Re: [osg-users] Camera Problem

2010-04-30 Thread Danny Lesnik
Hi,

I took this code from OSG Active X Example and this problem happens there as 
well. 

So I'm just trying to find a reason why it's happening.

This is entire code of on CREATE event:


Code:

RECT rect;
GetWindowRect(rect);

// Set window traits and gc
_traits = new osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
_traits-x = 0;
_traits-y = 0;
_traits-width = rect.right - rect.left;
_traits-height = rect.bottom - rect.top;
_traits-windowDecoration = false;
_traits-doubleBuffer = true;
_traits-sharedContext = 0;
_traits-setInheritedWindowPixelFormat = true;
_traits-inheritedWindowData = windata;
try
{
_gc = osg::GraphicsContext::createGraphicsContext( 
_traits.get() );
}
catch (...)
{
::MessageBox(0, L... Exception, LHint, MB_OK);
}
_gc-setClearColor( osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Create camera
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(_gc);
camera-setViewport( new osg::Viewport(_traits-x, _traits-y, 
_traits-width, _traits-height) );
camera-setProjectionMatrixAsPerspective( 30.0f, 
(double)_traits-width/(double)_traits-height, 1.0f, 1.0f );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );

// Create Screen Capture Handler
osgViewer::ScreenCaptureHandler::CaptureOperation* captureOperation = 
new CustomCaptureOperation(_saveScreenshotEvent);
_scnsvr = new osgViewer::ScreenCaptureHandler(captureOperation);

// Create viewer
_viewer = new osgViewer::Viewer;
_viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
_viewer-setCamera( camera.get() );
_viewer-setCameraManipulator( new osgGA::TrackballManipulator );

// Switch off the end signal of the viewer main loop
_viewer-setKeyEventSetsDone(0);

// Set root node of the scene
_root = new osg::Group;
_viewer-setSceneData( _root.get() );
_viewer-realize();
// Create a thread for the simulation loop
StartRenderingThread();

MYTRACE_END0;
return 0;
}




So I'm realy running out of ideas what might be the problem.

Thank you!

Cheers,
Danny[/code]

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Re: [osg-users] Camera Problem

2010-04-29 Thread Danny Lesnik
Hi,

Does any bosy have any clue? 

It's realy show stopper for us.

Thank you!

Cheers,
Danny

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Re: [osg-users] ScreenShot File name

2010-03-15 Thread Danny Lesnik
Hi Jean-Sébastien,

Thank you very much we override the operator() and it solves the problem. 
however I beleive that this problem happens beause of line 545 
in operator()

filename  _filename  _  context_id;

it will add context_id even if SetPolicy is set as OVERWRITE .

I beleive this is bug. Isn't it? 

Thank you!

Cheers,
Danny

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Re: [osg-users] ScreenShot File name

2010-03-13 Thread Danny Lesnik
Hi Jean-Sébastien,

Tahnk you very much for your response it was very helpfull, I implemented your 
advice and it seems to work perfect. 


Code:

osgViewer::ScreenCaptureHandler* _scnsvr;
_scnsvr = new osgViewer::ScreenCaptureHandler(new 
osgViewer::ScreenCaptureHandler::WriteToFile(test,png,osgViewer::ScreenCaptureHandler::WriteToFile::SavePolicy::OVERWRITE));




It works nice in standard OSG application, my issue is the following:

I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded 
into HTML page. First time when I'm loading it and each time I'm taking 
snapshot, I'm getting test_0.png and each snapshot overwrites this file.

When I'm pressing F5 or reloading page using IE address bar I'm starting to 
save snapshots as test_1.png and each snaphot overwrite this file. 

This behavior continues each time I'm reloading page. the counter is being 
incremented by one to test_2, test_3 etc 

the only solution for this problem is to close IE and to wait till ActiveX 
unloads from Memeory. after it the counts start form zero. 

I have no clue how to resolve it and this is major blocking issue for my 
project. 

Could you please help? 

Thank you!

Cheers,
Danny

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Re: [osg-users] Textures on loaded models are flipped.

2010-03-09 Thread Danny Lesnik
Hi Robert

You are absolutely right :)

Thank you!

