [osg-users] Trackball manipulator

2008-02-15 Thread Robert Osfield
Hi Michele,

On Fri, Feb 15, 2008 at 11:20 AM, Michele Bosi [EMAIL PROTECTED] wrote:
 Hello to all (and welcome back Robert!),
  I have 2 questions about the Trackball manipuator

  1- In my application I have multiple views each with a model in  it
  (and a trackball manipulator) and when I select a view I want all the
  other views to stop from rotating if they are. Is there a way to
  programmatically stop the Trackball manipulator's automatic rotation?

There isn't a way right now.  The easiest way to do it would probably
be to add a virtual method into MatrixManipulator to enable the
toggling on/off of any animation.  Feel free to add this and send me
the changes.

  2- I would like to see two models on the very same view one over the
  other even if they are intersecting each other, in order to compare
  their shapes. The problem is that I also need to rotate them
  independently, which means that I cannot simply manipulate the camera
  but I need to really rotate each object independently one at a time.
  Can I accomplish this somehow using the TrackballManipulator?

You could do this by having two Views that use the same viewport
settings so they overlap, but turn off the colour buffer clear for the
second view via view.getCamera()-setClearMask(), you'll also need to
the Camera's RenderOrder to make sure the one with clear off is drawn
second.  One could possible attach the same camera manipulator to each
view and turn of the event handling for one of the views.
Alternatively on each frame you could just sync the view matrix on the
second manipulator with the setting from the first view.

Robert.
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Re: [osg-users] Trackball manipulator

2008-02-15 Thread Michele Bosi
Thank you Robert, it was very enlightning :)

Michele

On Fri, Feb 15, 2008 at 2:15 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Michele,


  On Fri, Feb 15, 2008 at 11:20 AM, Michele Bosi [EMAIL PROTECTED] wrote:
   Hello to all (and welcome back Robert!),
I have 2 questions about the Trackball manipuator
  
1- In my application I have multiple views each with a model in  it
(and a trackball manipulator) and when I select a view I want all the
other views to stop from rotating if they are. Is there a way to
programmatically stop the Trackball manipulator's automatic rotation?

  There isn't a way right now.  The easiest way to do it would probably
  be to add a virtual method into MatrixManipulator to enable the
  toggling on/off of any animation.  Feel free to add this and send me
  the changes.


2- I would like to see two models on the very same view one over the
other even if they are intersecting each other, in order to compare
their shapes. The problem is that I also need to rotate them
independently, which means that I cannot simply manipulate the camera
but I need to really rotate each object independently one at a time.
Can I accomplish this somehow using the TrackballManipulator?

  You could do this by having two Views that use the same viewport
  settings so they overlap, but turn off the colour buffer clear for the
  second view via view.getCamera()-setClearMask(), you'll also need to
  the Camera's RenderOrder to make sure the one with clear off is drawn
  second.  One could possible attach the same camera manipulator to each
  view and turn of the event handling for one of the views.
  Alternatively on each frame you could just sync the view matrix on the
  second manipulator with the setting from the first view.

  Robert.
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