Re: [osg-users] Understanding how osg::switch node works?

2011-09-19 Thread Sanat Talmaki
Hi dewey,

The problem was that I had more than a single switch node and only one 
attribute was getting  turned on/off which I only noticed after zooming into my 
scene.

I corrected it by writing a visitor accumulating all the switches and turning 
each of them on/off.

Thanks,
Sanat

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[osg-users] Understanding how osg::switch node works?

2011-09-17 Thread Sanat Talmaki
Hi,

I am trying to use an osg::Switch node in my scene to toggle on/off certain 
sub-graphs. 

the way I have my subgraph set up is:

I have a geode (textGeode) which is placed under a switch node and the switch 
is then place below an LOD node. 


Code:

annotationsSwitch-addChild(textGeode, true);
  annotationsLod-addChild(annotationsSwitch, 0, 700);




When I try using the following to turn the switch On/Off, my geometry is still 
visible. 

Code:
setChildValue(
 getSearchedNode(QString(textGeode)), false);



OR


Code:
setAllChildrenOff ()



I was under the impression that turning the geode off would ensure that the 
geometry placed below the geode would also be off. 

Do I need to use node masks to achieve this?

Thanks!

Sincerely,
Sanat.

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Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2011-09-08 Thread Sanat Talmaki
Hi Wang,

Sorry for my late response. I was away for sometime.

Your catch was perfect. It was erroneous data that was causing it. I made the 
necessary changes to the source data and it works for the osg formats as well. 
Thanks for your clear explanation of why it was not working for osg with the 
faulty matrices - it helped me track down the problem better.

Thanks!

Sincerely,
Sanat

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[osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2011-08-31 Thread Sanat Talmaki
Hi,

I am creating a 3d geometry model and saving it out to osg, osgb, osgt and ive 
formats. 

I tried to view the saved files in osgviewer and strangely, I can only view the 
ive file. The others (osg, osgb, osgt) are not visible in viewer as only the 
background clear_color is seen. As can be seen in the attached osg file, the 
geometry and all the children seem to be saved correctly. 

I set OSG_NOTIFY_LEVEL to Debug and the output obtained is attached (too long 
to paste here)

The writeNodeFile(..) returns true for all 4 file types. 
The readNodeFile(..) returns a valid pointer to the node that I double checked 
with displaying numChildren. 


Code:
if(osgDB::writeNodeFile(*cylinderGroupNode.get(), pipeNameToSave + .osgb))
  {
std::cout  written out osgb\n;
  }
  if(osgDB::writeNodeFile(*cylinderGroupNode.get(), pipeNameToSave + .osgt))  
  {
std::cout  written out osgt\n;
  }
  if(osgDB::writeNodeFile(*cylinderGroupNode.get(), pipeNameToSave + .osg))
  {
std::cout  written out osg\n;
  }
  if(osgDB::writeNodeFile(*cylinderGroupNode.get(), pipeNameToSave + .ive))
  {
std::cout  written out ive\n;
  }



Alternately, I created a test scene graph by loading the cow.osg, cessna etc 
and saved the resultant as a .osgt, .osgb and osgviewer is able to open this.

Not sure what I'm missing in this particular problem. 

Using 0sg 3.0.1 (built from source), VisualStudio 2008, Win 7 32 bit. 

Thank you

Sincerely,
Sanat.

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Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2011-08-31 Thread Sanat Talmaki
Hi Wang,

Sure, I'm attaching the files with this post. I was having trouble attaching 
them in the morning, guess they didn't get attached after all.

Thanks,
Sanat

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Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2011-08-31 Thread Sanat Talmaki
Hi Wang,

The large translation values are intended as they are UTM coordinate values 
which can get pretty large. 


 I'm not sure whether these are reasonable in your application or there
 is something wrong while saving to osg files. But these will cause the
 bound of the entire graph too large or invalid and then the default
 manipulator will not be able to find a suitable place for navigating.
 Is it possible for you to upload the correct ive file, too?

But wouldn't the incorrect matrices also cause the same effect in the ive file 
i.e. osgviewer not able to apply the manipulator? I am using the exact same 
scene graph to output to both ive and osg

The ive file that loads correctly in osgviewer is attached. 

What confuses me is why native osg does not seem to work while the ive format 
does?

Thanks,
Sanat

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Re: [osg-users] How can I get the vertices of an .obj or how can I draw a geometry in OSG with a vertices array?

2011-08-31 Thread Sanat Talmaki
Hi Jose,

If you choose to go the NodeVisitor route, depending on how your model(s) are 
built up in your graph - keep in mind you will need to collect the Transforms 
along the graph and apply them to the geometry below or get the world 
coordinates and transform the geometries accordingly. 

Thanks,
Sanat.

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Re: [osg-users] How can I get the vertices of an .obj or how can I draw a geometry in OSG with a vertices array?

2011-08-31 Thread Sanat Talmaki
I just remembered  that TriangleFunctor is also useful for this task, in case 
you haven't seen that already.

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Re: [osg-users] Picking ShapeDrawables in osg

2011-08-31 Thread Sanat Talmaki
Hi Hartmut,

I would take a look at the osgpick example. It covers a lot of the stuff you 
might be interested in.

Thanks,
Sanat.

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Re: [osg-users] Effect of rotation transforms on Bounding Spheres [using osgWorks for Bounding Spheres geometry]

2011-08-23 Thread Sanat Talmaki
I was able to figure out a couple of mistakes that I had in my code, thanks to 
Paul Martz.

Attached is the a very simple example program I made to test/understand the 
bounding box and sphere creation sequence. 

Thanks
Sanat

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[osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Sanat Talmaki
Hi,

I am trying to create a QTreeWidget to represent the scene graph in a 
hierarchical tree view. I used the thread 
http://forum.openscenegraph.org/viewtopic.php?t=4486 as a starting point. 