Cheers,
Danny

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[osg-users] ScreenShot File name

2010-03-09 Thread Danny Lesnik
Hi,

I'm trying to cupture screenshot with the following code:


Code:

osgViewer::ScreenCaptureHandler* scnsvr;
scnsvr = new osgViewer::ScreenCaptureHandler();

osgViewer::ViewerBase* viewer = _viewer-getViewerBase();
_scnsvr-captureNextFrame(*viewer);




I would like to do the following:

1) To disable static counter on the output file name and alway overwrite the 
last file.

2) Save this file in custom path on hard drive.

How can set these option to ScreenCaptureHandler?


Thank you!

Cheers,
Danny

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[osg-users] Textures on loaded models are flipped.

2010-03-07 Thread Danny Lesnik
Hi,

 In some cases when I'm loading models with textures (jpeg or tga was tested so 
far), my textures are flipped horizontally on 180 degrees see attached picture. 

I can reproduce this problem with my application and with osgviewer as well. 
What the problem is and how could I solve this issue?

Thank you!

Cheers,
Danny

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Attachments: 
http://forum.openscenegraph.org//files/fliiped_158.png


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Re: [osg-users] OpenSceneGraph and MultiThreading

2010-02-14 Thread Danny Lesnik
Hi,

I searched the forum and was enspired by the following Topic:
http://www.mail-archive.com/osg-us...@openscenegraph.net/msg08183.html

I tried to create separate thread which will run from main function and  run 
LoadNodefile. 


Code:

class MyThread : public OpenThreads::Thread 
{ 
public: 
MyThread(osg::Node* node) : _done(false),_node(node) { /* ... */ } 
virtual ~MyThread() { /* ... */ } 
virtual void run() 
{ 
_node = osgDB::readNodeFile(cow.osg);
}

void stopWorking() 
{
_done = true;
 join();
} 
protected: 
bool _done; 
osg::Node* _node;
};

int main()
{

osg::Node* node = NULL;
osg::Group* root = new osg::Group();

MyThread* myThread = new MyThread(node);
myThread-start(); 

root-addChild(node);

osgViewer::Viewer viewer;

root-addChild(node);
viewer.setSceneData( root );

viewer.addEventHandler(new osgViewer::ThreadingHandler);

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





The value of node is null. I'm a newbie in Threading Programming, but I need to 
find a way to work it out. 

could anybody help?

Thank you!

Cheers,
Danny

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[osg-users] OpenSceneGraph and MultiThreading

2010-02-12 Thread Danny Lesnik
Hi,

Can anybody help me how can I run osgDB::ReadNodeFile in separate Thread? I'm 
loading huge 3ds model and I don't want to keep my window frozen till the model 
is opened.

Thank you!

Cheers,
Danny

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Re: [osg-users] OpenSceneGraph and MultiThreading

2010-02-12 Thread Danny Lesnik
Hi Robert,

Thank you for your response, I have my OSG libraries already compiled with curl 
(http+https) and zip ( plugin which unzips models directly to memory) and I'm 
downloading zip models from URL. Can I still use Proxynode under these 
circumstances?

I googled internet for any ProxyNode example, but haven't found any usefull 
links all examples where overkilled and parts  of terrain Simulator. Could you 
point me to any direction where I can find example which will help me to solve 
this issue? 

Thank you!

Cheers,
Danny

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Re: [osg-users] Saving Screenshot

2010-01-22 Thread Danny Lesnik
Hi,

This is activeX control and inside the contol I have a method which prints 
screenshot. 

This is how I do initiate control AND all OSG instances:


Code:

 int ViewerCtrl::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (COleControl::OnCreate(lpCreateStruct) == -1)
return -1;

RECT rect;
GetWindowRect(rect);

WCHAR str[255];
swprintf(str, L(%d,%d) - (%d,%d), 
rect.left,rect.top,rect.right,rect.bottom);

// Set window traits and gc
_traits = new osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
_traits-x = 0;
_traits-y = 0;
_traits-width = rect.right - rect.left;
_traits-height = rect.bottom - rect.top;
_traits-windowDecoration = false;
_traits-doubleBuffer = true;
_traits-sharedContext = 0;
_traits-setInheritedWindowPixelFormat = true;
_traits-inheritedWindowData = windata;
_gc = osg::GraphicsContext::createGraphicsContext( _traits.get() );
_gc-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Create camera
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(_gc);
camera-setViewport( new osg::Viewport(_traits-x, _traits-y, 
_traits-width, _traits-height) );
camera-setProjectionMatrixAsPerspective( 30.0f, 
(double)_traits-width/(double)_traits-height, 1.0f, 1.0f );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );

// Create viewer
_viewer = new osgViewer::Viewer;
_viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
_viewer-setCamera( camera.get() );
_viewer-setCameraManipulator( new osgGA::TrackballManipulator );

// Set root node of the scene
_root = new osg::Group;
_viewer-setSceneData( _root.get() );
_viewer-realize();

WS_CHILD|WS_VISIBLE|BS_PUSHBUTTON, CRect(01, 1, 50, 50), this, 1000);

// Create a thread for the simulation loop
_beginthread(RenderThread, 0, _viewer); 
return 0;
}




and this is how do I take screenshot:


Code:

VARIANT_BOOL ViewerCtrl::SaveScreenshot(LPCTSTR name)
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());

CW2A tmpStr(name);
osg::ref_ptrosg::Image shot = new osg::Image();
shot-allocateImage(640, 480, 24, GL_RGB, GL_UNSIGNED_BYTE);
osg::ref_ptrosg::Camera camera = _viewer-getCamera();
_viewer-frame();
camera-attach(osg::Camera::COLOR_BUFFER, shot.get()); 
osgDB::writeImageFile(*shot, test.png );

//osgViewer::ScreenCaptureHandler* scrn = new 
osgViewer::ScreenCaptureHandler();
//osgViewer::ScreenCaptureHandler::WriteToFile* captureOper = new 
osgViewer::ScreenCaptureHandler::WriteToFile(tmpStr.m_szBuffer, png);
//scrn-setCaptureOperation(capt()ureOper);
//scrn-captureNextFrame(*_viewer); 
//_viewer-frame();
return VARIANT_TRUE;
}




so any clue or suggestion is welcomed.
Thank you!

Cheers,
Danny

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Re: [osg-users] Saving Screenshot

2010-01-20 Thread Danny Lesnik
Hi,

Does anybody have any clue? how to solve this problem?

Thank you!

Cheers,
Danny

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[osg-users] Saving Screenshot

2010-01-18 Thread Danny Lesnik
Hi,

I'm playing with OSG activeX example and trying to make screenshot of current 
scene, but I get black screenshot. 

the Viewer initiation is the following:


Code:

_traits = new osg::GraphicsContext::Traits;
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData( GetSafeHwnd() );
_traits-x = 0;
_traits-y = 0;
_traits-width = rect.right - rect.left;
_traits-height = rect.bottom - rect.top;
_traits-windowDecoration = false;
_traits-doubleBuffer = true;
_traits-sharedContext = 0;
_traits-setInheritedWindowPixelFormat = true;
_traits-inheritedWindowData = windata;
_gc = osg::GraphicsContext::createGraphicsContext( _traits.get() );
_gc-setClearColor( osg::Vec4f(0.2f, 0.2f, 0.6f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

// Create camera
osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setGraphicsContext(_gc);
camera-setViewport( new osg::Viewport(_traits-x, _traits-y, 
_traits-width, _traits-height) );
camera-setProjectionMatrixAsPerspective( 30.0f, 
(double)_traits-width/(double)_traits-height, 1.0f, 1.0f );
camera-setClearMask( GL_DEPTH_BUFFER_BIT );

// Create viewer
_viewer = new osgViewer::Viewer;
_viewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
_viewer-setCamera( camera.get() );
_viewer-setCameraManipulator( new osgGA::TrackballManipulator );




The part of the code which grabs screenshot is the following:

Code:

osgViewer::ScreenCaptureHandler* scrn = new 
osgViewer::ScreenCaptureHandler();
osgViewer::ScreenCaptureHandler::WriteToFile* captureOper = new 
osgViewer::ScreenCaptureHandler::WriteToFile(tmpStr.m_szBuffer, png);
scrn-setCaptureOperation(captureOper);
scrn-captureNextFrame(*_viewer); 
_viewer-frame();




I think I need to take screenshot from GraphicContext instead of viewer, but I 
have no idea how to do it.

Can you please help?

Thank you!

Cheers,
Danny

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Re: [osg-users] split scene into separate nodes/files.

2010-01-10 Thread Danny Lesnik
Hi,

Now I know that there might be more then one MatrixTranform on the tree for 
each node.

The problem is solved. Thank you very much for your help.

