[osg-users] VirtualPlanetBuilder database and rotations for view matrix
Hi everyone, I am working on a little toy flight sim type program using the blue marble data with virtual planet builder, built with --geocentric in wgs84. I have managed to integrate some basic physics, and I set up an eye-point above the vehicle facing down with north always up in my view. I want to have a mode where the view is actually at the eyepoint of the aircraft and matches its rotations. This is where I am having problems... The data I have are the euler angles and position (xyx). I've tried a number of approachesto manually set the viewmatrix, but so far, I haven't had much luck. I'll outline what i have tried below. At first I tried using a make look at, but I couldn't figure out what the parameters other than eye should be, so I moved on to setting up the matrix myself. First I tried building the rotation matrix by setting it like you would the model matrix, but I realized that it should actually be the inverse of that. I then tried taking the rotation matrix of the aircraft and the translation of the aircraft, and applying them like they do in flightgear, which is : double phi, theta, psi; // given in radians osg::Vec3d position ( x, y, z ); // gcc meters osg::Quat Qeul = makeEulerQuat( phi, theta, psi ); // same function used for drawing the model which works... osg::Matrixd viewMatrix ( osg::Matrixd::translate( -position ) * osg::Matrixd::rotate( Qeul.inverse() ) ); getCamera()->setViewMatrix(viewMatrix); I'm stuck on this one, I haven't been able to get the camera to look correct in any orientation other than top down (because I know how to set up makelookat for that ;)). This must be a fairly common problem, perhaps there is an FAQ or an example I missed that spells it out. Anyone have any idea what I am doing wrong? Thank you!, michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41287#41287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinson wrote: > Hi, > > The animation supports euler but not quaternion. Is there any easy way to > convert quaternion to euler? > > Thank you! > > Cheers, > Rabbi > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
I can say that I am 100% sure that you do not need a Geforce card, or actually any video card at all, to write and use programs that are built on the PhysX SDK. You would only need a Geforce card if you decided to use hardware acceleration, which currently only works for fluids and cloths. So basically, for what you are doing you cant even utilize a Geforce card with the current version 2.8.x of PhysX. Regards, ~Mike B. On Thu, Jun 25, 2009 at 8:17 AM, Sukender wrote: > Hi Ümit, > > Isn't the geforce* needed only when you want to accelerate PhysX (=computed > partially on the GPU)? > Anyway, if you wish an engine and don't know which one to choose, you can > always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, > PhysX, and more ( http://www.adrianboeing.com/pal/ and > http://sourceforge.net/projects/pal ). That way, the day you wish to switch > to another one, you'll have much less to do. > > Sukender > PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ > > > Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun a > écrit: > >> Hi Sukeder, >> >> Thanks Sukender. I have decided to achieve Collision Detection in Physics >> Engine as you suggested. And I have searched about PhysX library and I >> found >> lots of paper which says we can only use PhsyX if we have geforce * or >> upper >> level graphics card. And so I don't think about using it. >> >> Regards. >> >> 2009/6/25 Sukender >> >>> Hi Ümit, >>> >>> About collisions, I agree you whould do it in the physics engine. (BTW, >>> does PhysX *require* a NVidia card? I guess no) >>> >>> And if you wish to have something that doesn't hide OSG, and that is much >>> simpler than Delta3D, then you may look at what I did in PVLE ( >>> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit >>> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it >>> does for OSG. >>> There are many other implementations that can bind physics and OSG (see >>> osgPhysics too... but it's not finished yet), but if you wish something >>> simple, then PVLE may suit your needs. >>> >>> Sukender >>> PVLE - Lightweight cross-platform game engine - >>> http://pvle.sourceforge.net/ >>> >>> >>> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun a >>> écrit: >>> >>> >>> Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. > > Regards > Sergey Kurdakov > http: > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun > wrote: > > Hi All, > > > > I am planing to create simple off road jeep-racing and I have looked > > at > the > > libraries to create dynamics and choose ODE. But I can't decide use > ODE's > > collision detection mechanism instead of osgUtil's > > polytopeintersector, > > planeintersector or linesegmentintersector classes. > > So if you were me, which collision detection system would choose? > > PostScript : I am noob on ODE, this experince will be the first > introdution > > for me. > > > > Any suggestion appreciated with glad. > > Regards. > > > > -- > > Ümit Uzun > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ >>> >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
