Re: [osg-users] View::setCameraManipulator

2014-03-12 Thread Gianni Ambrosio
Hi Robert,
I'm simply saying that setCameraManipulator should just set the camera 
manipulator into the view and not also set the node implicitly got from the 
scene data: it is not his responisibility. And that's not always a desirable 
behavior since in other part of the code the node should be already set to a 
node different from the root scene data. That means setCameraManipulator 
overrides the node I have already set to the manipulator (and I don't want the 
home position to be computed again too).

In my case I'm switching manipulators and I want that each manipulator 
maintains its node reference and not been reset by the call 
setCameraManipulator. So from my point of view it's up to the programmer to set 
the proper node to a manipulator.

Regards,
Gianni

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Re: [osg-users] View::setCameraManipulator

2014-03-12 Thread Robert Osfield
HI Gianni,


On 12 March 2014 09:07, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi Robert,
 I'm simply saying that setCameraManipulator should just set the camera
 manipulator into the view and not also set the node implicitly got from the
 scene data: it is not his responisibility. And that's not always a
 desirable behavior since in other part of the code the node should be
 already set to a node different from the root scene data. That means
 setCameraManipulator overrides the node I have already set to the
 manipulator (and I don't want the home position to be computed again too).

 In my case I'm switching manipulators and I want that each manipulator
 maintains its node reference and not been reset by the call
 setCameraManipulator. So from my point of view it's up to the programmer to
 set the proper node to a manipulator.


The CameraManipulator scheme is far from perfect and need a revamp, but
currently all the CameraManipulator implementations assume that the Viewer
sets the node to use with the CameraManipualtor, rather than assuming that
the end user will set it, we can't change that without breaking the
existing manipulator or user code that uses them.

If the CameraManipulators don't work ideally for you as they are there is
nothing stopping you from developing your own Camera management scheme in
place of the CameraManipulators - osgViewer has been designed so that the
osgGA CameraManipulators are just optionally, and are only used if you they
are assigned by the viewer.  If you want your own scheme simply set the
Camera view matrices/projection matrices as you require on each new frame.

Robert.
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Re: [osg-users] View::setCameraManipulator

2014-03-11 Thread Gianni Ambrosio
Hi,
is there a place where to submit a change request for this code?

Regards,
Gianni

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Re: [osg-users] View::setCameraManipulator

2014-03-11 Thread Robert Osfield
HI Gianni,

The root node of scene graph is passed onto the CameraManipulator by the
Viewer in setCameraManipulator() and setSceneData() to ensure that the
CameraManipulator's know what the root node is so can account for it when
doing calculations on home position etc.

Reading between the lines I'm guessing you want to override this and have
the manipulators base themselves on a node other than the root scene graph.
 Could you explain what you are doing and what end result you are after?

Robert.


On 3 March 2014 16:43, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi,
 is there a reason why View::setCameraManipulator method also sets the
 manipulator node? It seems that this method does more than what it states.
 In particular if I already set a node into the manipulator calling
 setManipulator erases the previous node.

 Regards,
 Gianni

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[osg-users] View::setCameraManipulator

2014-03-03 Thread Gianni Ambrosio
Hi,
is there a reason why View::setCameraManipulator method also sets the 
manipulator node? It seems that this method does more than what it states. In 
particular if I already set a node into the manipulator calling setManipulator 
erases the previous node.

Regards,
Gianni

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