The code used to create the tree nodes is:


Code:
void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list)
{
  QTreeWidgetItem* subTree = _tree-topLevelItem(0);

  for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr)
  //iterate over the entire nodePath from the node visitor iterator
  {
std::string name = (*pitr)-getName();
bool find =false;
if (!subTree)
//if no item is present at the top of the tree
//set the top most QTreeItem as the first element pointed to by pitr
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  //added-setText(0, QString(name.c_str()) );
  added-setText(0, QString::fromLocal8Bit(SCENEGRAPH:));
  _tree-addTopLevelItem (added);
  subTree = _tree-topLevelItem(0);
} 
   
//loop through tree to check if name exists in tree
for (int i = 0; i  subTree-childCount(); i++)
{
  if (subTree-child(i)-text(0)==QString::fromStdString(name))
  //name already exists i.e. node already exists, do not add duplicate
  {
find = true;
subTree = subTree-child(i);
break;
  }
}

if (!find)
//node not found in the node path, create new item and add to tree
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added-setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree-addChild (added);
}
  }
  return;
}

 

This works fine until the scene graph has more than 1 node with the same name. 
If I load two cow.osg nodes, the tree (as expected) shows only one.

To work around I tried to set userData by setting it to false for every newly 
loaded node and then setting it to true when the node got added to tree. 
However, this has its own problems as the nodes (Geodes) lying underneath the 
loaded osg::ref_ptrOsg::Node do not have the userData set. Which makes this 
rather clumsy:


Code:
void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list)
{
  QTreeWidgetItem* subTree = _tree-topLevelItem(0);

  for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr)
  //iterate over the entire nodePath from the node visitor iterator
  {
std::string name = (*pitr)-getName();
bool find = false;
bool addedToTree;
if(dynamic_castNodeAddedToTreeUserData*((*pitr)-getUserData()) == NULL)
{
  (*pitr)-setUserData(new NodeAddedToTreeUserData(false));
  addedToTree = false;
}
else
{
  addedToTree = dynamic_castNodeAddedToTreeUserData*
 ((*pitr)-getUserData())-addedToTree;
}
int currentChildIndex;
for (currentChildIndex = 0; currentChildIndex  subTree-childCount(); 
 currentChildIndex++)
{
  if 
(subTree-child(currentChildIndex)-text(0)==QString::fromStdString(name))
  //name already exists i.e. node already exists, do not add duplicate
  {
if(addedToTree == true)
{
  find = true;
  subTree = subTree-child(currentChildIndex);
  break;
}
  }
} 
if (!find)
//node not found in the node path, create new item and add to tree
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added-setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree-addChild (added);
  (*pitr)-setUserData(new NodeAddedToTreeUserData(true));
}
//check for geodes that do not have user data set and if not added to the 
tree
if(find  dynamic_castNodeAddedToTreeUserData*((*pitr)-getUserData()) 
== NULL)
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added-setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree-parent()-addChild(added);
  (*pitr)-setUserData(new NodeAddedToTreeUserData(true));  
}
  }
  return;
} 



I was having trouble figuring out the best way to solve this issue of creating 
a QTreeWidget that can represent any scene graph even having multiple nodes 
with same names. Any suggestions would be most welcome

Thanks

Sincerely,
Sanat

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[osg-users] Effect of rotation transforms on Bounding Spheres

2011-08-22 Thread Sanat Talmaki
Hi,

I am trying to use the excellent application from osgworks - osgwbvv to draw 
bounding spheres around any particular selected node in the scene graph. 

The function used to draw the bounding sphere is below:


Code:
void OsgViewerWindow::drawBoundingSphere(osg::ref_ptrosg::Node node)
{
  osg::MatrixList matrixList = node-getWorldMatrices();
  osg::ref_ptrosg::MatrixTransform boundingBoxMt = new osg::MatrixTransform();
  osg::ref_ptrosg::Geode boundingBoxGeode = new osg::Geode();
  osg::StateSet* ss = boundingBoxGeode-getOrCreateStateSet();
  ss-setAttributeAndModes( new osg::PolygonMode( 
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE ) );
  ss-setMode( GL_LIGHTING, osg::StateAttribute::OFF );  
  const osg::BoundingSphere bs( node-getBound() );
  boundingBoxMt-postMult(osg::Matrix::rotate(matrixList[0].getRotate())*
 osg::Matrix::translate(bs._center + 
matrixList[0].getTrans()) );
  //add drawable to the geode
  boundingBoxGeode-addDrawable( osgwTools::makeGeodesicSphere( bs._radius, 1 ) 
); 
  //add geode under Mt
  boundingBoxMt-addChild(boundingBoxGeode);
  //get the parent matrix transform of the node and add bounding sphere to it
  node-getParent(0)-addChild(boundingBoxGeode);
  return;
}



While this works fine when there are translations applied to the 
MatrixTransforms above the nodes, the bounding spheres do not enclose the 
geometry when rotations are added to the mix. Actually, rendering the bounding 
sphere clearly showed that something was wrong.

I tried following some of the threads as there was some mention of rotations in 
transforms leading to incorrect results. I thought I was doing ok but haven't 
had much success. Hence I wanted to ask what is the correct approach to get the 
bounding sphere for a particular node which may have rotations in addition to 
translation and scale. 

Thanks

Sincerely,
Sanat.

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Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Sanat Talmaki
Hi Martin,

I'll take a look at the MVC in Qt. 

Expanding on the last point you made, the fact that most tree structures such 
as QTreeWidget, etc seem to have the option for only one parent node, is that 
an enforced limitation on a scene graph being built - for example, someone 
would have to load different tires for 2 cars even if they may end up using the 
same just to allow the tree view to be a faithful representation of the scene 
graph ?

Thanks,
Sanat.

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Re: [osg-users] Is it safe/ok to use only PositionAttitudeTransforms instead of MatrixTransforms

2011-08-12 Thread Sanat Talmaki
Hi Alji,

I did end up using MatrixTransforms and the one place where I found them easier 
to use (i.e. more logical to achieve the functionality) was where I had to 
apply simultaneous rotations around X, Y and Z axes. 

Thanks again. 

