Re: [osg-users] Implementation of movement, rotation of scale

2019-05-31 Thread Maxim Senin
Hi, i finded code, but in this function is failed why?


Code:

osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name)
{
scene->getOrCreateStateSet()->setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);

osg::MatrixTransform* selection = new osg::MatrixTransform;
selection->addChild(scene);

osgManipulator::Dragger* dragger = createDragger(name);


osg::Group* root = new osg::Group;
root->addChild(dragger);
root->addChild(selection);

float scale = scene->getBound().radius() * 1.6;
dragger->setMatrix(osg::Matrix::scale(scale, scale, scale) *
osg::Matrix::translate(scene->getBound().center()));

osgManipulator::GridConstraint *con = new 
osgManipulator::GridConstraint(*selection, osg::Vec3(0, 0, 0), osg::Vec3(30, 
30, 30));
osg::ref_ptr m_pManipulator = new 
osgManipulator::TabBoxDragger;
m_pManipulator->addConstraint(con);

dragger->addConstraint(con);
dragger->addTransformUpdating(selection);

// we want the dragger to handle it's own events automatically
dragger->setHandleEvents(true);

// if we don't set an activation key or mod mask then any mouse click on
// the dragger will activate it, however if do define either of 
ActivationModKeyMask or
// and ActivationKeyEvent then you'll have to press either than mod key 
or the specified key to
// be able to activate the dragger when you mouse click on it.  Please 
note the follow allows
// activation if either the ctrl key or the 'a' key is pressed and held 
down.
dragger->setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL);
dragger->setActivationKeyEvent('a');

return root;
}



after RETURN failde:(
... 

Thank you!

Cheers,
Maxim

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Re: [osg-users] Implementation of movement, rotation of scale

2019-05-31 Thread Maxim Senin
Hi, i finded code, but in this function is failed why?


Code:

osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name)
{
scene->getOrCreateStateSet()->setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);

osg::MatrixTransform* selection = new osg::MatrixTransform;
selection->addChild(scene);

osgManipulator::Dragger* dragger = createDragger(name);


osg::Group* root = new osg::Group;
root->addChild(dragger);
root->addChild(selection);

float scale = scene->getBound().radius() * 1.6;
dragger->setMatrix(osg::Matrix::scale(scale, scale, scale) *
osg::Matrix::translate(scene->getBound().center()));

osgManipulator::GridConstraint *con = new 
osgManipulator::GridConstraint(*selection, osg::Vec3(0, 0, 0), osg::Vec3(30, 
30, 30));
osg::ref_ptr m_pManipulator = new 
osgManipulator::TabBoxDragger;
m_pManipulator->addConstraint(con);

dragger->addConstraint(con);
dragger->addTransformUpdating(selection);

// we want the dragger to handle it's own events automatically
dragger->setHandleEvents(true);

// if we don't set an activation key or mod mask then any mouse click on
// the dragger will activate it, however if do define either of 
ActivationModKeyMask or
// and ActivationKeyEvent then you'll have to press either than mod key 
or the specified key to
// be able to activate the dragger when you mouse click on it.  Please 
note the follow allows
// activation if either the ctrl key or the 'a' key is pressed and held 
down.
dragger->setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL);
dragger->setActivationKeyEvent('a');

return root;
}



after RETURN failde:(
... 

Thank you!

Cheers,
Maxim

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[osg-users] Implementation of movement, rotation of scale

2019-05-30 Thread Maxim Senin
Hi, I want to move, rotate and scale the object with the help of auxiliary 
axes, so as done in the blendar, are there any libraries or code?
[img]inspector_gizmo_scale.png[/img]
... 

Thank you!

Cheers,
Maxim

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-29 Thread Maxim Senin


Alberto Luaces wrote:
> "Maxim Senin" writes:
> 
> 
> > I want  to completely detach the door!!!
> > 
> 
> Nice to know!!!  Then what you want is to use
> osg::Transform::setReferenceFrame() on the node holding the position of
> the door, switching from RELATIVE_RF to ABSOLUTE_RF so its coordinates
> are in the global system and not in the coordinate system of the whole
> car.
> 
> -- 
> Alberto
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Is there an example or sample of such a solution?

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-29 Thread Maxim Senin


Alberto Luaces wrote:
> "Maxim Senin" writes:
> 
> 
> > Yes, I found the necessary node, what should I do next?
> > 
> 
> It depends: do you want to completely detach the door, or just rotate it
> around its hinges?
> 
> -- 
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I want  to completely detach the door!!!

