HI Lars,

Tools like osgAnimation and osg::AnimationPath are usable for this
type of work, but for really large datasets I would tend towards
writing a custom data structure for storing and accessing your data as
this way you can optimize for memory constraints as well as
performance.

For instance if you time values are a constant spacing then just
storing the start time, and time delta, for the overall structure,
then a simple std::vector<Vec3d/f> for the position data.

Robert.

On Thu, Jun 11, 2009 at 2:50 PM, Lars Karlsson<[email protected]> wrote:
>
> Hi all, what would be the best approach to animate huge time-stamped series 
> of data in OSG? The data is in the format:
>
>     (t0, x,y,z)
>     (t1, x,y,z)
>     (t2, x,y,z)
>     ...
>
> I have hundreds of thousands of these tuples in a typical input file. The 
> tuples themselves were generated using a physical simulation program; to keep 
> things simple, one can presume that every tuple represents the center of a 
> physically simulated bouncing ball.
>
> Also, is there a way to support commands like FF, Play, Reverse Play, Stop, 
> Pause, and Reverse?
>
> Thanks for any pointers in the right direction, Lars.
>
>
>
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