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Sanat Talmaki
Hi Paul,

Sorry for my late reply to your post. That is a very good point you bring up 
about the units of different objects in a scene. When one uses data from USGS 
in VPB to create a terrain, the rest of the objects have to be scaled up or 
down to represent their real world size prior to be being used in the 
scene...

But the confusion for me arises when say I load a truck in osg and its 
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are in)
Without knowing the units of the model (whether 12 feet/meters), how does one 
apply a scaling factor?

I'm not sure if I have explained my point well enough. I can try and re-post if 
that is the case.

Thanks

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-12 Thread Sanat Talmaki
Coincidentally that was the approach I was going to take:
Place some object of known size on my terrain and scale the unknown units 
object accordingly, sort of digitally 'eyeballing' it. This empirical approach 
seems to be the most appropriate way when dealing with objects of unknown units 
that need to be used with other objects/terrain of a known size ( units). 

Thanks

Sincerely,
Sanat

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Re: [osg-users] dimension oh a model

2011-08-09 Thread Sanat Talmaki
Hi David,

I guess I am replying to a rather old post, but I'll try my luck anyway:

Adding to your post on getting the size of the terrain, I had a similar 
question in mind. For a given terrain model (built using osgeart/vpb etc), is 
there a way to ensure that models loaded on the terrain conform to the scale of 
the terrain. If I loaded a building model onto a terrain, unless I knows the 
size of the terrain and the dimensions/scaling it is conforming to, my building 
model may be unrealistically big/small not representing reality.

I was searching along these lines and came across your post and just wanted to 
check if you had found any tool that helps you do this (getting terrain size) 

Thanks

Sincerely,
Sanat

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Re: [osg-users] Is it safe/ok to use only PositionAttitudeTransforms instead of MatrixTransforms

2011-07-08 Thread Sanat Talmaki
Hi Alji,

Thanks for your reply. 

Though I am not sure if I follow your post entirely:


 rotation of a joint imply rotation of the rest of the arm, rather then 
 computing the Position of each part , you construct a hierarchy of MTs and 
 Multiplying one MT by another apply the change on the rest of the part ...
 

But isn't this the same behavior as having a chain of PATs where modifying one 
transform node's position/attitude affects all the nodes downstream? Are you 
implying that it is easier to apply rotations to a series of MT than it is to a 
similar PAT hierarchy?

Thanks,
Sanat

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Re: [osg-users] How to represent Scene Graph as a flow chart ?

2011-05-26 Thread Sanat Talmaki
Thanks Robert..I'll definitely take a look at that.

Thanks,
Sanat.

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[osg-users] How to represent Scene Graph as a flow chart ?

2011-05-25 Thread Sanat Talmaki
Hi,

I am building a GUI where users can load individual cad models and then save 
out the built up object as a single osg model. 

I am interested in showing the user a symbolic view of the scene graph similar 
to a flow chart where every node that is added by the user in the main window 
is shown as an update in the secondary window. I guess somewhat similar to 
osgedit (which I tried but couldn't build as it seems it is quite out of date?)

I was looking for some tips on how I can get started as I am not sure where to 
get started or if any of the examples show a similar functionality.

Thank you

Sincerely,
Sanat

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Re: [osg-users] Problems embedding osgViewer::Viewer in Qt MainWindow (not CompositeViewer)

2011-05-11 Thread Sanat Talmaki
Hi Sergey,

Thanks for your reply and suggestions. I will take a look at the link you 
mentioned. 

Regards,
Sanat

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Re: [osg-users] Is osg 2.9.9 recommended for Qt integration

2011-05-10 Thread Sanat Talmaki
That  is true. I will upgrade to newest build. :)

Thanks

Sanat

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[osg-users] Problems embedding osgViewer::Viewer in Qt MainWindow (not CompositeViewer)

2011-05-10 Thread Sanat Talmaki
Hi,

I have been trying to modify the osgViewerQtWidget example which has a 
composite viewer embedded as a widget in a Qt main window.

I want to use a single Viewer instead and am thus far not successful. My Qt ui 
is a simple main window with the central widget upgraded to a ViewerQOSG 
widget. I've attached my ViewerQOSG class for reference.

My problem:
In composite viewer we use the ViewQOSG class to 'add views' to the composite 
viewer. How does that translate to using a simple osgViewer::viewer? 

I am doing the following in my main function:

Code:

//..initializing application, loading files etc
app.connect( app, SIGNAL(lastWindowClosed()), app, SLOT(quit()) );

osg::ArgumentParser arguments(argc, argv);

QPointerOSGWindow mainWindow = new OSGWindow();

//using the promoted widget GraphicsArea which is a ViewerQOSG 
osg::ref_ptrViewerQOSG viewerWindow = mainWindow-ui.GraphicsArea;
//viewerWindow-setCameraManipulator(new osgGA::TrackballManipulator);
viewerWindow-setSceneData(Spaceship);
   
//this line gives a lot warnings but makes the viewer to be within the 
//widget's area
viewerWindow-setUpViewerAsEmbeddedInWindow(mainWindow-x(), mainWindow-y(),
 mainWindow-width(), mainWindow-height());
viewerWindow-frame();
  
mainWindow-show();

return app.exec();



If any one can tell me what I am doing wrong, I would greatly appreciate. 

Thank You.

Sincerely,
Sanat.

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[osg-users] Is osg 2.9.9 recommended for Qt integration

2011-05-09 Thread Sanat Talmaki
Hi,

I have been playing around with the osgviewerQt example that came with osg 
2.8.2. 

Then I looked at the examples that are in the source for 2.9.9 and there seem 
to be a lot more. 

Is it recommended that I upgrade or have other users got successful and 
acceptable results with 2.8.2 (or anything lower than 2.9.9)

Thanks

Sincerely,
Sanat

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Re: [osg-users] Unable to place model on vpb terrain. How To ?

2011-04-09 Thread Sanat Talmaki
Hi Glenn,

Yes that surely helped. I looked at the osg file generated by vpb and didn't 
see the ellipsoid model in there. Just didn't strike me that I would have to 
take a different route. 

