Re: [osg-users] CompositeViewer and camera manipulator

2010-11-23 Thread Matt Caron
Robert,

I've changed the variable name - certainly not a functionality issue, but I 
understand the obvious confusion it could cause.

I also used the Camera from the view and the minimap is now rendering 
correctly.  So thank you for that advice.

Can you tell me what difference using that Camera should make?  I figured there 
would be no difference if I just set the Camera of the view with the 
hudCamera...but it appears there is a significant difference.

Thanks.

Matt

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Re: [osg-users] CompositeViewer and camera manipulator

2010-11-22 Thread Matt Caron
I have now refactored all my view-based code so it works with 
osgViewer::View's.  Currently my main scene is working as it was before, 
including my HUD.

However, the area I'm trying to use as a minimap is drawing itself light gray 
and I have no idea why.  Here is the code I'm using to initialize the minimap:

Before entering this block:

 - viewer is an osgViewer:View that has already been added to an 
osgViewer::CompositeView

 - scene is of type osg::Node* and references the same model as my main 
view...so scene refers to a valid scene and is non-null

 - the scene has been added to viewer


Code:

// create minimap camera
osg::Camera* minimapCamera = new osg::Camera;

// setup minimap view
viewer-setUpViewAcrossAllScreens();
osgViewer::Viewer::Windows windows;
viewer-getViewerBase()-getWindows(windows);
minimapCamera-setGraphicsContext(windows[0]);

// generate dimensions for minimap
int winWidth = windows[0]-getTraits()-width;
int winHeight = windows[0]-getTraits()-height;
int displayWidth = (int)floor((float)(1920./1080 * 300));
int displayHeight = 300;

// set dimensions for minimap
minimapCamera-setViewport(winWidth - displayWidth - 20, 20, displayWidth, 
displayHeight);

// set the scene for the camera
minimapCamera-addChild(scene);

// set the viewer's camera to the minimap camera
viewer-setCamera(minimapCamera);




Can anyone find anything wrong or missing from that code block?

Thanks.

Matt

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Re: [osg-users] CompositeViewer and camera manipulator

2010-11-19 Thread Matt Caron
Ok, to use a View I have had to make some changes to my input system because I 
was extending Viewer and adding Joystick support to it.

The final problem I seem to be having with extending View instead of Viewer is 
that the method 

elapsedTime()

is not provided.  Do you have any suggestions about how to work around this?  I 
am generating GUIEventAdapter's with my Joystick information and they require a 
time - not to mention I'm using that time in the camera manipulator.

Unfortunately I really do not know anything about how the timing system in OSG 
works - so even if I need to re-implement that method myself, I'm not sure how 
to do it.

Thanks.

Matt

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[osg-users] CompositeViewer and camera manipulator

2010-11-17 Thread Matt Caron
Greetings,

I have decided to switch the viewer in my application from a Viewer to a 
CompositeViewer - currently I have instantiated a CompositeViewer and added the 
normal Viewer to it that was previously being used for my entire scene.  
However, my custom CameraManipulator is no longer changing the camera in my 
Viewer.

Does CompositeViewer override the CameraManipulators of the sub-views added to 
it?  If so, how do I prevent this?

Thanks.

Matt

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[osg-users] 3D GUI Icon

2010-11-09 Thread Matt Caron
Greetings,

I'd like to create a 3D icon (in the shape of an arrow, or a plane) that sits 
in the lower left corner of the screen and shows the user the current 
orientation of the camera.

I should be able to handle the dynamics of orienting the icon, but I'm 
wondering, is this something that should use some 3D GUI framework to 
accomplish? or is there a way to tell an OSG camera to always render this icon 
in the corner of the screen, never let any other object get between the icon 
and the camera, and never move the icon?

Thanks.

Matt

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Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Matt Caron
I found a solution for this task using a HUD:

http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText

Although I do still have an issue.  I am using the Cessna.osg model in the HUD 
but when I do


Code:

myPlaneTrans-setStateSet(hudStateSet);
hudStateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);




many of the triangles in the Cessna model are not rendered, or are rendered 
black.  Unfortunately if I don't use that setMode() method, the Cessna 
sometimes appears behind other objects - so it seems I really need 
GL_DEPTH_TEST off, but I don't know why the Cessna mesh is being rendered 
incorrectly.