One more thing, if you do your collision detection in OSG, you will need to handle the physical response yourself. The physics engine is already set up to handle that correctly. For starters, i'd just stick with physics. On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakov wrote: > Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. > > Regards > Sergey Kurdakov > http: > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: >> Hi All, >> >> I am planing to create simple off road jeep-racing and I have looked at the >> libraries to create dynamics and choose ODE. But I can't decide use ODE's >> collision detection mechanism instead of osgUtil's polytopeintersector, >> planeintersector or linesegmentintersector classes. >> So if you were me, which collision detection system would choose? >> PostScript : I am noob on ODE, this experince will be the first introdution >> for me. >> >> Any suggestion appreciated with glad. >> Regards. >> >> -- >> Ümit Uzun >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Ümit Uzun, Modeling dynamic entities in physics is quite different from the visual model that you are accustomed to. Personally, I would create your physical model of your jeep and your world in physics, and allow physics to determine the intersects. Your visual world will, probably, contain much more detail than will be required in your physics world. For instance, plants on the ground will need to be drawn in the visual, but will not appear in the physics database unless required. In short, let physics do the collision detection for physics, keep your physics entities and databases as sparse as possible and you will get the best performance. Also, just because I am curious, did you look at bullet physics or nVidia PhysX? On Thu, Jun 18, 2009 at 2:35 AM, Ümit Uzun wrote: > Hi All, > > I am planing to create simple off road jeep-racing and I have looked at the > libraries to create dynamics and choose ODE. But I can't decide use ODE's > collision detection mechanism instead of osgUtil's polytopeintersector, > planeintersector or linesegmentintersector classes. > So if you were me, which collision detection system would choose? > PostScript : I am noob on ODE, this experince will be the first introdution > for me. > > Any suggestion appreciated with glad. > Regards. > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Orphographic Camera View?
You need to take into account the aspect ratio of the display format, I believe, if i understand what you are asking.. "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham On Sat, Apr 25, 2009 at 6:59 PM, Paul wrote: > Im using the following code for orthographic projection: > > Code: > > // set the projection matrix > camera->setProjectionMatrix(osg::Matrix::ortho(-2.0, 2.0, -2.0, 2.0, 0.0, > 1.0)); > > // set the view matrix > camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); > camera->setViewMatrix(osg::Matrix::identity()); > > > > When I resize the window I would like the scene to stretch and not resize, So > if the window is twice as wide as it is high the i would like the scene to > stretch twice as wide too. Any ideas? > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=10868#10868 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin to read .jpg files
If you built your openscenegraph from source, you will need to install the dependencies into the source tree, rerun cmake and set up the library directories to point to the correct dependencies. Basically, you need to build the plug-ins before you can use them. On Wed, Apr 8, 2009 at 7:04 PM, tien dat wrote: > Hi Gordon, > Thank you for your answer. I follow your link to download the setup program > and install it. But there is no further instruction how to do next. I try to > re-run my program but the error doesn't go away. > Could you please tell me what to do next. > Thanks a bunch, > Dat > > On Wed, Apr 8, 2009 at 3:20 PM, Tomlinson, Gordon > wrote: >> >> see >> >> http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies >> >> >> >> Gordon >> Product Manager 3d >> __ >> Gordon Tomlinson >> Email : gtomlinson @ overwatch.textron.com >> __ >> >> >> >> From: osg-users-boun...@lists.openscenegraph.org >> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of tien dat >> Sent: Wednesday, April 08, 2009 3:50 PM >> To: Robert Osfield; OpenSceneGraph Users >> Subject: [osg-users] plugin to read .jpg files >> >> Dear all, >> I have a problem with reading .jpg files with OpenSceneGraph (warning: >> "Could not find plugin to read objects from file X.jpg"). I see a source >> file in osgPlugin/jpeg but don't know how to use it. Could you tell me how >> to compile these files. >> Thanks, >> Dat >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > - > Dat Tien Nguyen > PhD student, Computer Science Department > The University of Iowa, IA 52242 > http://cs.uiowa.edu/~tinguyen > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLTK2 port of osgviewerFLTK
