Re: [osg-users] [osgOcean] Wind speed representation

2009-11-02 Thread Dimitrios Filiagos
Hi, guys thanks for your quick answers! I checked in the header and indeed the speed is considered to be m/sec, it works fine for me I just want to make a connection between wind and sea state. Cheers, Dimitrios -- Read this topic online here:

[osg-users] [osgOcean] Wind speed representation

2009-11-01 Thread Dimitrios Filiagos
Hi, I was wondering if there is a connection of wind speed parameter of the ocean surface to real world wind speed. Is it representing m/sec or Km/h or it has some connection with ocean sea state? Thank you! Dimitrios -- Read this topic online here:

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-13 Thread Dimitrios Filiagos
Hi, you can certainly redistribute the boat model. Please be my guest!!! Thanks Dimitrios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18229#18229 ___ osg-users mailing list

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Dimitrios Filiagos
Hi, you 're right now I understand why I had some crashes from time to time Thanks! Cheers, Dimitrios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18014#18014 ___ osg-users mailing list

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Dimitrios Filiagos
Hi, here's the code for normal interpolation I promised osg::Vec3f OceanTile::normBiLinearInterp(float x, float y ) const{ float dx = x / _spacing; float dy = y / _spacing; unsigned int ix = dx; unsigned int iy = dy; dx -= ix; dy -= iy; osg::Vec3f s00 =

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-06 Thread Dimitrios Filiagos
Hi all, the code that Jean Claude posted works like a sweet. I also wrote a function similar to biLinearInterp to interpolate the normals of 4 vertices. I renamed the function getHeightAt(x,y) to getSurfaceDataAt(x,y) that return an osg::Vec4f now. The x,y,z represent the interpolated normal

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-30 Thread Dimitrios Filiagos
Hi, I saw the Update function and understood that you're absolutely right! I saw more accurate results also! Yesterday I changed the function to retrieve the normal too. Now with the normal I can make the models not only to move up and down but rotate also when a wave passes. I will try to use

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-30 Thread Dimitrios Filiagos
Hi Kim, yesterday I realized that my object goes up and down from the water because: a) it is smaller than the distance of two vertices of the grid b) the vertice displacement that takes place to simulate the wave on larger objects it works fine! I used the linear interpolation

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-29 Thread Dimitrios Filiagos
Hi, it seems to work fine but I am still testing. For big models of height 2.0 and more works fine, for smaller height models there are frames that goes above water, just a little though and also on some other frames just below the surface, especially on high wind speeds. This behavior might

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-28 Thread Dimitrios Filiagos
Hi, I checked the _oldFrame and you are absolutely right. Thanks! Dimitrios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17686#17686 ___ osg-users mailing list

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-25 Thread Dimitrios Filiagos
Hi Kim Bale, your hints are valuable. As I've seen so far I need to know the height on a specific point on sea surface. I wrote a function in FFTOceanSurface passing the x,y of a point. That function finds the corresponding ocean tile and retrives the closest vertice using the

[osg-users] osgOcean collision detection

2009-09-23 Thread Dimitrios Filiagos
Hi, is it possible to gain the information of a specific point (providing the x,y) on the ocean surface? Because I am using osgOcean on a project and I need to do some collision detection stuff. Thank you! Cheers, Dimitrios -- Read this topic online here: