Hi everybody,
I am considering switch to openscenegraph for the modeling program I
work on (http://yade.wikia.com), which has only home-grown openGL
visualization now, which is getting unsatisfactory. I read tutorial on
osg but due to only shallow knowledge of osg architecture and
possibilities, I would like to describe what I am looking for in the
hope that seasoned users will tell me if I should give osg a try.
Yade simulation consist of bodies (particles) and interactions, which
are both kept in linear containers. At every iteration, bounding boxes
of all bodies are computed, collisions detected, interactions
created/deleted/update, forces generated, accels integrated and body
positions updated. The 3d view is only optional, the computation must be
able to run without it (headless nodes etc) and the visualization should
run in separate thread (there are mutexes to avoid collisions on the
body/interaction containers) - this is how it works now also.
First question is whether such flat graph (one linear sequence of
bodies, one linear sequence of interactions) is ok for osg -- if it will
not pretty much kill all the advatages that graph-oriented approach has.
Second question is whether nodes of the scene graph can be taught to ask
simulation elements for their data: think of Transform object, which
holds position and orientation of a particle (its leaf). It would be
best if it could query
bodies[id]->physicalParameters->se3.{position,orientation} as needed
(when the scene graph is traversed) instead of copying those
periodically from the simulation into the Transform object.
Third question is how ref_ptr play with boost::shared_ptr? We use
shared_ptr's extensively, but as long as the code is well separate,
these two will hopefully never be mixed?
Fourth question: is there support for selection of an element in the 3d
scene with mouse?
Fifth question: honestly, I read that opensg is more suited for CAM etc
apps, would it be better for me? Or some other suggestion, like VTK? Our
objective is not to have the highest possible framerate, but it shold
certainly run at a dozen fps with 1e4 bodies (spheres, boxes,
triangulation elements etc) on regular hardware.
Thanks for any comments. Best regards,
Václav
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org