I submitted it mostly in case there was anyone out there who wanted to use that example with fltk2, not really my intent to replace the existing example. FLTK2 is (and probably will be for a long time) in flux. For my purposes fltk2 is working correctly, but I wouldn't recommend it for production purposes. On Fri, Mar 27, 2009 at 8:26 AM, Eric Sokolowsky wrote: > Robert Osfield wrote: >> Hi Michael, >> >> Does the code still work under FLTK1.x? >> >> Has FLTK2 finally been officially release yet? >> >> Robert. >> > > FLTK 2 has not been officially released. It has been under development > for at least 4 years, with no end in sight. Version 1.1.x is stable and > the recommended version to use. The FLTK developers are working more on > their 1.3.x branch, which adds UTF8 and (at least until recently) a tree > browser widget. I would love to have the browser widget for my > application because I'm using an unsupported one from a third party at > present, so eventually I may move to 1.3.x, but even that is not yet API > -stable. > > Originally I was also using FLTK 2 because of the built-in tree browser > widget and the fltk namespace, but it did not ever work well with my > application on the Mac, so I started over with FLTK 1.1.x. I do not > recommend having any dependency on FLTK 2.x because it is not stable. > > For a school project FLTK2 is probably fine. > > -Eric > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLTK2 port of osgviewerFLTK
As part of something I am working on in school, I needed to use an osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the existing example osgviewerFLTK.cpp to work with the most recent svn version of fltk2. The code is included with this email, hopefully all that you should have to do is change the library dependencies in your build process and it should build without error. For the record, here is the string I needed to make it build: > g++ osgviewerFLTK.cpp -losg -losgViewer -losgDB -losgGA -lfltk2 -lfltk2_gl > -lX11 -lXi -lXinerama -lXft -lpthread -lm -lXext -I/usr/local/include -o > osgviewerFLTK If you want the changes, feel free to use them, they built okay on my machine with the latest svn version of fltk2. Michael A Bosse' - "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin osgviewerFLTK.cpp.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
On Thu, Dec 18, 2008 at 4:43 AM, Ulrich Hertlein wrote: > On 17/12/08 10:56 AM, Jason Daly wrote: >> >> Ulrich Hertlein wrote: >>> >>> I agree that the implementation is hacky but the functionality is >>> definitively useful (speaking for zip files only): >>> - they are a common way to distribute a complete model (non-OSG objects, >>> textures, etc.) >>> - they can be easily created by the artists, no need to have OSG >>> installed >>> - usable by other packages; .osg, .osga, and .ive are leaf file >>> formats if you will >> >> That, and couldn't they be re-implemented using zlib (which is already >> necessary for the png plugin)? > > That's probably the prefered solution for everybody. > > One problem that might rise up is that not all plugins support reading from > std::stream but require to read directly from a file. > > /ulrich > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > Before I start working on this in my spare time, would it be acceptable to utilize libzip in the final plugin? Libzip depends only on the use of zlib and has a complete implementation of the zip file format. Otherwise, using only zlib would result in a very nontrivial and redundant implementation of a zip utility library. "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] synchronize two view windows
Did you remove the camera manipulator for the second view? "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham On Wed, Dec 17, 2008 at 8:25 PM, olfat ibrahim wrote: > hello : > > i need to synchronize two view windows . > i created two views and one key switch Manipulator > > i want as i walk in one window my view synchronized in the other window with > solaly differ view. > > this is my try but it is drive in the first view but no moves happened in the > second view : > > while( !viewer.done() || !viewer1.done() ) >{ >viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up); >viewer1.getCamera()->setViewMatrixAsLookAt(eye, center, up); > > viewer.frame(); >viewer1.frame(); >} > > what iam doing wrong ? > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing the tgz, osgtgz and zip plugins