Thank you!

Cheers,
Danny

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Re: [osg-users] split scene into separate nodes/files.

2010-01-08 Thread Danny Lesnik
Hi,

As far as I understand, but the WorldMatrix resides in the MatrixTransform node 
which is farther of Geode so when I'm getting Geode I'm actually saving its 
farther (MatrixTransform)

The Geode is currGroup-getChild(i)

And the farther is CurrGroup which I also tried to save.

osgDB::writeNodeFile(*(currGroup),currGroup-getChild(i)-getName()+.ive); 


Is there any other way to get worldMatrx of the node?
 

Thank you!

Cheers,
Danny

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Re: [osg-users] split scene into separate nodes/files.

2010-01-08 Thread Danny Lesnik
Hi,

I tried the following:


Code:

node = dynamic_castosg::Node*(currGroup-getChild(i));
osg::NodePathList npl = node-getParentalNodePaths(); 
if (!npl.empty()) 
{ 
np = npl.front();   
osg::Matrixd localToWorld = osg::computeLocalToWorld(np);   
grp = new osg::Group();
grp-addChild(node);
matrixtransform = new osg::MatrixTransform();
matrix-setMatrix(localToWorld);
grp-addChild(matrix);
}   
osgDB::writeNodeFile(*(grp),currGroup-getChild(i)-getName()+.ive);




but the result was the same.

What i'm doing wrong?

Thank you!

Cheers,
Danny

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Re: [osg-users] CURL + SSL

2009-12-24 Thread Danny Lesnik
Hi,

I solved this problem in order to get it working with SSL the following code 
should be changed: 

1) It's needed to fix the following functions for https support:

Code:

bool osgDB::containsServerAddress(const std::string filename)
std::string osgDB::getServerAddress(const std::string filename)
std::string osgDB::getServerFileName(const std::string filename)



Currently these functions suport only http requests and the fix there is very 
easy.

2)  There are two ways to handle ssl in curl the secure way and the ugly 
way.

the ugly way means that client will not validate server certificate. This is 
less prefered method, but http stream is still encrypted, it means that every 
server certificate will be accepted regardless the fact that it's  issued to 
another machine,domain, etc...

If decided to go on this derection then the following line should be added in 
EasyCurl::EasyCurl() contructor:


Code:

curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, false);




If decided to go on secure way then end user should download server 
certifiace store it in  X.509 Certificate (PEM) format in any place on the 
machine.

in  EasyCurl::EasyCurl()  constructor following code should be added:


Code:

curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, true);
curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYHOST, 2);
curl_easy_setopt(_curl,l_setopt($ch, CURLOPT_CAINFO, certifiacePath);




CURLOPT_SSL_VERIFYHOST can be set to the following integer values:

0: Don’t check the common name (CN) attribute
1: Check that the common name attribute at least exists
2: Check that the common name exists and that it matches the host name of the 
server.

Hope it helps

Thank you!

Cheers,
Danny.[/code]

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Re: [osg-users] curl Plugun + OSG

2009-12-23 Thread Danny Lesnik
Hi,

Thank you it helped the plugin is now installed. 

It works perfect with .ive files. However, it shows nothing nothing with 3ds 
file, I'm OK with downloading ive files only,  but I'm curious why I can't work 
with 3DS extentions. 

Another issue is how to set proxy setting for passing through corporate 
firewalls?

Thank you!

Cheers,
Danny

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[osg-users] CURL + SSL

2009-12-23 Thread Danny Lesnik
Hi,

I have new issue with SSL and CURL, so I have decided to open new thread. 

I conifured my site with SSL and I'm able to download ive file perfectly from 
https://servername/1.ive, 

however, when I'm using 
Node = osgDB::readNodeFile(https://servernmae/1.ive;);
Node is getting NULL.

In order to be sure that there is no issue with Certificate (although the 
certificate was issue by Verisign as 14 day trial) I modified 
ReaderWriterCURL.cpp  by adding 

curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, false);

in EasyCurl() constructor and recompile entire OpenSceneGrpaph project. 

The result is still the same. 

Am I missing something? How can I this feature working?

Thank you!

Cheers,
Danny

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Re: [osg-users] curl Plugun + OSG

2009-12-22 Thread Danny Lesnik
Hi Jean-Sebastien,

Thank you for the reply. I've never used CMAKE on windows so this is kind of 
first try for me. 

