Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Benjamin Wasty
Hi,

has any work been done in this direction yet? I need to port an application 
using Nvidia PhysX (esp. particle fluids) to OSG in the next few weeks and I 
wonder if there is anything better than  this demo 
(http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx) from 
2009 to base my code on

Thank you!

Cheers,
Karan

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Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Chris Hanson

 has any work been done in this direction yet? I need to port an
 application using Nvidia PhysX (esp. particle fluids) to OSG in the next
 few weeks and I wonder if there is anything better than  this demo (
 http://forum.openscenegraph.org/viewtopic.php?t=1101highlight=physx)
 from 2009 to base my code on


Well, it's not PhysX, but there is osgBullet:
http://code.google.com/p/osgbullet/

  I don't know if it has the particle fluids capability you need though.


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Re: [osg-users] OSG, physics serialization

2012-04-03 Thread Benjamin Wasty
Well, it's not PhysX, but there is osgBullet:
http://code.google.com/p/osgbullet/ (http://code.google.com/p/osgbullet/) 


  I don't know if it has the particle fluids capability you need though.
[/quote]

Bullet doesn't have particle fluids that are integrated with rest of the engine 
(i.e. interactions/collisions with other geometry), which is why I need PhysX.

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[osg-users] OSG, physics serialization

2011-01-11 Thread Marko Srebre
Hello,

I am considering the overall design of how physics engine should be integrated 
with OSG if I wanted to support complete serialization (load/save) of both OSG 
nodes and the physics state. With new dev versions there is serialization 
support for OSG and let us assume we can can somehow dump the physics engine 
state. I am wondering how should it all be implemented. 

One idea I have is, the physics world could be implemented as an OSG node so it 
could be serialized by osg standards as a part of a scene graph. However, I am 
not sure this is a good design, putting something like that into a osg node, 
since it hasn't got anything to do with rendering. Also, this node would have 
rigid bodies and collision shapes which in turn need references to other nodes 
(not necessariliry children) which are used as a graphics representation of 
physics objects in the scene graph for position/attitude updates. So it is all 
interconnected, and such references would need to be restored upon state load.

The other solution would be to keep physics out of the scene graph... that way 
osg serialization support cannot be used for physics state. If physics engine 
had any serialization that could be used, but there would still need to be a 
register that knows how to connect appropriate physics bodies to OSG nodes 
after both states have been restored.

I would appreciate any suggestions and ideas, or if anyone has experience to 
share regarding this topic. Thanks.

Cheers,
Marko

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Re: [osg-users] OSG, physics serialization

2011-01-11 Thread Wang Rui
Hi Marko,

I just returned from a long time rest after my book published. And I'm
thinking of implementing a flexible integration of OSG and different
physics engines, too, for the 3.1 releases (not coming yet). :-)

My plan is to make use of update callbacks instead of creating new
types of nodes. Using callbacks is noninvasive to the scene graph, and
can also benefit from the serialization functionalities. It will be
much better if we could thus make use of the database pager and
load/unload physics attributes as node callbacks in real-time. Another
idea in my mind is to use plugins to support different physics engines
like ODE, Bullet, Newton, PhysX, etc. An abstract layer is required
then, and physics engines will re-implement the layer in plugins with
their own APIs.

I'm going to start working on an initial support after the Chinese
spring festival (Feb. 2 - Feb.9). Before that I'll focus on making OSG
work with Flash and the new RTX format, as well as preparing for the
holiday celebration and my wedding schedule. :-)

Cheers,

Wang Rui


2011/1/11 Marko Srebre marko.sre...@gmail.com:
 Hello,

 I am considering the overall design of how physics engine should be 
 integrated with OSG if I wanted to support complete serialization (load/save) 
 of both OSG nodes and the physics state. With new dev versions there is 
 serialization support for OSG and let us assume we can can somehow dump the 
 physics engine state. I am wondering how should it all be implemented.

 One idea I have is, the physics world could be implemented as an OSG node so 
 it could be serialized by osg standards as a part of a scene graph. However, 
 I am not sure this is a good design, putting something like that into a osg 
 node, since it hasn't got anything to do with rendering. Also, this node 
 would have rigid bodies and collision shapes which in turn need references to 
 other nodes (not necessariliry children) which are used as a graphics 
 representation of physics objects in the scene graph for position/attitude 
 updates. So it is all interconnected, and such references would need to be 
 restored upon state load.

 The other solution would be to keep physics out of the scene graph... that 
 way osg serialization support cannot be used for physics state. If physics 
 engine had any serialization that could be used, but there would still need 
 to be a register that knows how to connect appropriate physics bodies to 
 OSG nodes after both states have been restored.

 I would appreciate any suggestions and ideas, or if anyone has experience to 
 share regarding this topic. Thanks.

 Cheers,
 Marko

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 http://forum.openscenegraph.org/viewtopic.php?p=35517#35517





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Re: [osg-users] OSG, physics serialization

2011-01-11 Thread Paul Martz

On 1/11/2011 1:53 AM, Marko Srebre wrote:

Hello,

I am considering the overall design of how physics engine should be integrated 
with OSG if I wanted to support complete serialization (load/save) of both OSG 
nodes and the physics state. With new dev versions there is serialization 
support for OSG and let us assume we can can somehow dump the physics engine 
state. I am wondering how should it all be implemented.

One idea I have is, the physics world could be implemented as an OSG node so it 
could be serialized by osg standards as a part of a scene graph. However, I am 
not sure this is a good design, putting something like that into a osg node, 
since it hasn't got anything to do with rendering. Also, this node would have 
rigid bodies and collision shapes which in turn need references to other nodes 
(not necessariliry children) which are used as a graphics representation of 
physics objects in the scene graph for position/attitude updates. So it is all 
interconnected, and such references would need to be restored upon state load.

The other solution would be to keep physics out of the scene graph... that way osg 
serialization support cannot be used for physics state. If physics engine had any 
serialization that could be used, but there would still need to be a register 
that knows how to connect appropriate physics bodies to OSG nodes after both states have 
been restored.

I would appreciate any suggestions and ideas, or if anyone has experience to 
share regarding this topic. Thanks.


osgBullet provides some rudimentary support for this with PhysicsState.cpp/.h 
and CreationRecord.cpp/.h. PhysicsState stores the current physics state for 
bodies in motion (transform, linear velocity, etc). CreationRecord stores 
information needed to create a Bullet rigid body and collision shape after a 
restore. This pair of classes gives you the minimum information to save and 
recreate a single Bullet rigid body (and associated collision shape). I have 
used this successfully in some closed-source code to save a physics simulation 
in the middle of the action, exit, restart and reload, and continue with the 
physics simulation exactly where I left off.


Yes, you still need to associate the physics data with the OSG visual 
representation, but generally applications need to associate a lot of data with 
individual scene elements, so presumably this is a problem your app has already 
solved.


osgBullet currently doesn't have any examples that show how to do this 
save/restore, but contributions are welcome.


FYI: osgbullet.googlecode.com

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