I doubt very seriously that it would take much effort to port these to a less hackish method. If I get some free time, i'll look into doing it. "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham On Wed, Dec 17, 2008 at 1:42 AM, Gordon Tomlinson wrote: > I use them and would not want to lose them, IVE, OSGA is not a suitable > replacement for me > > I don't see why they need to removed they work( maybe not to everyone's > liking but they work ), they're useful to some > > As to re-implementation , who's going to pay my company for the time and > expenses to re-rite these go through all r > Testing ands sign off procedures ? > > Why change something that is not broken, might not be the best solution but > they work > > > > > Capture the magic of Christmas this year see http://www.capturethemagic.com > > __ > Gordon Tomlinson > > gor...@gordontomlinson.com > IM: gordon3db...@3dscenegraph.com > www.vis-sim.com www.gordontomlinson.com > > __ > > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly > Sent: Tuesday, December 16, 2008 11:56 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Removing the tgz, osgtgz and zip plugins > > Ulrich Hertlein wrote: >> I agree that the implementation is hacky but the functionality is > definitively >> useful >> (speaking for zip files only): >> - they are a common way to distribute a complete model (non-OSG objects, >> textures, etc.) >> - they can be easily created by the artists, no need to have OSG installed >> - usable by other packages; .osg, .osga, and .ive are leaf file formats if > you >> will >> > > That, and couldn't they be re-implemented using zlib (which is already > necessary for the png plugin)? > > --"J" > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
That works completely. I installed it without any other installed and it works without error. On Fri, Dec 5, 2008 at 5:35 PM, Andreas Goebel <[EMAIL PROTECTED]> wrote: > Hi all, > > I have now repackaged the xpi. > > I have turned my old laptop, that does not have dev-libraries, and tried it, > and it didn´t work. > > On my dev-machine it works, even if I remove osg from my path. But: I have > lots of libs in my path and in my windows-system. > > Please download the xpi from raumgeometrie.de/testplugin/test.html (link on > bottom) and tell me if it works. > > If it doesn´t, please give hints what might be wrong. > > Regards, > > Andreas > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] aa
On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote: > I have though to send "bbb" before Robert but then think it might be seen > foolish :) But Robert seems braver :) Congratulations! > > And it's my turn :) > > ccc > > 2008/12/3 Robert Osfield <[EMAIL PROTECTED]> >> >> On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter <[EMAIL PROTECTED]> >> wrote: >> > aaa >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters & Objects)
You could use a callback on the transform from the hand to update the transform on the other node. The other way is to position the other node under the hand in the hierarchy. The transforms of the other node then become relative to the hand. You'd need to convert local to world in order to do updates in the world frame but your goal of co-movement would be achieved. On Sun, Nov 30, 2008 at 5:06 PM, Ryan Morris <[EMAIL PROTECTED]> wrote: > This is not a problem, i have solved the "moving two objects at once" issue. > The problem is if I want to attach a node to a specific point on a second > node (let's say a hand of an animated person), getting the hand and the > other node to move as one during a walking sequence, etc. Any further > clarification would be greatly appreciated! > > On Sun, Nov 30, 2008 at 8:18 AM, Robert Osfield <[EMAIL PROTECTED]> > wrote: >> >> Hi Rusty, >> >> If you wish objects to move around together then typically you'd place >> the objects all under the same transform. Each local object might >> have its own transform as well, or if required manually positioned in >> the local coordinates. >> >> Robert. >> >> On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris <[EMAIL PROTECTED]> >> wrote: >> > Good morning OSG, >> > I'm doing a little game programming and I am struggling with a way to >> > attach >> > a node to a specific point on another node. >> > I know these could be manually prepositioned using a transform, but if >> > the >> > main node (our character) is animated how would I handle this? >> > Hope someone can help! Thanks in advance! >> > >> > -Rusty >> > >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgGA::AnimationPathManipulator and a camera
I have an osgGA::AnimationPathManipulator in my application that I am using to do camera animations. It appears that although I routinely set a new camera animation path (in response to gui click events from another thread) the camera continues on the original path as if it was ignoring my operations. Here is an example built around 2.4 and osgViewer: setCameraManipulator(NULL); mCameraAnimationPath->clear(); mAnimationPathManipulator->setAnimationPath(mCameraAnimationPath); setCameraManipulator(mAnimationPathManipulator); mCameraAnimationPath has been set with a new series of control points. Yet the camera continues on the original path. Any ideas? -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any example about OSG + PhysX?