P.S. I tried accessing the osgEarth website a couple of times last week but it 
seemed as though it was down. 

Thanks again.

Sincerely,
Sanat

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[osg-users] Unable to place model on vpb terrain. How To ?

2011-04-08 Thread Sanat Talmaki
Hi,

I am trying to place a model on a vpb terrain by supplying the lat-long 
coordinates. 

I followed a couple of threads in the forum that suggested to use the 
CoordinateSystemNode and ellipsoid model. But that didn't work for me (or maybe 
I am not following it right). 

I have attached the terrain along with my post.

So far this is what I am doing:


Code:
osg::ref_ptrosg::Group root = new osg::Group();
  
  osg::ref_ptrosg::CoordinateSystemNode csn = new osg::CoordinateSystemNode();
  csn-setEllipsoidModel(new osg::EllipsoidModel());  
  osg::ref_ptrosg::Group terrainGroup = new osg::Group();
  //osg::ref_ptrosg::Node terrain = 
osgDB::readNodeFile(NorthCampus6Levels.osg); 
  osg::ref_ptrosg::Node terrain = 
osgDB::readNodeFile(NorthCampus6LevelsNoCS.osg);
  terrainGroup-addChild(terrain);

  osg::Vec3d m_surface;
  
csn-getEllipsoidModel()-convertLatLongHeightToXYZ(osg::DegreesToRadians(42.291966f),
 osg::DegreesToRadians(-83.715645f), 0.0f,
  
double(m_surface.x()),double(m_surface.y()),double(m_surface.z())
 ); 



I tried using a visitor to find the CoordSystNode in my scenegraph but when I 
checked getEllipsoidModel I got a null.

I have used osgEarth in the past and was able to place a model on that. But I 
presently need to use vpb. If anyone can point me in the right direction, it 
would be great. 

Thank You.

Sincerely,
Sanat

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Re: [osg-users] Unable to place model on vpb terrain. How To ?

2011-04-08 Thread Sanat Talmaki
Hi Shayne,

Thanks for your reply. I have tried a few different things and have a few 
questions from that:

First of, when I try something like this:

 
Code:
osg::ref_ptrosg::EllipsoidModel em = 
csnVisitor.coordinateSystemNode-getEllipsoidModel();
  if(!em)
  {
std::cout  ellipsoid model is null\n;
  }
  //where csnVisitor has a data member storing coordsystemnode



To get over this, I need to set the ellipsoid model first and then try the 
above. This seemed strange but since the ctor is overloaded, I didn't think 
much of it. But now that the convertXYZToLatLong and vice versa are giving me 
incorrect results, I am wondering if this maybe a cause??

Second, when I tried using a set of coords for which I had precomputed the 
geocentric (XYZ) coords from lat-long using osgEarth, I got incorrect numbers. 


Code:
csnVisitor.coordinateSystemNode-getEllipsoidModel()-
   convertLatLongHeightToXYZ(osg::DegreesToRadians(42.291966f), 
osg::DegreesToRadians(-83.715645f), 0.0f, 
   terrainPosition.x(), terrainPosition.y(), 
terrainPosition.z());
  double latitude, longitude, height;
  
csnVisitor.coordinateSystemNode-getEllipsoidModel()-convertXYZToLatLongHeight(276119.7034106,
 4685765.312, 0.0,

  latitude, longitude, height);



I think I have these functions right. But cannot figure out what maybe causing 
this error. 

Third, when I try to get the height above terrain like:


Code:
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain, terrainPosition)
//where terrain position is from the convert to XYZ function



This gives me a wrong height value. 

I wanted to know what it is that I can check or that I maybe doing wrong. I 
have attached the terrain file (osg) that I am using in case that helps.

Thank you

Sincerely,
Sanat.

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Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-28 Thread Sanat Talmaki
Hi Robert,

Thanks for your suggestion. I tried saving the files out as .ive and they look 
perfect when viewed with osgviewer. 

I was just curious to know, what might be the reason for this behavior ?

Thanks again

Sincerely,
Sanat.

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[osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-26 Thread Sanat Talmaki
Hi,

I am having a peculiar problem. I am creating a geode and saving it out as a 
.osg file. I am also adding this to the osgViewer to see the results of 
creating the geode. 

However to my surprise, the model looks correct when I see it in my program 
using an instance osgviewer. As seen in this image: [Image: 
http://forum.openscenegraph.org/files/viewerofsamefile_177.jpg ]

But I do not see the same result when I open the saved .osg file through 
osgviewer.exe or load it in a 3rd application later on. As seen in this image: 
[Image: http://forum.openscenegraph.org/files/savednodefile_919.jpg ]

I have attached screen shots of both. I cannot figure out why this would 
happen? Hoping for some help.

Thanks

Sincerely,
Sanat

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Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-26 Thread Sanat Talmaki
Hi Paul,

I set the OPTIMIZER flag to off in my environment variables in windows. But I 
still get the same effect.

What are the other causes potentially, for this ?

Thanks,
Sanat

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Re: [osg-users] How can I check for Polygon-Polygon intersection/distance in OSG ?

2011-03-10 Thread Sanat Talmaki
Thanks Robert.

Regards,
Sanat

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[osg-users] Can I check for Polygon-Polygon intersection/distance in OSG

2011-03-09 Thread Sanat Talmaki
Hi,

I had a quick question if I can check for intersection/overlap between Polygons 
of two different 3D models. In addition, is it also possible to find the 
closest distance between a pair of 3D models as the shortest path between a 
polygon on obj1 and a polgon on obj2.

I am aware that there exist 3rd party graphics libraries that can be used for 
this. But I wanted to know if I can do this in OSG itself considering I have 
Polygon lists of my 3D models.

Any information on this would be greatly appreciated.

Thanks

Sincerely,
Sanat

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Re: [osg-users] Trouble Understanding osgPick (pick example QSG)

2011-03-04 Thread Sanat Talmaki
Hi Tom,

My scene graph structure is:

Root--Terrain

Root--group1--model1
 --autotransform1
 --shapefileNode1

Root--group2--model2
 --autotransform2
 --shapefileNode2

I am trying to pick for model1 and model2 in my graph. 