Thanks.

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[osg-users] DotScene In OSG

2010-11-03 Thread Matt Caron
Greetings,

Does anyone know if there is currently an OSG reader for the XML .scene format? 
 I'm looking for a simple human readable file format for generating a scene, so 
if there is a good alternative available for OSG that would be fine as well, 
but at the moment .scene is looking good.

Thanks.

Matt

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Re: [osg-users] DotScene In OSG

2010-11-03 Thread Matt Caron
The OSG format appears to hold model and texture data.  I'm looking for a file 
format which is used exclusively for placing and orienting models in a scene.  
For example I could do something like this:

model src=myModel.3DS
  loc x=A y=B z=C /
  orient xAngle=A2 yAngle=B2 zAngle=C2 /
/model

This way I can reference models of many different formats and position them in 
a uniform manner.  Plus, I don't have to work around the hundreds or thousands 
of vertices that would otherwise appear in the file.

The .scene format provides this ability which is why I was wondering if someone 
had created a reader for that file type.  If not, and if there is no direct 
competitor in the OSG reader system, then I might just go ahead and write a 
reader for .scene files to make this possible.

Thanks.

Matt

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[osg-users] [3rdparty] osgAudio Sound Position

2010-10-26 Thread Matt Caron
Greetings,

I am trying to hack together the simplest example possible of sound intensity 
changing by distance from the sound source with osgAudio.  From the example 
source code I have hacked together the following commands:


Code:

osgAudio::SoundManager::instance()-init(32);
osgAudio::SoundManager::instance()-getEnvironment()-setGain(0.5);

osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel(osgAudio::InverseDistance);
osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor(1);

osgAudio::SoundState *musicSoundState;// = 
osgAudio::SoundManager::instance()-findSoundState(music);

musicSoundState = new osgAudio::SoundState(music);
// ALlocate a hw source so we can loop it
musicSoundState-allocateSource( 10 );

// Create a new filestream that streams samples from a ogg-file.
osgAudio::FileStream *musicStream = new 
osgAudio::FileStream(FILEPATH/44100_1chan.ogg);

// Associate the stream with the sound state
musicSoundState-setStream( musicStream );

// Loop the sound forever
musicSoundState-setLooping( true );

musicSoundState-setRelative(true);

musicSoundState-setPosition(osg::Vec3(0,0,0));

musicSoundState-setReferenceDistance(10);

musicSoundState-setRolloffFactor(1);

// Start playing the music!
musicSoundState-setPlay( true );

// Add the soundstate to the sound manager so we can find it later on.
osgAudio::SoundManager::instance()-addSoundState( musicSoundState );
//}

osgAudio::SoundNode *sound_node = new osgAudio::SoundNode;
sound_node-setSoundState(musicSoundState);

root-addChild(sound_node);




Then later I have


Code:

osg::ref_ptrosgAudio::SoundRoot sound_root = new osgAudio::SoundRoot;

viewer-setCameraManipulator(new TrackballManipulator());
sound_root-setCamera( viewer-getCamera() );




However, when I run this the audio sounds ambient.  I don't know if the audio 
is somehow sticking to the camera, or if it is actually running in ambient 
mode, but distance from (0,0,0) has no effect on sound volume.  I have tried 
setting ambient to false with no affect.

Does anyone see where I am going wrong?

Thanks.

Matt[/code]

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Re: [osg-users] [3rdparty] Sound In OSG

2010-10-22 Thread Matt Caron
Are there standard ways to configure sound placement from outside the source 
code?  Looking through the 1 page of documentation that comes with the source 
code as well as the examples, I see that I can place a sound object at an (x,y) 
position - so I can manually place it somewhere in my model.  However, what I'd 
really like to do is configure Sound1 to position itself at Node1, so that when 
I make changes to my coordinate system, model, etc. I won't have to recalculate 
and re-code position information.  I see that sound nodes are extensions of 
OSG's Node so I can manipulate them in the same way, but I would still need to 
change the source code if I ever moved or manipulated my 3D model.