So long as your database coordinates and your physics coordinates are the same, the best thing to do is to use a PositionAttitudeTransform for each actor, and update it if the physics actor it is linked to changed last frame. On Wed, Jul 9, 2008 at 4:27 AM, yan wei <[EMAIL PROTECTED]> wrote: > Hello , > I'm working on a simulation project,using OSG and PhysX. > Unfortunately,I am not famaliar with both of them. So, is there any example > utilizing OSG and PhysX ? > Anyone know how to do it, or have an example to share? > > Best regards, > > Moumoumou > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SDL & osgViewer
You can do along the lines of what Delta3D has done, by using http://plib.sourceforge.net/ as a source of your data and interfacing it into OSGGA. On Tue, May 6, 2008 at 12:10 PM, Stephan Maximilian Huber < [EMAIL PROTECTED]> wrote: > Zoltán schrieb: > > > Or, is there a way to make an osgEventHandler from a SDL_JOYSTICK > > interface ? There is an osgviewerSDL in the examples (v2.3.4) but this is > > for an embedded OSG viewer inside an SDL window... would those work with a > > joystick ? > > > > You can subclass from osgGA::GUIEventAdapter and add your joistick-data to > it and feed it to the current event queue. In your eventhandler you can > dynamic_cast to your subclassed Event-Adapter and read the joystick-data and > handle it accordingly. > > I am using this technique to feed the events from a SpaceNavigaor to a > custom event-handler. > > Or you encapsulate you joystick-data into a custom class and attach via > setUserData to a GuiEventAdapter and push it with type USER to the > eventqueue, and handling it in your event-handler. > > You can even mimick a mouse by feeding the event-queue with fake > mouse-events from your joystick-data. > > > HTH, > Stephan > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to work with Delta3d in MFC SDI ?
What version of Delta3d are you using? Also, this question may be better suited for the Delta3d forums http://www.delta3d.org/forum/index.php On Mon, Mar 31, 2008 at 5:06 AM, Kama <[EMAIL PROTECTED]> wrote: > Hi, all, > In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of > MFC_View: > *" mThreadHandle = (HANDLE)_beginthread(&COSG::Render, 0, mOSG)" ,* > and in *Render(void* ptr)* function, it likes this: > * while(!viewer->done()) > { > osg->PreFrameUpdate(); > viewer->frame(); > osg->PostFrameUpdate(); > }* > ** > Well, if i do it with Delta3d in MFC SDI, how to put the Delta3d's > function corresponding to make it work like that ? > I had a try with dtABC::Widget refered to the example "testWidget", then i > made it like this : > 1. class MyWidget : public dtABC::Widget > 2. void MyWidget::InitWinData(HWND hwnd, int x, int y, int w, int h) > { > dtABC::WinData windata( hwnd, x, y, w, h ); > > SendMessage( dtABC::Widget::msgWindowData, &windata ); > SendMessage( "setpath", &path ); > SendMessage( "loadfile", &m_ModelFile ); > } > 3. void MyWidget::Render(void* ptr) > { > // I don't konw witch function i should put here! > } > > 4.void CD3DMFCView::OnInitialUpdate() > { > CView::OnInitialUpdate(); > > m_MyViewWidget->InitWinData(); > >// Here, should i begin a thread like OSGViewerMFC does in its > OnInitialUpdate() ? >// m_ThreadHandle = (HANDLE)_beginthread(&MyWidget::Render, 0, > m_MyViewWidget); > } > > Thank you indeed for your patient > > Best regardes !!! > > 2008-03-31 > -- > Kama > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE FLT export submission imminent (Paul Martz)
I am also interested in the backwards compatibility with OSG 1.2. Thank you for your time and money of your sponsor. On Thu, Mar 27, 2008 at 1:41 PM, <[EMAIL PROTECTED]> wrote: > Hi Paul, > > Will your work integrate with OSG1.2 ? > > Irrespective of that, I will give it a go soonest and give you some > feedback. > > Many thanks for doing this work, as you know I've been champing-at-the-bit > for it. Thanks also to your funding source :-) > > > Kind regards > > Neil. > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] please clarify about returns
