quit
At 2012-03-27 03:03:53,[email protected] wrote:
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>Today's Topics:
>
>   1. Re: Camera attached to object (Sergey Bocharov)
>   2. Re: OSG + Qt + threading. (Aitor Ardanza)
>   3. Questions on AutoTransform (Carsten Scharfe)
>   4. Passing dae data in shader. (Peterakos)
>   5. Re: Passing dae data in shader. (Christian Buchner)
>   6. constant size overlay (Michael Schanne)
>   7. Re: Passing dae data in shader. (Peterakos)
>   8. Cleanup of (trailing) whitespace in OSG code (commit     13041)
>      (Erik den Dekker)
>   9. Re: Cleanup of (trailing) whitespace in OSG code (commit
>      13041) (Robert Osfield)
>  10. Re: Wiki (Jason Daly)
>  11. Re: constant size overlay (Jason Daly)
>  12. Re: Getting animations initial frame bones matrix (Aitor Ardanza)
>  13. Re: Wiki (Robert Osfield)
>  14. Re: Wiki (Jason Daly)
>  15. Set object attitude using a normal and a heading (Aurelien Albert)
>
>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Mon, 26 Mar 2012 09:33:35 +0200
>From: "Sergey Bocharov" <[email protected]>
>To: [email protected]
>Subject: Re: [osg-users] Camera attached to object
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=UTF-8
>
>Hi, Sergey 
>
>I cannot get the right result. 
>Please help me if you can.
>79250103663
>
>... 
>
>Thank you!
>
>Cheers,
>Sergey
>
>------------------
>Read this topic online here:
>http://forum.openscenegraph.org/viewtopic.php?p=46581#46581
>
>
>
>
>
>
>
>------------------------------
>
>Message: 2
>Date: Mon, 26 Mar 2012 10:07:06 +0200
>From: "Aitor Ardanza" <[email protected]>
>To: [email protected]
>Subject: Re: [osg-users] OSG + Qt + threading.
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset="utf-8"
>
>Hi Aurelien,
>
>It seems that already works! I attached code...
>
>Code:
>
>_qtViewer = new osgGenerals::ViewerQT(this);
>ui.OSGRenderLayout->addWidget(_qtViewer);
>_qtViewer->updateCamera(center,eye,up);
>_qtViewer->setSceneData(_mainLogic->getRootGroup());
>_qtViewer->startRendering();
>
>
>
>
>Thank you!
>
>Cheers,
>Aitor
>
>------------------
>Read this topic online here:
>http://forum.openscenegraph.org/viewtopic.php?p=46582#46582
>
>
>
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>------------------------------
>
>Message: 3
>Date: Mon, 26 Mar 2012 09:00:14 +0000
>From: Carsten Scharfe <[email protected]>
>To: 'OpenSceneGraph Users' <[email protected]>
>Subject: [osg-users] Questions on AutoTransform
>Message-ID:
>       <[email protected]>
>Content-Type: text/plain; charset="iso-8859-1"
>
>Hi,
>
>I'm having to views, one normal 3d view and one top view with an camera icon, 
>that represents the camera of the 3d view (orientation and position).
>The top view (with an orthogonal projection) kann be zoomed in and zoomed out.
>Of course, zooming out the top view will scale the camera icon, which I want 
>to prevent. The camera icon shall have the same size at all times.
>Therefore I want to use the Autotransform, but I do not get the expected 
>results.
>
>Here's how I set up the icon geometry with the AutoTransform:
>
>                               MatrixTransform
>                                              |
>                                              |
>                                 AutoTransform
>                                              |
>                                              |
>                  IconGeometry (several Geodes)
>
>The MatrixTransform controls the orientation an position of the icon.
>The AutoTransform shall do the automatic scaling, so that the icon always 
>stays the same size.
>
>Here's an excerpt from the initialization code:
>
>        cameraIcon = new osg::MatrixTransform;
>        cameraIcon->setMatrix(DsTOsgMatrix4::translate(2, g_fCameraIconHeight, 
> 0));
>
>        osg::ref_ptr<osg::AutoTransform> camAutoScale = new osg::AutoTransform;
>        camAutoScale->setAutoScaleToScreen(true);
>
>        cameraIcon->addChild(camAutoScale);
>        camAutoScale->addChild(camBody);
>        camAutoScale->addChild(camMoveHandle);
>        camAutoScale->addChild(camRotateHandle);
>
>The effect I'm getting is that the icon is not visible. If I comment out the 
>line where I set the autoscaletoscreen as true, display of the icon is normal.