So I have modified the pick function as follows: (I changed the polytope to 
have width = 2.0 and height = 100.0)

The thing that puzzles me is when I pick the screen from far out (not zooming 
in), and output all the nodes in nodePath, the model1 and model2 are not even 
displayed when I cout the names.

I don't know what I am doing wrong here so thought I would post the pick() code 
as well my scene graph structure.

Thanks in advance.

Sincerely,
Sanat.



Code:
//perform the pick operation
bool pick(const double x, double y, osgViewer::Viewer* viewer)
{
  //colors the drawable in yellow
  ColorVisitor highlighter;
  highlighter.setColor(1.0, 1.0, 0.0, 1.0);
  //colors the drawable in red i.e. the normal un-picked color
  ColorVisitor redVisitor;
  highlighter.setColor(1.0, 0.0, 0.0, 1.0);

  if(!viewer-getSceneData())
  //nothing to pick
  {   
return false;
  }
  double w(2.0);
  double h(100.0);
  osgUtil::PolytopeIntersector* picker = 
   new 
osgUtil::PolytopeIntersector(osgUtil::Intersector::PROJECTION, x-w, y-h, x+w, 
y+h);
  osgUtil::IntersectionVisitor iv(picker);
  viewer-getCamera()-accept(iv);
  //pipe1Model-accept(iv);

  if(picker-containsIntersections())
  {
const osg::NodePath nodePath = picker-getFirstIntersection().nodePath;
unsigned int idx = nodePath.size();
std::cout  -\n;
std::cout  size of nodePath is =   idx  std::endl;
while(idx--)
{
  std::cout  node name:   nodePath.at(idx)-getName()  
std::endl;
  //Find the group in the node path
  //This will be the group to attach our visitor to
  osg::Node* modelNode = dynamic_castosg::Node*(nodePath.at(idx));
  if(modelNode == NULL)
  {
continue; 
  }
  //if not NULL then a matrix transform was found in the nodePath
  if(_selectedNode != NULL)
  {
if(_selectedNode-getName() == Model1 || 
   _selectedNode-getName() == Model2)  
{
  //clear the previous selected node's callback to make it stop 
spinning
  //_selectedNode-setUpdateCallback(NULL);
  std::cout  _selectedNode-getName()  std::endl;
  _selectedNode-accept(redVisitor);
}
  }
  _selectedNode = modelNode;
  if(_selectedNode-getName() == Model1 || 
 _selectedNode-getName() == Model2)
  {
std::cout  _selectedNode-getName()  std::endl;
_selectedNode-accept(highlighter);
  }
  break;
}//while(...) 
if(!_selectedNode.valid())
{
  osg::notify()  Pick failed.  std::endl;
}
  }
  else if(_selectedNode.valid())
  {
//_selectedNode-setUpdateCallback(NULL); 
if(_selectedNode-getName() == Model1 || 
   _selectedNode-getName() == Model2)
{
  std::cout  _selectedNode-getName()  std::endl;
  _selectedNode-accept(highlighter);
  _selectedNode = NULL;
}
  }
  return _selectedNode.valid();
}



Thank you!

Cheers,
Sanat

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Re: [osg-users] Trouble Understanding osgPick (pick example QSG)

2011-03-04 Thread Sanat Talmaki
Thanks Tom. I will try that out.

Cheers,
Sanat.

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Re: [osg-users] How to Develop/Create a Cylinder Intersector ??

2011-03-04 Thread Sanat Talmaki
Hi Wang, Rob, Peter,

Thanks for your replies. I try using CylinderIntersector and post my feedback.

Cheers,
Sanat

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[osg-users] How to Develop/Create a Cylinder Intersector ??

2011-03-03 Thread Sanat Talmaki
Hi,

I want to test for intersection in my scene using a cylinder instead of a line 
segment. 

For example if my object is on a terrain I want to highlight all features that 
are within an imaginary cylinder around my object.

I read about polytope intersector but it seems as though that is for planes 
only or can I get cylinder intersector from there as well ?

Any tips on how I can get started will be much appreciated.

Thanks!

Sincerely,
Sanat.

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Re: [osg-users] How to Develop/Create a Cylinder Intersector ??

2011-03-03 Thread Sanat Talmaki
Hi Chris,

Ok. I will try that approach. But if I need to use several planes say something 
like an octagon or even higher number of sides, will that reduce performance 
terribly ?

Thanks,
Sanat

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[osg-users] Trouble Understanding osgPick (pick example QSG)

2011-03-03 Thread Sanat Talmaki
Hi,

I have read through the example in the QSG (quick start guide) as well as 
example programs for the Picking behavior.

I know how the eventAdapter, handle(), etc works. My problem is:

In my ctor for picking class I set the two nodes for which I want to check if 
any of them have been picked. 

Given that I have the nodePath from the intersector, how can I check if the 
node I am interested in is in the nodePath ? (I tried using getName and setName 
but that didn't help)

Any help in this matter would be great! (If my explanation has not been clear, 
I would be happy to re-post)

Thanks in advance.

Sincerely,
Sanat

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Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-03-02 Thread Sanat Talmaki
The problem with the code was that I was not setting the matrix translation and 
rotation correctly. 

I was doing the following which was not working:
translateToCenter = 
Code:
osg::Matrix::translate(osg::Vec3(shapefileVertexArray-at(i).x(),
 
shapefileVertexArray-at(i).y(),
 
shapefileVertexArray-at(i).z()));




I then changed it to:


Code:
translateToCenter.makeTranslate(osg::Vec3(shapefileVertexArray-at(i).x(),
  shapefileVertexArray-at(i).y(),
  shapefileVertexArray-at(i).z())
);



It works now and the geometry is getting formed correctly.

Thanks everyone.

Sincerely,
Sanat.

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[osg-users] Using AutoTransform as a Label

2011-03-01 Thread Sanat Talmaki
Hi all,

I was wanting to use an AutoTransform as a label for 3D elements in my scene. 