I downloaded libcurl-7.15.1-msvc-win32-ssl-0.9.8a-zlib-1.2.3.zip file.

It contains 

src
lib
include directory. 

As far as I understand, I need to add CURL_INCLUDE_DIR refers to libcurl\lib 
directory and CURL_LIBRAY refers to root of libcurl source directory? 

Is it correct? 


Thank you!

Cheers,
Danny

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[osg-users] curl Plugun + OSG

2009-12-21 Thread Danny Lesnik
Hi,

In previous post robert told me that in order to load file from URL I need to 
compile against libcurl plugin. 

Does it mean that I need to recompile OSG with this plugin or do I need to add 
reference to Visual Studio of these libs?

Could anybody clarify and help me with this issue?

Thank you!

Cheers,
Danny

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[osg-users] 3D Max lights

2009-12-19 Thread Danny Lesnik
Hi,

I created scene in 3D studio max and set up appropriate light. 
When I'm loading this 3DS in the OSG I don't have these lights enabled. 

I tried to turn on the lights on these specific node however it did not solved 
the problem. 

I tried the following: 

cessnaNode = osgDB::readNodeFile(C:\\Lights.3DS);
osg::StateSet *state = cessnaNode-getOrCreateStateSet();
state-setMode( GL_LIGHTING, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::ON );

How can I enable original lights from 3D studio Max? 

Thank you!

Cheers,
Danny

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[osg-users] 2.9.6 version

2009-12-17 Thread Danny Lesnik
Hi,

I saw the following announcement in OSG 2.9.6:


  Http support in present3D to allow online presentations to by
 browsed directly.
 


Could any body explain what this option will do? 

* New osgQtbrowser example that integrates QWebKit with the OSG to
provide an embedded 3d web browser.


 
 I was not able to run this example. does any body have at least screenshot of 
 what this example is doing?
 

Thank you!

Cheers,
Danny

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[osg-users] Load file from URL link

2009-12-16 Thread Danny Lesnik
Hi,

Is there any way to read node file using osgDB::readNodeFile method from URL? 

For example http://localhost/1.3DS


Thank you!

Cheers,
Danny

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Re: [osg-users] Animated Models

2009-12-04 Thread Danny Lesnik

Ulrich Hertlein wrote:
 On 4/12/09 3:14 AM, Danny Lesnik wrote:
 
  And the second question: Can OSG view animated gifs as model textures? 
  
 
 I haven't personally used this but the code is there so it should work.
 
 You probably have to start the animation manually.  To do that you need to 
 find the
 respective image, dynamic_cast it to an ImageStream and (if successful) 
 call play() on
 that object.
 
 /ulrich
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Hi Ulrich,

How can I find this respective  image?

Best regards,
Danny.

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[osg-users] Animated Models

2009-12-03 Thread Danny Lesnik
Hi,

How can I create animations within OSG models (similar to cessnafire.osg sample 
scene).?
for example, how this file was created? 

And the second question: Can OSG view animated gifs as model textures? 



Thank you!

Cheers,
Danny

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[osg-users] osg::AnimationPathCallback Volocity

2009-10-18 Thread Danny Lesnik
Hi,

Is there any way to use Velocity while moving object  by ControlPoint and time?

   
Thank you!

Cheers,
Danny

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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 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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[osg-users] OSGAnimationPath.

2009-08-30 Thread Danny Lesnik
Hi,

I have another problem with animationPath. I want to move object from -10,0,0 
to 10,0,0 using 'w' button and bring it back to initial possition using 'q' 
button. Everything work fine except the problem that I have 10 seconds delay 
after I release keyboard button and object starts to move. 
Could anybody help?

I implented to the following class:

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());
   }
};

after it I implented recursive function 
 osg::Node* findNamedNode(const std::string searchName, osg::Node* currNode);
which returns node according to its name.
Then I implement Keyboard event which sets appropriate callBack according to 
key.

bool myKeyboardEventHandler::handle(const osgGA::GUIEventAdapter 
ea,osgGA::GUIActionAdapter aa)
 {
   osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*(aa);
   osg::Node* scene = viewer-getSceneData();
   osg::PositionAttitudeTransform* tankXform = new 
osg::PositionAttitudeTransform();

   switch(ea.getEventType())
   {
   case(osgGA::GUIEventAdapter::KEYUP):
  {
 switch(ea.getKey())
 {
 case 'w':
tankXform = 
dynamic_castosg::PositionAttitudeTransform*(findNamedNode(myNode,scene));
tankXform-setUpdateCallback(new 
MoveObjectForward());
return false;
break;
 case 'q':
tankXform = 
dynamic_castosg::PositionAttitudeTransform*(findNamedNode(myNode,scene));
tankXformsetUpdateCallback(new MoveObjectBack());
return false;
break;
 default:
return false;
 } 
  }
   default:
  return false;
   }
}


Thank you!