>I guess I'm missing something in the setup of the AutoTransform.
>
>I'm using Osg 3.0.0. Zooming is done by changing the orthogonal projection 
>matrix of the view's camera appriately.
>I'm using a right handed coordinate system with the z-axis as up-axis.
>
>Do I have to set special axis in the AutoTransform?
>Does the position has to be set in the AutoTransform, when the icon's position 
>changes?
>
>Can somebody help me out? Any hints are welcome.
>
>Cheers,
>Carsten
>
>_________________________
>
>Carsten Scharfe
>Software Developer
>Experiment Software ESIM
>
>dSPACE GmbH
>Rathenaustra?e 26
>33102 Paderborn
>Germany
>
>Tel.:  +49 5251 1638-1920
>http://www.dspace.com
>mailto:[email protected]
>_________________________
>
>
>
>
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>------------------------------
>
>Message: 4
>Date: Mon, 26 Mar 2012 14:43:48 +0300
>From: Peterakos <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: [osg-users] Passing dae data in shader.
>Message-ID:
>       <CAKAOe5KVL18Ph3T0x=ouz+zk9tqd84vh2ryxugzbzua2u82...@mail.gmail.com>
>Content-Type: text/plain; charset="iso-8859-1"
>
>Hello.
>
>Is there any way using the dae plugin in osg, to pass the vertices in
>shader code as attributes?
>What i do now for simple geometry shapes (lets assume we have a quad), is
>to use
>
>setAttributeValues( ... ); passing the vertices' positions, colors normals
>etc.
>How can i get this information from a dae file and use the same shader?
>
>Thank you.
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>------------------------------
>
>Message: 5
>Date: Mon, 26 Mar 2012 14:00:29 +0200
>From: Christian Buchner <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: Re: [osg-users] Passing dae data in shader.
>Message-ID:
>       <calm6u+pouswub3etbmrbkrn+oh_bvkxqc7ncsapc3bi223f...@mail.gmail.com>
>Content-Type: text/plain; charset=ISO-8859-1
>
>I'd say you would have to modify the DAE reader according to your
>shader's needs, or alternatively you'd need to do some postprocessing
>on the returned geometry.
>
>I would think that modifying the reader might be easier than
>processing its generated output.
>
>Christian
>
>
>------------------------------
>
>Message: 6
>Date: Mon, 26 Mar 2012 15:03:01 +0200
>From: "Michael Schanne" <[email protected]>
>To: [email protected]
>Subject: [osg-users] constant size overlay
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=UTF-8
>
>Hi,
>
>I want to use OSG to create an overlay where I have different symbols marking 
>certain points in my scene.  I want these symbols to remain a constant size in 
>screen coordinates until crossing certain thresholds (for example, they are 
>size A when at a distance < X from the camera, then change to size B once 
>distance > X).  It?s a little different than a HUD because I want the symbols 
>to move as I pan the camera, so that they stay at the same world coordinates.  
>I am using an orthographic projection where the camera is directly overhead in 
>the Z direction, and it will only pan in the X-Y plane.
>
>I took a look at the OverlayNode class, but the description didn?t sound like 
>what I wanted.  The LOD class sounded more like what I need, so I could switch 
>between multiple sized children based on the camera distance, but I?m still 
>not quite sure how to make each child have a constant size within its camera 
>distance range.  Does anyone have any suggestions for me?
>
>
>Thank you!
>
>Cheers,
>Michael
>
>------------------
>Read this topic online here:
>http://forum.openscenegraph.org/viewtopic.php?p=46587#46587
>
>
>
>
>
>
>
>------------------------------
>
>Message: 7
>Date: Mon, 26 Mar 2012 17:24:43 +0300
>From: Peterakos <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: Re: [osg-users] Passing dae data in shader.
>Message-ID:
>       <cakaoe5lhbvspdnd7xxwosm+edm_xwufjt5akz_veom4yijf...@mail.gmail.com>
>Content-Type: text/plain; charset="iso-8859-1"
>
>Hello.
>
>Is there any Sample/Example for this ?
>
>Thank you again.
>
>On 26 March 2012 15:00, Christian Buchner <[email protected]>wrote:
>
>> I'd say you would have to modify the DAE reader according to your
>> shader's needs, or alternatively you'd need to do some postprocessing
>> on the returned geometry.
>>
>> I would think that modifying the reader might be easier than
>> processing its generated output.