For example, I have a large model of a school and I'd like to attach a bell 
ring to the bell tower, cheers to the stadium, etc.  It would be great if I 
could just write a config file or smarter source code that would always pair 
each sound with its part of the model in the scene.  Has anyone solved this 
task before?

Also, is there any detailed documentation for this system?  The only 
documentation I found on the google project site was for building the system - 
and then I only saw 1 page of documentation in the source.

Thanks.

Matt

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Re: [osg-users] [3rdparty] Sound In OSG

2010-10-20 Thread Matt Caron
Thanks Chris,

I downloaded osgAudio, generated the project files, and I have built the 
osgAudio project.

I was hoping you could help me with a couple details though:

What is the difference between osgAudio and osgdb_osgAudio?  After looking 
through the plugin directory for OSG it seems that all the plugins I currently 
have begin with osgdb - does this mean I actually want to build osgdb_osgAudio 
instead?

How do I integrate osgAudio with my OSG build?  Do I just throw the osgAudio 
executables into the OSG plugins folder inside my OSG build directory?

Thanks.

Matt

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[osg-users] [3rdparty] Sound In OSG

2010-10-19 Thread Matt Caron
Is osgAL the recommended way to incorporate sound in OSG?  I'm looking to 
generate sounds based on locations in the scene graph and the only obvious 
library that popped up in a google search was osgAL...

Any direction to a standard solution would be appreciated.

Thanks.

Matt

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Re: [osg-users] How Camera Manipulators Work

2010-10-19 Thread Matt Caron
Chuck,

I think I'm gonna come back to this thread in a little while with a proposed 
project to realize the mapping that has been discussed over the past few 
entries.  Maybe you can take a look at the proposal and give some feedback?

I agree that most users probably find the current manipulators usable with some 
tweaking, but for such an object oriented and modularized system, I hate to 
think that the typical user is out there adjusting source code for the 
manipulator and then calling it something else.  I think this part of the 
system is just far too tangled in its logic and should be opened up for 
extensibility purposes.

For those who find the current manipulators to be useful, theres no reason we 
can't provide a factory to hand out all the versions of manipulators that 
people are used to - mapped to the IO that people are used toso I think we 
can keep it equally simple for users who don't want extensibility, but at the 
same time we can make new manipulators far easier for those of us with unusual 
IO devices, or unusual manipulator logic.

At the moment I'd say my two primary goals for this camera re-write are:

1) Separation of IO from Camera Manipulators
2) Pluggable IO system with regard to Camera Manipulators
3) Factory(s) to build the manipulators everyone is used to

Thanks.

Matt

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Re: [osg-users] Rotating With Quaternions

2010-10-12 Thread Matt Caron
If I can split up a quaternion to rotations about arbitrary axes then thats 
fine - I just need to know how to make that split.

For example if I have a quaternion with some rotation about some axis, I might 
need to grab the rotation around (0,0,1) from that quaternion.  But I don't see 
how to do that right now.

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[osg-users] Rotating With Quaternions

2010-10-11 Thread Matt Caron
How can I get and set a rotation about a specific axis from a qauternion?

I have a quaternion rotated arbitrarily in 3D space, but I would like to 
inspect its rotation about the global z-axis, then after inspection I would 
like to be able to set that rotation.  I suppose to set it I could just add the 
difference between the current rotation and the final rotation, but to do this 
I still need to be able to inspect the z-rotation initially.

Thanks.

Matt

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Re: [osg-users] How Camera Manipulators Work

2010-10-08 Thread Matt Caron
Thanks for the input everyone - I'm slowly starting to get a grip on these 
manipulators.

I'm currently working on a manipulator to mate up with a joystick I have - the 
first time around I'm just kind of hacking it together to find out how 
everything works, but I want to come back and really polish it up.  So I have 
an academic question for all you very experienced OSG'ers:

Looking through the manipulators it is brutally apparent that camera 
navigation is inextricably linked to specific input signals.  Wouldn't it 
make infinitely more sense to define business logic camera manipulators and 
then simply hook up an IO device to that business logic?

For example, the FlightManipulator does pretty much exactly what I'm looking 
for in business logic for my joystick, but FlightManipulator is filled with 
references to mouse interaction, even though a mouse really has nothing to do 
with the idea of pitching, rolling, throttling, etc.