Cheers,
Danny

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Re: [osg-users] Shadows Problem on vista

2009-08-25 Thread Danny Lesnik
Hi everybody,

Thank you for reply. 
We are talking about 2 different laptops. One with Windows XP and second with 
Vista, both have latest ATI Rageon drivers. 


Thank you!

Cheers,
Danny

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[osg-users] Intersect.

2009-08-25 Thread Danny Lesnik
Hi,

I'm trying to use intersect for primitive collision detection. 

I load one 3DS file into my scene and test whether this object has any 
intersections. The problem is following: Although ,there is only one object in 
my scene, I can clearly see that this object intersects with something. 

This is the code I'm using:

tankNode = osgDB::readNodeFile(c:\\3.3DS);
osg::Vec3d intersection;
osg::BoundingSphere bs = tankNode-getBound();
osg::Vec3 start = bs.center() + osg::Vec3d(bs.radius(),0.0,0.0);
osg::Vec3 end = bs.center() ; 

osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new 
osgUtil::LineSegmentIntersector(start,end);
osgUtil::IntersectionVisitor iv(lsi.get());

tankNode-accept(iv);

  if (lsi-containsIntersections())
   {
intersection = lsi-getIntersections().begin()-getWorldIntersectPoint();
   }


While I'm running this code in debugger,the values are following:

bs.center = (0,0,0);
bs.radius = 43.0

start = (43.0,0.0,0.0)

end= (0,0,0)

intersects = (12.5,0,0) and this is weird. Am I missing somthing?

 
Thank you!

Cheers,
Danny.

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Re: [osg-users] Intersect.

2009-08-25 Thread Danny Lesnik
Hi Paul,

I just can't realize I have only one object its bs radius os 43. what is the 
object that I can intersect with on x =12,5? 

There supposed to be nothing. 

Thank you!

Cheers,
Danny

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Re: [osg-users] Intersect.

2009-08-25 Thread Danny Lesnik
Hi Paul,

Thank you for your help. 

I think I understand now what LineSegmentIntersector is doing. 

What might be the correct approach to test wether bounding sphere intrsect with 
any other project?

My idea is to move object with UpdateCallBack and stop movement if I have any 
other object on its way.  

Thank you!

Cheers,
Danny

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Re: [osg-users] Shdows Problem o vista

2009-08-23 Thread Danny Lesnik
Hi,

does anybody has any idea on that issiue?

Thank you!

Cheers,
Danny

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[osg-users] Shdows Problem o vista

2009-08-20 Thread Danny Lesnik
Hi,

I'm using Visual Studio 2008 with osg 2.8.1. I have vary strange problem with 
with shadows on my scene. On vista all shadows are moved chaoticaly (see 
attached pictures ). However on XP everything is OK and I can see my shadows 
casted by camera lights.

I'm using the following code:

 const int ShadowTraversalMask = 0x2;
osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new 
osgShadow::ShadowedScene;
shadowedScene-setReceivesShadowTraversalMask(ShadowTraversalMask);

shadowedScene-setCastsShadowTraversalMask(ShadowTraversalMask);

osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(sm.get());
int mapres = 4096;
sm-setTextureSize(osg::Vec2s(mapres,mapres));

node-setNodeMask(ShadowTraversalMask);
shadowedScene-addChild(node);

How can I solve this problem on Vista 



Thank you!

Cheers,
Danny

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Re: [osg-users] Rotation and scaling problem

2009-08-15 Thread Danny Lesnik
Hi,

Thank you for the direction. 

osg::Matrix matrix;
matrix.makeIdentity();

osg::Group* root = node-asGroup();

osg::MatrixTransform* transform = 

dynamic_castosg::MatrixTransform*(root-getChild(0));

transform-setMatrix(matrix);

Solved the problem.