>>
>> Christian
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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>------------------------------
>
>Message: 8
>Date: Mon, 26 Mar 2012 16:50:22 +0200
>From: Erik den Dekker <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: [osg-users] Cleanup of (trailing) whitespace in OSG code
>       (commit 13041)
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=us-ascii
>
>Hi Robert,
>
>
>I see that you have recently run a script over the OSG code to (from commit 
>message 13041) 'remove trailing spaces and tabs'. While I am a proponent of 
>this effort and greatly appreciate the move, I do have some questions about it:
>
>       1) Does the 'trailing' in this case also apply to tabs, or does it mean 
> you want to eradicate all tabs (replace them with spaces)?
>
>       2) In current SVN head, I still encounter many files that contain 
> trailing whitespace, as well as files that contain tabs. Is it still work in 
> progress, are they forgotten, or is there a specific reason why you did not 
> apply the script to these particular parts of the codebase?
>
>I would like to offer you my assistance in this cause, if in any way you would 
>wish to use it.
>
>
>Cheers,
>
>       Erik den Dekker
>
>------------------------------
>
>Message: 9
>Date: Mon, 26 Mar 2012 16:37:07 +0100
>From: Robert Osfield <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: Re: [osg-users] Cleanup of (trailing) whitespace in OSG code
>       (commit 13041)
>Message-ID:
>       <CAFN7Y+WFxdVGt3Dt6onsetNZqZy=8fibrs1h878ozgxrp91...@mail.gmail.com>
>Content-Type: text/plain; charset=ISO-8859-1
>
>HI Erik,
>
>On 26 March 2012 15:50, Erik den Dekker <[email protected]> wrote:
>> I see that you have recently run a script over the OSG code to (from commit 
>> message 13041) 'remove trailing spaces and tabs'. While I am a proponent of 
>> this effort and greatly appreciate the move, I do have some questions about 
>> it:
>>
>> ? ? ? ?1) Does the 'trailing' in this case also apply to tabs, or does it 
>> mean you want to eradicate all tabs (replace them with spaces)?
>
>For the recent check in the script I used removed trailing spaces and tabs.
>
>When I do a graphical merge I run a script that converts tabs to four
>spaces, although sometimes I have to tweak things to fix things.
>There are some older parts of bits that have been merged without me
>running the script than have tabs that I haven't yet converted.
>
>> ? ? ? ?2) In current SVN head, I still encounter many files that contain 
>> trailing whitespace, as well as files that contain tabs. Is it still work in 
>> progress, are they forgotten, or is there a specific reason why you did not 
>> apply the script to these particular parts of the codebase?
>
>I didn't do all the files as I wanted to make sure nothing broke in
>the process.  So far no complaints... When I first started reading
>your post I did initial think oh uh something must have gone wrong...
>
>What parts are still spotting the training spaces?
>
>> I would like to offer you my assistance in this cause, if in any way you 
>> would wish to use it.
>
>Point me in the direction of files/directories that still have
>training spaces would be useful.
>
>This is generally a low priority task though, it doesn't fix any bugs
>or make the code more readable.
>
>Robert.
>
>
>------------------------------
>
>Message: 10
>Date: Mon, 26 Mar 2012 11:43:39 -0400
>From: Jason Daly <[email protected]>
>To: <[email protected]>
>Subject: Re: [osg-users] Wiki
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset="ISO-8859-1"; format=flowed
>
>On 03/22/2012 04:29 PM, Robert Osfield wrote:
>>> I can also just submit the app if that's the preferred way of doing it.
>> You could just send the entry text and link to me and I could add it for you.
>
>Hi, Robert,
>
>I sent these to you last week (off-list).  No rush it getting it posted, 
>but I just wanted to make sure that you did actually receive them.
>
>Thanks again,
>
>--"J"
>
>
>
>------------------------------
>
>Message: 11
>Date: Mon, 26 Mar 2012 11:48:51 -0400
>From: Jason Daly <[email protected]>
>To: "[email protected]"
>       <[email protected]>
>Subject: Re: [osg-users] constant size overlay
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset="UTF-8"; format=flowed
>
>On 03/26/2012 09:03 AM, Michael Schanne wrote:
>> Hi,
>>
>> I want to use OSG to create an overlay where I have different symbols 
>> marking certain points in my scene.  I want these symbols to remain a 
>> constant size in screen coordinates until crossing certain thresholds (for 
>> example, they are size A when at a distance<  X from the camera, then change 
>> to size B once distance>  X).  It?s a little different than a HUD because I 
>> want the symbols to move as I pan the camera, so that they stay at the same 
>> world coordinates.  I am using an orthographic projection where the camera 
>> is directly overhead in the Z direction, and it will only pan in the X-Y 
>> plane.