So why are the manipulators currently set up the way they are?  and would the 
community benefit from a new idiom and class structure in this particular area? 
 If you guys agree with my point, I may try to develop such a structure.

Thanks.

Matt

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Re: [osg-users] How Camera Manipulators Work

2010-10-08 Thread Matt Caron
J-S,

Your view of how the system would work is probably very similar to what I had 
in mind.  The idea is that camera manipulators really define business logic 
behavior and should be used as such.  For example, these are some possible API 
examples (not exhaustive)

FlightManipulator:
//these do not set pitch or roll angles, these accept magnitudes between,
//lets say, [-1,1] and then the implementation decides how strongly that
//pushes the pitch angle or roll angle.
pitch(force)
roll(force)
throttle(force)
etc..

FirstPersonManipulator:
lookHor(speed)
lookVert(speed)
walk(speed)
etc...

ModelManipulator (my new name for a TrackballManipulator):
zoom(amount)
rotate(angle)
etc...

Then there would be separate GUIEventAdapters which are just GUI Event 
Handlers, and these handlers map their specific input to calls to the 
manipulator.  Hence, when the joystick handler receives a joystick event, the 
handler figures out what was pressed or pushed, then requests a business logic 
action from the FlightManipulator, or the FirstPersonManipulator, or the 
ModelManipulator...depending on which manipulator is currently in use.  That 
sound good?

I think the fundamental issue is that someone decided to combine the concept of 
a GUI Event Handler and the concept of a Camera Manipulatorthe reason this 
is a problem is because, as stated before, a Camera Manipulator is all business 
logic - it deals only with 3D concepts.  The GUI Event Handler on the other 
hand is sitting in the architecture layer where it knows things about IO (and 
therefore hardware).  Hence we've crossed abstraction layers and now its 
limiting extensions of the system.

What do you think?

Also, J-S, I didn't really understand the point you were trying to make in your 
final paragraph:


 
 I would suggest that axes be mappable to either an analog axis (say 
 mouse up/down or joystick y axis) or a pair of buttons (one for 
 incrementing and one for decrementing the value). 
 


Thanks.

Matt[/quote]

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[osg-users] Problem Loading .FLT

2010-10-05 Thread Matt Caron
Hi,

I've got an .FLT file that I need to load into OSG.  I am loading it with the 
following code:


Code:

osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt);




However when I compile and run the program I get the following error:

Unknown record, opcode=91 size=88

I have no idea what this means and I'm hoping someone here can explain it and 
perhaps help me correct it.  I have seen this .FLT run with other programs so 
it should not be corrupt or anything.

Thank you!

Cheers,
Matt

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Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Matt Caron
It turns out the model was just incredibly large and it took some 20 minutes to 
load on my machine - thats why I figured the unknown record line was an error.

Thanks.

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[osg-users] How Camera Manipulators Work

2010-10-05 Thread Matt Caron
I'm trying to write my own camera manipulator and I'm having a difficult time 
figuring out how the current camera manipulators work.

I have read through source code for a number of the manipulator classes 
including FlightManipulator, FirstPersonManipulator, StandardManipulator, and 
CameraManipulator.

I can't seem to track down the code that actually manipulates the camera.  I 
see a bunch of instance variables being altered and GUIEventAdapters getting 
passed off to other methods, but I just can't seem to get down far enough in 
the code to see where the manipulation is occurring.

I think I noticed a frame() method in one of the lower level classes - is this 
where all the data is used to compute new camera position and location?  If so, 
how does that frame() method know to use the velocity, acceleration, pitch, 
yaw, etc that is built into subclasses like FlightManipulator?

Any clarification about how the camera manipulator class structure works would 
be appreciated.

Additionally, I am having difficulty understanding the use of quaternions in 
relation to the OSG coordinate system.  If someone could point me towards some 
descriptive reference material on working in the OSG coordinate system I would 
appreciate it.

Thanks.

Matt

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[osg-users] OSG Input Event System

2010-10-01 Thread Matt Caron
Hi,

Im looking for some clarification on the IO event system in OSG.  