Thank you to the community for your continued dedication to making OpenSceneGraph an awesome open source product. The api is very well documented, and from my two years of experience developing in osg, I have come to love the balance it has struck between simplicity and speed / power. Thanks to Robert O. and the rest of the regulars for making my life better. On Tue, Mar 25, 2008 at 3:34 PM, Rick Pingry <[EMAIL PROTECTED]> wrote: > I think the core of this conversation has probably digressed from where it > was intended (although the information has been enlightening). This was a > spur from the can-we-all-please use-names thread: > > 1. Robert asked that we use names (perhaps only first names) > 2. NightHawk (and others) disagreed and sited that pseudonames and > handles were acceptable in a web forum > 3. Other people from the forum said we should defer to Robert's request > out of pure respect for the work he does for all of us > 4. NightHawk refuted that claim based on this being a "free service", and > are we paying him or what? > > I think that NightHawk's question about whether or not people are > expecting checks was meant to be a rhetorical slam. > > -- Rick > > On Tue, Mar 25, 2008 at 2:50 PM, Mike Weiblen <[EMAIL PROTECTED]> > wrote: > > > The terms _are_ explicitly stated. The licenses and copyrights included > > in the source are there to clearly define the terms by which you may use > > OSG; you must comply with those terms. As you'll see, those terms do > > not include licensing fees/monetary compensation. > > > > If you hire someone to do work on OSG, certainly you'd best comply w/ > > the terms of that contract, including their "expected" compensation. > > > > That's really all there is to it. > > > > cheers > > -- mew > > > > > > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] [mailto:osg-users- > > > [EMAIL PROTECTED] On Behalf Of Night Hawk > > > Sent: Monday, March 24, 2008 5:21 PM > > > To: OpenSceneGraph Users > > > Subject: [osg-users] please clarify about returns > > > > > > Some one in some other thread indicated about the developers of OSG > > > expecting cheques. I don't know if that is just a misconception on the > > > part of that user or if it is reality. > > > > > > Would like someone to clarify if the developers are expecting anything > > > in return from the users. If my decade experience with building > > > open-source libraries for others to use is of any value, I don't think > > > they are. But all the same, I would like to get it confirmed > > > officially. > > > > > > Because, If any developer is "expecting" anything in return - please > > > state it so explicitly (may be in the legal notice itself) and People > > > like me can then consider going to other libraries such as Irrlicht or > > > OGRE. > > > > > > The main reason I considered OSG is because this is in the bottom most > > > 10th position in the list of engines at > > > http://www.devmaster.net/engines/ > > > > > > If it were in any top position, I wouldn't even have looked at it. And > > > I chose to work on this because of my assumption that developers of > > > this are working on this because they WANT to work on it. Let me know > > > if that is not the case and if the developers are doing this because > > > they expect something out of it. I will reevaluate if my working on > > > this could be a good idea. > > > > > > Thanks. > > > > > > PS: Expecting returns is different from accepting returns. My > > > questions about "expectations" and not "acceptations". I have no > > > objection for "acceptations". My query is only about "expectations". > > > Plz. don't start some other non-sense thread confusing these two. > > > ___ > > > osg-users mailing list > > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users- > > > openscenegraph.org > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > -- > Check us out at http://fringe-online.com/ > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- "It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families." - Tacitus "The desire for safety stands against every great and noble enterprise." - Tacitus "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." - Benjamin Franklin "Numquam ponenda est pluralitas sine necessitate." - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.