>>
>> I took a look at the OverlayNode class, but the description didn?t sound 
>> like what I wanted.  The LOD class sounded more like what I need, so I could 
>> switch between multiple sized children based on the camera distance, but I?m 
>> still not quite sure how to make each child have a constant size within its 
>> camera distance range.  Does anyone have any suggestions for me?
>
>Hi, Michael,
>
>There's not an existing OSG construct that will do exactly what you 
>want, but you might take a look at AutoTransform to see if you can build 
>what you want based on that.
>
>--"J"
>
>
>
>------------------------------
>
>Message: 12
>Date: Mon, 26 Mar 2012 17:49:56 +0200
>From: "Aitor Ardanza" <[email protected]>
>To: [email protected]
>Subject: Re: [osg-users] Getting animations initial frame bones matrix
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=UTF-8
>
>Hi,
>
>For those who need to know how to do ...
>
>
>Code:
>
>std::map\std::string,osg::Matrix> desiredMatrixs;
>               osg::ref_ptr\osgAnimation::Animation> anim = 
> _AnimationManager->getAnimation(name);
>               if(anim.valid()){
>
>                       osgAnimation::ChannelList channelList = 
> anim->getChannels();
>
>                       for(int i=0;i\_boneChains_index.size();i++)
>                       {
>                               std::string targetName = 
> _boneChains_index[i].back().first;
>                               std::string actualBoneName = targetName;
>                               osg::Matrix desiredMatrix;
>
>                               osg::ref_ptr\osgAnimation::Bone> actualBone = 
> _AnimationManager->getSkeletonBone(actualBoneName);
>                               while(actualBone->getParents().size()>0)
>                               {
>                                       float rotateX, rotateY, rotateZ;
>                                       osg::Vec3 pos;
>                                       for(int j=0;j\channelList.size();j++)
>                                       {       
>                                               osgAnimation::Channel* channel 
> =  channelList[j];
>                                               
> if(!channel->getTargetName().compare(actualBoneName))
>                                               {
>                                                       
> channel->update(channel->getStartTime(),1.0,1.0);
>                                                       
> if(!channel->getName().compare("translate")){
>                                                               
> osg::ref_ptr\osgAnimation::Vec3Target> posTarget = 
>                                                                       
> dynamic_cast\osgAnimation::Vec3Target*>(channel->getTarget());
>                                                               pos = 
> posTarget->getValue();
>                                                       }
>                                                       else 
> if(!channel->getName().compare("rotateX")){
>                                                               
> osg::ref_ptr\osgAnimation::FloatTarget> xTarget = 
>                                                                       
> dynamic_cast\osgAnimation::FloatTarget*>(channel->getTarget());
>                                                               rotateX = 
> xTarget->getValue();
>                                                       }
>                                                       else 
> if(!channel->getName().compare("rotateY")){
>                                                               
> osg::ref_ptr\osgAnimation::FloatTarget> yTarget = 
>                                                                       
> dynamic_cast\osgAnimation::FloatTarget*>(channel->getTarget());
>                                                               rotateY = 
> yTarget->getValue();
>                                                       }
>                                                       else 
> if(!channel->getName().compare("rotateZ")){
>                                                               
> osg::ref_ptr\osgAnimation::FloatTarget> zTarget = 
>                                                                       
> dynamic_cast\osgAnimation::FloatTarget*>(channel->getTarget());
>                                                               rotateZ = 
> zTarget->getValue();
>                                                               
>                                                               break;
>                                                       }
>                                               }
>                                       }
>                                       osg::Quat rot(rotateZ,osg::Vec3(0,0,1), 
> rotateY,osg::Vec3(0,1,0), rotateX,osg::Vec3(1,0,0));
>                                       osg::Matrix 
> mat(osg::Matrix::rotate(rot));
>                                       mat.setTrans(pos);
>                                       desiredMatrix.postMult(mat);
>
>                                       actualBoneName = 
> actualBone->getParent(0)->getName();
>                                       actualBone = 
> _AnimationManager->getSkeletonBone(actualBoneName);
>                                       if(!actualBone.valid())
>                                               break;
>                               }
>                               
>                               desiredMatrixs[targetName] = desiredMatrix;
>
>                       }
>               }
>               else
>                       return;
>
>
>
>Thank you!