Starting from the outside in, we've got various types of CameraManipulators 
that move the camera based on input.  That input arrives as a GUIEventAdapter 
where the manipulator queries for mouse events or keyboard buttons pressed.

I'm wondering, what generates those GUIEventAdapters?  I would like to create a 
new type of GUIEventAdapter, but first I need to figure out what actually 
instantiates the events.

Thank you!

Cheers,
Matt

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Re: [osg-users] OSG Input Event System

2010-10-01 Thread Matt Caron
Thanks Robert, that was exactly the sequence information I was looking for.

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[osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Matt Caron
Hi,

I am using SDL to get input from a joystick so that I can integrate joystick 
control in OSG (I have tried the VRPN approach and right now SDL is looking 
better for my needs).

I have searched for as much information about integrating OSG and SDL as 
possible, and so far it appears that I must use SDL windows and have OSG draw 
to SDL windows, instead of OSG using its own windowing system.

Does anyone know if this assertion is accurate?  Is there any way to connect 
SDL through an OSG Viewer?  All I care about are the input events associated 
with the joystick...


Thank you!

Cheers,
Matt

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Re: [osg-users] [3rdparty] OSG and SDL

2010-09-28 Thread Matt Caron
Perhaps I just don't know enough about whats going on in my OSG build...but 
right now I can just instantiate and start a Viewer in OSG and it automatically 
opens a window and handles drawing for me.  Is there a way to go about using 
OSG this same way but to incorporate SDL?

Right now when I try to grab SDL events while also running an osgViewer, my 
main function just exits as if the osgViewer isn't blocking the thread.

My main function has the following code:


Code:

if( SDL_Init(SDL_INIT_JOYSTICK)  0)
{
std::cerr  unable to init SDL:   SDL_GetError()  '\n';

return false;
}else{
std::clog  Init'd Joystick :)  std::endl;
}

std::atexit(SDL_Quit);

if( SDL_NumJoysticks() == 0 )
{
std::cerr  no joysticks found\n;

return false;
}else{
std::clog  Found   SDL_NumJoysticks()   joysticks :) 
 std::endl  std::endl;
for(int i = 0; i  SDL_NumJoysticks(); ++i)
{
std::clog  Joystick   (i + 1)  :   
SDL_JoystickName(i)  std::endl  std::endl;
}
}

SDL_Joystick *joystick;

SDL_JoystickEventState(SDL_ENABLE);
joystick = SDL_JoystickOpen(0);

int running = true;
SDL_Event event;


std::clog  Left/Right axis:   SDL_JoystickGetAxis(joystick, 0)  
std::endl;
std::clog  Up/Down axis:   SDL_JoystickGetAxis(joystick, 1)  
std::endl;


// construct the viewer
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;

// make the viewer create a 512x512 window and position it at 32, 32
viewer-setUpViewInWindow( 32, 32, 512, 512 );

// set the scene-graph data the viewer will render
viewer-setSceneData( CreateScene() );

// execute main loop
return viewer-run();




I'm just trying to initialize SDL, grab initial joystick data to prove I am 
connected to it, then start the osgViewer.  However, the OSG window never pops 
up...

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[osg-users] [build] OSG Namespace Functions

2010-09-24 Thread Matt Caron
Hi,

I built OSG from source on Windows and I have just gotten past the Hello World 
program.  I am now trying to load a mesh using the following line:


Code:

osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg);




However I get the following error:

1..\HelloWorld2\HelloWorld.cpp(8) : error C2039: 'readNodeFile' : is not a 
member of 'osgDB'
1..\HelloWorld2\HelloWorld.cpp(8) : error C3861: 'readNodeFile': identifier 
not found

Now I suppose this makes sense because while I have a directory called osgDB/ 
with all of the osgDB classes in it, I don't have any header file for osgDB 
itself.

Can anyone tell me where the lib for osgDB should be?  Or clarify what is going 
wrong here?


Thank you!

Cheers,
Matt[/code]

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Re: [osg-users] [build] OSG Namespace Functions

2010-09-24 Thread Matt Caron
I did not have the correct include statement, you're suggestion to check it was 
right on.  I realized that was the problem a few minutes ago and I edited my 
post to say that, but thanks for the help anyway.

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