I have been able to create the Autotransform and add text, etc.

However when I try to draw a line between the position of the autotransform and 
the bound of the object, I don't see any line drawn.

I found this puzzling and couldn't figure out why. 

Any help on this issue would be much appreciated. 

Just to double check: For the purpose of creating labels, is a Billboard more 
suitable or an auto transform?

(code realted to autotransform is pasted at the end of my post)

Thanks.

Sincerely,
Sanat


Code:

  //create Auto transform to use as a label
  osg::ref_ptrosg::AutoTransform at1 = new osg::AutoTransform();
  osg::Geode* at1Geode = new osg::Geode();
  
  //create txt node
  osgText::Text* text1 = new osgText::Text();
  text1-setFont(timesFont);
  text1-setCharacterSize(30.0);
  text1-setText(Pipe1 Owner= DTE);
  text1-setAlignment(osgText::Text::CENTER_CENTER);
  //add text to geode
  at1Geode-addDrawable(text1);
  at1-addChild(at1Geode);
 
  //setup auto transform's properties:
  at1-setPosition(osg::Vec3d(276377.22, 4685748.0, 1000.0));
  at1-setAutoScaleToScreen(true);
  at1-setAutoRotateMode(osg::AutoTransform::ROTATE_TO_SCREEN);
  
  //draw line from autotransform to geometry object
  //create geode and geometry:
  osg::ref_ptrosg::Geode lineGeode = new osg::Geode();
  osg::Geometry* lineGeometry = new osg::Geometry();

  //vertex array
  osg::Vec3Array* vertexArray = new osg::Vec3Array(2);
  vertexArray-push_back(at1-getPosition());
  osg::Vec3 vertex2 = osg::Vec3 (276377.22, 4685748.0, 800.0);

  //color array
  osg::Vec4Array* colorArray = new osg::Vec4Array(2);
  osg::Vec4 yellowColor = osg::Vec4(1.0, 0.0, 0.0, 1.0);
  colorArray-push_back(yellowColor);
 
  //add arrays to geometry
  lineGeometry-setVertexArray(vertexArray);
  lineGeometry-setColorArray(colorArray);
  lineGeometry-setColorBinding(osg::Geometry::BIND_OVERALL);
  lineGeometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 
0, vertexArray-size()));
  
  //attach geometry to geode
  lineGeode-addDrawable(lineGeometry);
  lineGeode-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
  
  //add the geode to the at1
  at1-addChild(lineGeode);
  
  //add pipe1 node to group
  group1-addChild(pipe1.get());
  group1-addChild(at1.get());



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Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-27 Thread Sanat Talmaki
Hi Jean,

I modified the code in the functions and it seemed fairly straightforward. 

However, I notice that all the cylinders are rendered at the origin inspite of 
me doing a glTranslate (which I have commented out now).

When I opened the osg file I noticed that the matrix had its last column as 
0,0,0,1 - which means that the cylinder did not translate prior to rendering.

I tried a number of different things like placing a matrix transform above each 
Geode while creating the scene graph. But even that didn't quite give any 
positive results.

I have mentioned my cylinder geometry creation code below which returns a Geode.

Thanks,
Sanat.


Code:
osg::ref_ptrosg::Geode createCylinderGeode(osg::ref_ptrosg::Cylinder 
cylinder)
//osg::ref_ptrosg::Geode createCylinderGeode(unsigned int numSegments, float 
RADIUS, float height,
// osg::Vec3 center)
{
  unsigned int numSegments = 90;
  const float angleDelta = 2.0f*osg::PI/(float)numSegments;
  const float texCoordDelta = 1.0f/(float)numSegments;

  //const float r = RADIUS;
  //const float h = height;
  const float r = cylinder-getRadius();
  const float h = cylinder-getHeight();

  float basez = -h*0.5f;
  float topz = h*0.5f;

  float angle = 0.0f;
  float texCoord = 0.0f;

  bool drawFrontFace = true;
  bool drawBackFace = false;

  // The only difference between the font  back face loops is that the
  //  normals are inverted and the order of the vertex pairs is reversed.
  //  The code is mostly duplicated in order to hoist the back/front face 
  //  test out of the loop for efficiency
  osg::ref_ptrosg::Geode cylinderGeode = new osg::Geode();
  osg::ref_ptrosg::Geometry cylinderBody = new osg::Geometry();
  osg::ref_ptrosg::Geometry cylinderTop = new osg::Geometry();
  osg::ref_ptrosg::Geometry cylinderBottom = new osg::Geometry();
  osg::ref_ptrosg::Vec3Array bodyVertexArray = new osg::Vec3Array();
  osg::ref_ptrosg::Vec3Array bodyNormalArray = new osg::Vec3Array();
  osg::ref_ptrosg::Vec3Array topVertexArray = new osg::Vec3Array();
  osg::ref_ptrosg::Vec3Array topNormalArray = new osg::Vec3Array();
  osg::ref_ptrosg::Vec3Array bottomVertexArray = new osg::Vec3Array();
  osg::ref_ptrosg::Vec3Array bottomNormalArray = new osg::Vec3Array();

  //Draw BODY
  glBegin(GL_TRIANGLE_STRIP);
  if (drawFrontFace) 
  {
for(unsigned int bodyi=0;
bodyinumSegments;
++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
{
  float c = cosf(angle);
  float s = sinf(angle);
  bodyNormalArray-push_back(osg::Vec3(c,s,0.0f));
  //glTexCoord2f(texCoord,1.0f);
  bodyVertexArray-push_back(osg::Vec3(c*r,s*r,topz));
  //glTexCoord2f(texCoord,0.0f);
  bodyVertexArray-push_back(osg::Vec3(c*r,s*r,basez));
}  
// do last point by hand to ensure no round off errors.
bodyNormalArray-push_back(osg::Vec3(1.0f,0.0f,0.0f));
//glTexCoord2f(1.0f,1.0f);
bodyVertexArray-push_back(osg::Vec3(r,0.0f,topz));
//glTexCoord2f(1.0f,0.0f);
bodyVertexArray-push_back(osg::Vec3(r,0.0f,basez));
  }//if (drawFrontFace) 
  glEnd(); //glBegin(GL_TRIANGLE_STRIP);  

  //create TOP
  glBegin(GL_TRIANGLE_FAN);
  topNormalArray-push_back(osg::Vec3(0.0f,0.0f,1.0f));
  //glTexCoord2f(0.5f,0.5f);
  topVertexArray-push_back(osg::Vec3(0.0f,0.0f,topz));

  angle = 0.0f;
  texCoord = 0.0f;
  for(unsigned int topi=0;
  topinumSegments;
  ++topi,angle+=angleDelta,texCoord+=texCoordDelta)
  {
float c = cosf(angle);
float s = sinf(angle);

//glTexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
topVertexArray-push_back(osg::Vec3(c*r,s*r,topz));
  }
  //glTexCoord2f(1.0f,0.5f);
  topVertexArray-push_back(osg::Vec3(r,0.0f,topz));
  glEnd();
  
  //create BOTTOM
  //glTranslatef(cylunder.center.x(), cylinder.center.y(), cylinder.center.z());
  glBegin(GL_TRIANGLE_FAN);
  bottomNormalArray-push_back(osg::Vec3(0.0f,0.0f,-1.0f));
  //glTexCoord2f(0.5f,0.5f);
  bottomVertexArray-push_back(osg::Vec3(0.0f,0.0f,basez));
  angle = osg::PI*2.0f;
  //texCoord = 1.0f;
  for(unsigned int bottomi=0;
  bottominumSegments;
  ++bottomi, angle -= angleDelta, texCoord -= texCoordDelta)
  {
float c = cosf(angle);
float s = sinf(angle);

//glTexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
bottomVertexArray-push_back(osg::Vec3(c*r,s*r,basez));
  }
  //glTexCoord2f(1.0f,0.5f);
  bottomVertexArray-push_back(osg::Vec3(r,0.0f,basez));
  glEnd();
  glPopMatrix();

  
  //add vertex array to geometry
  cylinderBody-setVertexArray(bodyVertexArray.get());
  cylinderBody-setNormalArray(bodyNormalArray.get());
  cylinderTop-setVertexArray(topVertexArray.get());
  cylinderTop-setNormalArray(topNormalArray.get());
  cylinderBottom-setVertexArray(bottomVertexArray.get());
  cylinderBottom-setNormalArray(bottomNormalArray.get());
  //add primitives to geometry
  cylinderBody-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0 , 
bodyVertexArray-size()));
  

Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-24 Thread Sanat Talmaki
Hi Chris,

Thanks for the link. I'll take a look. Seems very promising. 

Thanks
Sanat.

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[osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-23 Thread Sanat Talmaki
Hi,

Hi,

I am working on an application that is currently using a Cylinder Drawable 
object. 

However I had read that if you have plans on using drawables in a final 
application that needs high-performance then you probably should create your 
own geometry library. (from osghelp site)

I am using osg Drawable Cylinder to render some 3D models but I need actual 
geometry as I need the list of primitives and their vertices for further 
prcoessing.

How Can I go from using a Drawable to actual geometry ?

Thanks.

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Re: [osg-users] Replace Drawable With Actual Geomtry (how to)??

2011-02-23 Thread Sanat Talmaki
Hi Jean,

Thanks for your post. It was very helpful indeed. (yes I mean ShapeDrawable)

My main reason for wanting to create Geometry is that I need to divide the 
Cylinder object into primitives for further processing and the parser that I 
had written doesn't seem to work with an osg file created from ShapeDrawable.

So I inferred that I need to create geometry rather than shape drawable to 
obtain primitives. 

Thanks,
Sanat.

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[osg-users] Accessing Shapefile (GIS) Attribute in OSG

2011-01-29 Thread Sanat Talmaki
Hi,

I have loaded a number of shapefiles using the shp plugin into my scene.

I am trying to display the attributes of my shapefile in a billboard. Though 
right now I am a little confused if I can even access the attributes of my 
shapefile in the OSG application

Hoping for some advise..

Thanks in advance.

Sincerely,
Sanat.

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Re: [osg-users] Create Cylinder Around Line

2010-12-18 Thread Sanat Talmaki
Hi Ullrich,

I followed the procedure suggested by you and it worked perfectly. However you 
mentioned that the procedure below 
But you should replace this with properly constructed geometry.

I didn't quite follow what you meant by that.

Also, I would like to save each individual geode (geometry) as an osg file to 
use later and not just load in this scene graph. Is there a way I can do that ?

Looking forward to your suggestion.


 For a quick proof of concept and convenience you can use ShapeDrawables for 
 the cylinders.
 But you should replace this with properly constructed geometry.
 
 That's only a rought outline of course. You may want to skip the NodeVisitor 
 bit for
 starters and simply use a hard-coded list of start/end points.
 


Thanks,
Sanat

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[osg-users] Placing an object on VPB (flat) Terrain

2010-12-06 Thread Sanat Talmaki
Hi,

I used osgdem to build a terrain using VPB. I now want to place an object on it 
whose coordinates would be a  random latitude-longitude.

I browsed the source and found the ObjectPlacer class. I assume that I will 
need to use this. But I do not know how to correctly use its place() method

objectPlacer.place(vpb::DestinationTile, osg::Node)  (do I need to give one of 
the subtiles .ive as the destinationTile and my object's Node)

I looked at the other interface files in the vpb source as well such as 
DataSet, SourceData, etc but am still confused how to achieve this.

Hoping to get some pointers so that I can head in the right direction.

Thanks in advance

Sincerely,
Sanat.