Thank you!

Cheers,
Danny

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Re: [osg-users] Rotation and scaling problem

2009-08-14 Thread Danny Lesnik
Hi Rabbi

Thank you for your suggestion.

I tried to make it as follows:

Node* ResetNodeMatrices( Node *node)
{
osg::Group* root = new osg::Group;
osg::Matrix matrix;

osg::MatrixTransform* transform = new osg::MatrixTransform;
matrix.makeIdentity();
  
transform-setMatrix(matrix);
 root-addChild(transform);
 transform-addChild(node);
 return root-getChild(0);
}


but the result was the same. What did I do wrong? 

Thank you!

Cheers,
Danny

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[osg-users] Rotation and scaling problem

2009-08-13 Thread Danny Lesnik
Hi,

I have another newb question:

I'm loading .3ds file using osgDB::readNodeFile. 

Originally, the file,for example, was scaled by 5 on X,Y,Z and rotated 45 
degrees on axis Z.

How can I reset these tranformation and show these files in original size and 
angle?

I tried to use OrientationConverter class fro osgconv.exe source code, but i'm 
not able to reset original 3dmax scaling.

Please help.  

Thank you!

Cheers,
Danny

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[osg-users] Text location inside Label widget

2009-08-12 Thread Danny Lesnik
Hi,

I'm trying to set widget as canvas and label with text located in left upper 
corner. However when I'putting my text I see it in wrong place (see attached 
picture).

Below you can find the code which draws this widget:

osgWidget::Canvas* canvas   = new osgWidget::Canvas(canvas);
canvas-setOrigin(600,70);
osgWidget::Label*  pLabel   = new osgWidget::Label(infoLabel, );
pLabel-setFont(c:\\windows\\font\\BROWAUZ.TTF);
pLabel-setFontSize(20);
pLabel-setTexCoord(0.0f,0.0f,osgWidget::Widget::UPPER_LEFT);
pLabel-setFontColor(0.4f, 0.5f, 1.0f, 0.7f);
pLabel-setText(...);
pLabel-setSize(300.0f, 300.0f);
canvas-addWidget(pLabel,30.0f,0.0f);

canvas-getBackground()-setColor(0.9f, 0.3f, 0.5f, 0.4f);

wm-addChild(canvas); 

Thank you!

Cheers,
Danny

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Re: [osg-users] Widgets and loaded model.

2009-07-28 Thread Danny Lesnik
Hi Robert,

Thank you very much for quick response. I solved this problem your last 
resposne helped me.


Thank you!

Cheers,
Danny

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Re: [osg-users] Widgets and loaded model.

2009-07-27 Thread Danny Lesnik
Hi Robert,

Thank you for response, I'll explain more.

I loaded any 3ds file using the following:

myNode = osgDB::readNodeFile(C:\\3.3DS);
osg::Group* root = new osg::Group();
root-addChild(myNode);  
osgViewer::Viewer viewer;
viewer.setCameraManipulator(new osgGA::TrackballManipulator);
viewer.setSceneData( root );

//running my window with and widget button.
wm-addChild(buttons);
return createExample(viewer, wm, root);

Now I want to click on my widget and hide object with myNode-SetNodeMask(0), 
if I understand correctly I have the following widget event
 bool handlePressAdd(osgWidget::Event ev) { .
..
}

My question is how can I access myNode from handlePressAdd event?

and I want to perfrom opposite operation. I would like to click on myNode and 
change text on the widget button. 

how can I access widget from bool handle event.

Hope this explaination clrifies my question.

 
Thank you,

Cheers,
Danny

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[osg-users] Widgets and loaded model.

2009-07-26 Thread Danny Lesnik
Hi,

I have another question.

Can I update widget text when I select node (loaded 3ds mode) in the scene?

Can I update (translate, rotate) any node when I'm clicking on widget?

Is there any example or clue? 

Thank you!

Cheers,
Danny

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Re: [osg-users] object blinking while moving camera

2009-07-25 Thread Danny Lesnik
Hi Everybody,

Does anyone have any clue? 


Thank you!

Cheers,
Danny

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Re: [osg-users] Camera Move example

2009-07-23 Thread Danny Lesnik
Hi,

Thank you so much you solved my problem. 
 

Thank you!

