Hi Sukender, >"What happens if OSG updates the scene while the physics do the same???" In my case i will have some of the nodes with time "t" and some with "t-1". but this will be fixed in almost the second osg frame ( osg is much more fast than physics) and because osg scene graph is separated from physics nodes. this will not Affect the result of physics. (Else we have to buffer values.)
>> So what we need to do,i think, is >> 1- a stander "PositionAttitudeTransform" like node. it is thread or not >> thread safe. >> 2- A traversal that read the scene graph in the first step only and fill the >> physics with its suitable form of node conversion. >> Of course with or without our hints. > I'm sorry but I don't understand what you mean. 1- "PositionAttitudeTransform like node" is your "ThreadSafeMatrixTransform". In it we must make sure that when PUT change the data The DUT will not change any value in it while draw. 2- what we want is a conversion from OSG scene node to PAL. this conversion will be done in the first step only. we can add a abstract conversion method and all nodes must overwrite it. (it must handle complex scene and this was not in my case. my case was PositionAttitudeTransform for each graph boxes and spheres i want to simulate there behave) >So I'm wondering if DUT and PUT are mutually exclusive I think it will be because DUT is much more faster than PUT. thanks, Ahmed Nawar ________________________________________ From: [email protected] [[email protected]] On Behalf Of Sukender [[email protected]] Sent: Thursday, January 15, 2009 1:23 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPhysics] Project osgPhysics started! Hi Ahmed, > I think the multi threading is a must [...] 100% agreed :) > I used an idea such as Sukender one but with out locking any thread. > This because I have one thread(physics) put data in a shared memory and one > thread (OSG) read this data. Is it like a "ThreadSafeMatrixTransform"? What happens if OSG updates the scene while the physics do the same??? > So what we need to do,i think, is > 1- a stander "PositionAttitudeTransform" like node. it is thread or not > thread safe. > 2- A traversal that read the scene graph in the first step only and fill the > physics with its suitable form of node conversion. > Of course with or without our hints. I'm sorry but I don't understand what you mean. > I can work with you on osgPhysics if you want. Well, that's if *you* want! :) Sice osgPhysics is opened to anyone. Feel free to discuss with us, or propose code changes. And if you want write access to the SVN repository, then you should give us your SF.net UNIX name. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