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-24 Thread Maxim Senin


icf80 wrote:
> Hi,
> 
> Get this book, it learns basic stufff:
> 
> https://www.amazon.com/OpenSceneGraph-3-0-Beginners-Rui-Wang/dp/1849512825
> 
> Thank you!
> 
> Cheers,
> Catalin

this is a bad answer.

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Re: [osg-users] [forum] Dragging individual model nodes

2019-04-24 Thread Maxim Senin


icf80 wrote:
> Hi,
> 
> You have to find the node associated to your object by intersection:
> 
>   osgUtil::LineSegmentIntersector::Intersections ints;
>   bool bHasIntersections = 
> viewer->computeIntersections(viewer->getCamera(), 
> osgUtil::Intersector::WINDOW, x, y, ints, CULL_MASK_HERE);
> 
>   if (bHasIntersections)
>   {
>   const osgUtil::LineSegmentIntersector::Intersection& inter = 
> *(ints.begin());
> 
>   const osg::NodePath& nodePath = inter.nodePath;
>   unsigned int idx = nodePath.size();
>   while (idx--)
>   {
>   osg::Node*node =nodePath[idx];
> 
> 
> 
> 
> Thank you!
> 
> Cheers,
> Catalin

Yes, I found the necessary node, what should I do next?

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[osg-users] [forum] Dragging individual model nodes

2019-04-23 Thread Maxim Senin
Hi, I have model - car. It consists of two doors, four wheels .
I want select right door by mouse and move it to another area.
How and through what should I implement it? Maybe there are examples of this?
... 


Thank you!

Cheers,
Maxim

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[osg-users] QPropertyAnimation with openscengraph window

2017-08-22 Thread Maxim Senin
Hi, i have QWidget and i want him to disappear duration X time. In qt my code 
works:

... 

Thank you!

Cheers,
Maxim
Code:
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include 
#include 
#include 

MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);

QGraphicsOpacityEffect *eff = new QGraphicsOpacityEffect();
ui->pushButton->setGraphicsEffect(eff);
QPropertyAnimation *a = new QPropertyAnimation(eff,"opacity");
a->setDuration(3500);
a->setStartValue(0);
a->setEndValue(1);
a->setEasingCurve(QEasingCurve::InCubic);
a->start(QPropertyAnimation::DeleteWhenStopped);
//connect(a,SIGNAL(finished()),this,SLOT(hideThisWidget()));

connect(ui->pushButton, SIGNAL(clicked(bool)), this, SLOT(hideButton()) );

}

MainWindow::~MainWindow()
{
delete ui;

}

void MainWindow::hideButton()
{
QGraphicsOpacityEffect *eff = new QGraphicsOpacityEffect();
ui->pushButton->setGraphicsEffect(eff);
QPropertyAnimation *a = new QPropertyAnimation(eff,"opacity");
a->setDuration(3500);
a->setStartValue(1);
a->setEndValue(0);
a->setEasingCurve(QEasingCurve::OutBack);
a->start(QPropertyAnimation::DeleteWhenStopped);
}


but then i use this code with OSG, he doesn't work.

The window where everything happens is osgViewer::CompositeViewer.
How can I solve this problem?

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Re: [osg-users] How to change "field of view"(FOV), distance.

2017-08-22 Thread Maxim Senin
Hi,
thanks guys!!! Task resolved!
... 

Thank you!

Cheers,
Maxim

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[osg-users] How to change "field of view"(FOV), distance.

2017-08-07 Thread Maxim Senin
Hi,
How to change "field of view"(FOV) and distance?
I used :
... 

Thank you!

Cheers,
Maxim
Code:
osg::CameraView* cameraview = new osg::CameraView();
cameraview->addChild(group);
cameraview->setFieldOfView(120.0f);
osgViewer::Viewer viewer;
viewer.setSceneData(cameraview);



but it's not work. Help me please.

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[osg-users] KeBox offset

2017-07-31 Thread Maxim Senin
Hi,
how move wall image skybox? or make skybox spgete type, not cube?
... 

Thank you!

Cheers,
Maxim

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[osg-users] Problems with view .FBX files

2017-07-28 Thread Maxim Senin
Hi, a load .fbx file and have problems with view. Some times i see full view , 
but then a rotate image i have bad view. What should I do to make the image 
rotate when it's always full?

... 

Thank you!

Cheers,
[/img]

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