Cheers,
Danny

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[osg-users] object blinking why moving camera

2009-07-23 Thread Danny Lesnik
Hi,

I'm able now to move my camera  left and right as the keyboard event.  
waht i'm doing is taking current camera matrix by camera-getViewMatrix();

Then multiply this matrix with transaction matrix having X(0,4) = 1 for moving 
right and -1 ny moving left. 

any setting new camera location matrix by camera-setViewMatrix(result);
 
This works fine, but my problem is that every ten step my objects are blinking 
(or kind of refreshing) and animation is not smooth. 

I'm running my viewer with the loop 

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

How can I avoid this blinking and get smooth picture?
 
 

Thank you!

Cheers,
Danny

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Re: [osg-users] Camera Move example

2009-07-21 Thread Danny Lesnik
Hi,

It looks like camera is not moving.

I have changed the order of matrix transformation, but there was no result. 

I also changed  

  case(osgGA::GUIEventAdapter::KEYDOWN):
  {
 switch(ea.getKey())
 {
 case osgGA::GUIEventAdapter::KEY_Down:

viewer-getCamera()-setViewMatrixAsLookAt(osg::Vec3d(15.0, -25.0, -25.0), 
osg::Vec3d(0.0, 0.0, -30.0), osg::Vec3d(0.0, 0.0, 1.0) );

But camera still freezes. 

I still believe that I'm doing something wrong, but am running out of ideas 
what.

Thank you!

Cheers,
Danny

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Re: [osg-users] Camera Move example

2009-07-20 Thread Danny Lesnik
Hi Jean-Sébastien,

Thank you for your reply i'm trying to do it by first method I implemented some 
code but it looks like this code does nothing:

bool CameraMover::handle(const osgGA::GUIEventAdapter 
ea,osgGA::GUIActionAdapter us)
{
osg::Matrixd myCameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;
cameraRotation.makeRotate(
osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
osg::DegreesToRadians(60.0), osg::Vec3(1,0,0) , // pitch
osg::DegreesToRadians( 45.0), osg::Vec3(0,0,1) ); // heading
cameraTrans.makeTranslate( 1,5,1 );
myCameraMatrix = cameraRotation * cameraTrans;
osg::Matrixd i = myCameraMatrix.inverse(myCameraMatrix);
osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*( us );

...

switch(ea.getKey())
  {
case osgGA::GUIEventAdapter::KEY_Down:

viewer-getCamera()-setViewMatrix(i*osg::Matrix::rotate(-(osg::PI_2),1,0,0));
 return false;
  break;

..
  }

}

int main()
{
..

viewer.addEventHandler(new CameraMover); 
viewer.realize();
while( !viewer.done() )
{
  viewer.frame();
}


Could you tell me please why my event is not working? 

Thank you!

Cheers,
Danny

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[osg-users] BasicKeyboardInput example

2009-07-17 Thread Danny Lesnik
Hi,

I'm learning OSG throught the examples in tutorials section.  I'm looking in 
following tutorial:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput

There is some piece of code:

class updateTankPosCallback : public osg::NodeCallback {
public:
   updateTankPosCallback::updateTankPosCallback(tankInputDeviceStateType* 
tankIDevState)
  : rotation(0.0) , tankPos(-15.,0.,0.)

What is rotation(0,0) ? waht king of variable it is?

 Thank you!

Cheers,
Danny

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[osg-users] Camera Move example

2009-07-17 Thread Danny Lesnik
Hi,

Another Nub Q:

I'm trying to move my camera forward and backward as the event of up/down key.

I created class CameraMover inherited from osgGA::GUIEventHandler.
I also have handle function with switch\case:

case(osgGA::GUIEventAdapter::KEYDOWN):
  {
 switch(ea.getKey())
 {
 case osgGA::GUIEventAdapter::KEY_Down:
std::cout   down key pressed  std::endl;
return false;
break;
 case osgGA::GUIEventAdapter::KEY_Up:   
std::cout   up key pressed  std::endl;
return false;
break;
 default:
return false;
 } 
  }

viewer.addEventHandler(new CameraMover()); 

I also understand that in order to move camera back and forward in need to 
perform camera-setViewMatrix() manipulation, but I'm failing to understand 
where and how should I call to the camera function and how to link this 
function to event handle function:

osg::Camera* camera = viewer.getCamera();
camera- ?
 
Any help or example will be appreciated.
  
Thank you!

Cheers,
Danny

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