Re: [osg-users] OSGAnimationPath.

2009-09-01 Thread Danny Lesnik
Hi,

rPath-insert(16.0f , c0 ); 

The code waits for 16 seconds nd it was the problem. 

Thank you!

Cheers,
Danny

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Danny Lesnik
Hi,

When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. 

This code works perfect.

I just wonder what might be the problem.

Thank you!

Cheers,
Danny

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Cedric Pinson
Hi,

I think you record key in global space and replaying in a a sub tree
node that is not in the same space.

I can't help more without a sample code ready to build and data that
produce the problem. Just some remarks. I am not sure you need skinning,
then use only an UpdateTransform callback you will not need skeleton and
bone, so it will be easier to setup (there are example in osg)

Cheers,
Cedric

-  
+33 659 598 614  Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Mon, 2009-08-31 at 08:06 +, Danny Lesnik wrote:
 Hi,
 
 When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
 with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. 
 
 This code works perfect.
 
 I just wonder what might be the problem.
 
 Thank you!
 
 Cheers,
 Danny
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=16856#16856
 
 
 
 
 
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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Danny Lesnik
Hi Cedric,

This is sample code that reproduces this problem:

#include osgViewer/Viewer
#include osg/animationpath
#include osg/matrixtransform
#include osg/ShapeDrawable
#include osg/PositionAttitudeTransform
#include osg/Node
#include osgDB/ReadFile 
#include osgGA/TrackballManipulator
#include osg/AnimationPath


class MoveObjectForward : public osg::AnimationPathCallback {
public:
   MoveObjectForward::MoveObjectForward()
   {
osg::ref_ptrosg::AnimationPath rPath = new osg::AnimationPath;
rPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
osg::AnimationPath::ControlPoint c0(osg::Vec3(-10,0,0));
osg::AnimationPath::ControlPoint c1(osg::Vec3(10,0,0));

rPath-insert(16.0f , c0 );
rPath-insert( 20.0f, c1 );
   this-setAnimationPath(rPath.get());
   }
};

osg::Node* tankNode = NULL;
int main()
{
tankNode = osgDB::readNodeFile(c:\\R_Road_Street_G_Sidewalk.3DS);
osg::Group* root = new osg::Group();

osg::PositionAttitudeTransform* tankXform =
   new osg::PositionAttitudeTransform();

tankXform-setName(ddd);
root-addChild(tankXform);

tankXform-addChild(tankNode);

osg::Vec3 tankPosit(-10,0,0);
tankXform-setPosition( tankPosit ); 
tankXform-setUpdateCallback(new MoveObjectForward());
osgViewer::Viewer viewer;
 viewer.setSceneData( root );

viewer.setCameraManipulator(new osgGA::TrackballManipulator);

viewer.realize();

while( !viewer.done() )
{
   viewer.frame();
}

return 0;
}

Thank you!

Cheers,
Danny

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Cedric Pinson
Sorry i answer to another thread discard this post
-  
+33 659 598 614  Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Mon, 2009-08-31 at 08:06 +, Danny Lesnik wrote:
 Hi,
 
 When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
 with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. 
 
 This code works perfect.
 
 I just wonder what might be the problem.
 
 Thank you!
 
 Cheers,
 Danny
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=16856#16856
 
 
 
 
 
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 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 


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Re: [osg-users] OsgAnimationPath

2007-11-26 Thread maruti borker
And should i write a small file like ADDITION.txt to explain what i have
added or corrected  . Sorry for late reply was hibernating :(

On Nov 14, 2007 2:40 PM, Robert Osfield [EMAIL PROTECTED] wrote:

 On Nov 13, 2007 8:33 PM, Jeremy L. Moles [EMAIL PROTECTED] wrote:
  If this is a bug (I'm imaging it is) then you should probably submit it
  to osg-submissions. I remember working on this a few months back, but
  Robert is real busy right now and I'm not sure he'll be able to check it
  out any time soon...

 Yep, this is the thing to do, any bug fixes do it directly on the
 source and then submit the whole modified file(s) to osg-submissions.

 I'm taking a bit of breather from doing merges right now while I make
 progress with other work (you'll all hear about it soon:-), once I've
 got a major milestone on this work done I'll get back and review all
 the submissions.

 Cheers,
 Robert.
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Re: [osg-users] OsgAnimationPath

2007-11-26 Thread Robert Osfield
On Nov 26, 2007 11:25 AM, maruti borker [EMAIL PROTECTED] wrote:

 And should i write a small file like ADDITION.txt to explain what i have
 added or corrected  . Sorry for late reply was hibernating :(

No need for a separate .txt file, the changed source files zipped up,
and an explanation of the motivation and the implementation of the
changes in the body of the email would be fine.

Robert.
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Re: [osg-users] OsgAnimationPath

2007-11-14 Thread Robert Osfield
On Nov 13, 2007 8:33 PM, Jeremy L. Moles [EMAIL PROTECTED] wrote:
 If this is a bug (I'm imaging it is) then you should probably submit it
 to osg-submissions. I remember working on this a few months back, but
 Robert is real busy right now and I'm not sure he'll be able to check it
 out any time soon...

Yep, this is the thing to do, any bug fixes do it directly on the
source and then submit the whole modified file(s) to osg-submissions.

I'm taking a bit of breather from doing merges right now while I make
progress with other work (you'll all hear about it soon:-), once I've
got a major milestone on this work done I'll get back and review all
the submissions.

Cheers,
Robert.
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Re: [osg-users] OsgAnimationPath

2007-11-13 Thread Jeremy L. Moles
If this is a bug (I'm imaging it is) then you should probably submit it
to osg-submissions. I remember working on this a few months back, but
Robert is real busy right now and I'm not sure he'll be able to check it
out any time soon...

On Wed, 2007-11-14 at 01:50 +0530, maruti borker wrote:
 I found the problem in the first part , actually when the saved
 animation path is platyed , the animationPathManipulator uses
 ea.getTIme() rather than ea.getTime()-firstTIme. firstTIme is the time
 when it actually started playing the .path file :). 
 I overloaded the function and worked like charm :) . If anyone needs
 the source code please mail me
 
 On Nov 13, 2007 12:28 AM, maruti borker [EMAIL PROTECTED]
 wrote:
 I have developed an application which needs an auto-tour
 option . 
 So what i thought was to use osgviewer to record the path and
 then play it using the saved_animation.path.
 So first i created that saved_animation.path and then i added
 a keyboard event , so that whenever i press 'a' the animation
 path is played by switching the loop option off . I thought
 this would solve the problem . But i am facing the following
 problems :- 
 
 1. It doesnt start from the beginning , it starts somewhere in
 between 
 2. I am not able to manipulate the scene after i play the path
 file .
 
 I used the implementation of -p in osgviwer to play the path
 file . 
 To solve problem #1 i tried setting some options of
 osgGA::AnimationPathManipulator . 
 Like settng the manipulator to home(0.0) and i also tried
 init . 
 But still it starts and in the middle of the path :( . Any
 hack to change this ?
 
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