>
>Cheers,
>Aitor
>
>------------------
>Read this topic online here:
>http://forum.openscenegraph.org/viewtopic.php?p=46593#46593
>
>
>
>
>
>
>
>------------------------------
>
>Message: 13
>Date: Mon, 26 Mar 2012 17:44:49 +0100
>From: Robert Osfield <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: Re: [osg-users] Wiki
>Message-ID:
>       <CAFN7Y+Vm+89BMMUbNSLcqZOFscsEyLqTt0hPYeEtBaP8WX=y...@mail.gmail.com>
>Content-Type: text/plain; charset=ISO-8859-1
>
>Hi Jason,
>
>On 26 March 2012 16:43, Jason Daly <[email protected]> wrote:
>> On 03/22/2012 04:29 PM, Robert Osfield wrote:
>> I sent these to you last week (off-list). ?No rush it getting it posted, but
>> I just wanted to make sure that you did actually receive them.
>
>I got it thanks.  Presently trying to work where is the best place for it.
>
>We have Applications page liked to off the Community section:
>
>   http://www.openscenegraph.org/projects/osg/wiki/Community/Applications
>
>I'm open to suggestions.
>
>Robert.
>
>
>------------------------------
>
>Message: 14
>Date: Mon, 26 Mar 2012 13:54:19 -0400
>From: Jason Daly <[email protected]>
>To: OpenSceneGraph Users <[email protected]>
>Subject: Re: [osg-users] Wiki
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset="ISO-8859-1"; format=flowed
>
>On 03/26/2012 12:44 PM, Robert Osfield wrote:
>> Hi Jason,
>>
>> On 26 March 2012 16:43, Jason Daly<[email protected]>  wrote:
>>> On 03/22/2012 04:29 PM, Robert Osfield wrote:
>>> I sent these to you last week (off-list).  No rush it getting it posted, but
>>> I just wanted to make sure that you did actually receive them.
>> I got it thanks.  Presently trying to work where is the best place for it.
>>
>> We have Applications page liked to off the Community section:
>>
>>     http://www.openscenegraph.org/projects/osg/wiki/Community/Applications
>>
>> I'm open to suggestions.
>
>That's the page that the customer suggested, too.  If you're OK with it, 
>that would be perfect.
>
>Thanks!
>
>--"J"
>
>
>
>------------------------------
>
>Message: 15
>Date: Mon, 26 Mar 2012 20:29:49 +0200
>From: "Aurelien Albert" <[email protected]>
>To: [email protected]
>Subject: [osg-users] Set object attitude using a normal and a heading
>Message-ID: <[email protected]>
>Content-Type: text/plain; charset=UTF-8
>
>Hi,
>
>I want to set an object attitude (represented by a quaternion) using two 
>parameters :
>
>- a normal vector (to set rotation around X and Y axis)
>- a heading angle (rotation around non-transformed Z axis)
>
>I tried to set the attitude quaternion :
>
>1/ using the normal vector :
>
>
>Code:
>osg::Vec3d myNormal(0.0, 1.0, 1.0);
>myNormal.normalize();
>osg::Quat attitudeNormal;
>attitudeNormal.makeRotate(osg::Vec3d(0.0, 0.0, 1.0), myNormal)
>
>
>
>2/ using the heading angle :
>
>Code:
>double heading = osg::PI_2;
>osg::Quat attitudeHeading;
>attitudeHeading.makeRotate(heading, osg::Vec3d(0.0, 0.0, 1.0))
>
>
>
>But how can I combine the two parameters ?
>
>If I do :
>
>Code:
>attitude = attitudeHeading*attitudeNormal
>
>
>the normal constraint is no more valid because X and Y axis are transformed by 
>the attitudeHeading and affect attitudeNormal
>
>If I do :
>
>Code:
>attitude = attitudeNormal*attitudeHeading
>
>
>the heading constraint s no more valid because Z is transformed by the 
>attitudeNormal and affect attitudeHeading
>
>Did I miss something ?
>
>Thank you!
>
>Cheers,
>Aurelien
>
>------------------
>Read this topic online here:
>http://forum.openscenegraph.org/viewtopic.php?p=46598#46598
>
>
>
>
>
>
>
>------------------------------
>
>_______________________________________________
>osg-users mailing list
>[email protected]
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>End of osg-users Digest, Vol 57, Issue 45
>*****************************************

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