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[osg-users] osgTerrain: Terrain Class and TerrainTile Understanding

2010-11-22 Thread Sanat Talmaki
Hi,

I am trying to use osgTerrain together with vpb to achieve dynamic terrain 
manipulation. After going through the interface for the various classes in 
osgTerrain, I have a few questions: (whether I have understood right or not)

Using virtual planet builder (vpb) we generate a number of sub-tiles with the 
names such as mapTile_L0_X0_Y0_subtile, mapTile_L1_X0_Y0_subtile...etc (all 
.ive files)
Are these the sub-tiles that can be used as TerrainTile objects ? (I didn't 
quite figure out how vpb would tie into osgTerrain)

If the above is not true then:- As the Terrain class consists of a map of 
various TerrainTiles and a set, how do we create a multitude of TerrainTile 
objects to be used in Terrain
  
Hope to get some clarification.

Thanks

Sincerely,
Sanat

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Re: [osg-users] Dynamic Terrain

2010-11-22 Thread Sanat Talmaki
Hi Robert,

I read up on osgTerrain and posted my question in a different topic: 
osgTerrain: Terrain Class and TerrainTile Understanding

As I felt it would be better to put it under a different topic than this 
general one

Thanks,

Sanat

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[osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Sanat Talmaki
Hi,

I am trying to build VPB with the pre-built packages of osg (version 2.8.2 in 
my case).

The version matrix in the vpb page tells me that I need vpb 0.9.10. However the 
svn repository only has the latest which demands osg 2.9.5.

I wanted to know if earlier src versions could be made available as I would 
like to use the prebuilt package of osg with VPB

Thanks

Sanat

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Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Sanat Talmaki
Hi Jean,

That was very helpful. I got it built and running.

Just on a related note-
Does VPB store the terrain as a quadtree ? (the reason I am asking is because I 
am trying to write an app to modify elevations in the terrain at real-time and 
wanted to know the quickest way to find the elevation node I'm interested in)

Thanks for your quick reply.

Sanat

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Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Sanat Talmaki
Hi Jean,

Thanks for your earlier reply. I can start working on that approach. 

But I am having issues with osgdem:

osgdem is not allowing me to write out the file as I am getting the following 
error:


Error: do not have write permission to write out file output.ive
Caught exception : Error: do not have write permission to write out file output.
ive
 
I am running the terminal window as administrator so I don't think this is a 
permission issue.

Have you come across something similar or do you know why something like this 
would come up ?

Thanks

Sanat

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Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Sanat Talmaki
Hi Chris,

That was it...I copied the plugins dll and it worked like a charm.

Thanks for helping me out. 

Sanat

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Re: [osg-users] Dynamic Terrain

2010-11-19 Thread Sanat Talmaki
@Torben

Yes, I want to do the modifications at runtime. It is mainly due to interaction 
of actors with the terrain causing deformations. 

My idea is also to modify the height value in the terrain grid and this height 
value will constantly be updated and rendered to show a sort of real-time 
terrain deformation.

Thanks,

Sanat

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Re: [osg-users] Dynamic Terrain

2010-11-19 Thread Sanat Talmaki
@Robert:

I have read up on a bit of the techniques people have tries to use for this:

From what I've read, this is the approach:
Represent the terrain as Blocks. Blocks are the basic storage unit for data and 
are used to transfer data from the CPU to GPU for processing.

The Blocks are made up of tiles. Tiles are are the basic rendering unit 
consisting of Triangles. 

Terrains are represented at varying resolutions i.e. whole terrain as 1 block 
or as 4 blocks depending on distance of camera to terrain. (Similar to 
Mip-Mapping)

The vertices of the Terrain Grid are stored in a QuadTree:
I am having trouble (maybe I've been reading too much) to figure the steps out:
1) Create 3D terrain mesh using VPB/osgEarth from a USGS dem/tif image 
2) Store vertices of the terrain in a QuadTree
3) (How do I ensure the varying resolutions of blocks?)

Right now I am having trouble figuring out how to represent the terrain in this 
format 



The approach I am thinking for Terrain Deformation is:
Build an initial data structure of all the heights of vertices. 
Allow the 'actor' in the scene to interact with the terrain. If the actor 
Collides with the terrain then check for the final Global Height of the actor 
(the component with the lowest global elevation). 
Update the vertex value in the terrain database with the elevation value 
obtained from the actor's global value.
Render new/updated Terrain mesh.

What do you suggest for such an approach?

Thanks
Sanat

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[osg-users] Dynamic Terrain

2010-11-17 Thread Sanat Talmaki
Hi,

I am trying to create a dynamic terrain that can show modifications to the 
terrain in real-time. 

I want to show an object removing earth from the terrain and show a hole in 
that area.

Having read a few papers and other sources, I am confused how to go about 
trying to achieve this in osg ? 

I have used osgEarth in the past to create a 3D terrain but I believe it cannot 
be used for the purpose I currently need.

Any suggestions would be extremely welcome

Thanks

Sincerely,
Sanat

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[osg-users] OSG TDS (Terrain Deformation Software): Is this part of the functionality ?

2010-11-13 Thread Sanat Talmaki
Hi,

I just came across osgTDS and find it really cool. However, I wanted to know if 
there is the following functionality intended in osgTDS: (I am open to using 
any other plugin/library if that allows what I am trying to achieve):

If I have characters in my scene that are trying to deform the terrain (dig a 
hole in the ground, etc), does osgTDS allow me to show a hole in the ground ? I 
want to be able to show that the terrain has been deformed but it can be 
deformed further until a particular depth value is reached? 

I tried searching for terrain deformation but didn't find any definitive 
answers, so was hoping for some advice/tips from other users.

Thanks

Sincerely,
Sanat

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Re: [osg-users] OSG TDS (Terrain Deformation Software): Is this part of the functionality ?

2010-11-13 Thread Sanat Talmaki
Sure...what libraries/plugins are you looking at currently/ have looked at in 
the past ?

Thanks.

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Re: [osg-users] Create Cylinder Around Line

2010-10-28 Thread Sanat Talmaki
Hi Ulrich,

I wanted to know if the following is a worthwhile option:

I have the data as a shapefile (.shp) and need to create the 3D model from 
that. I realize that osg can load shp files so is it a good option to modify 
the plugin dll that loads shp files ? So that when it comes across a polyline 
feature, it creates a cylinder around it and then loads it.

Also, I tried loading a .shp in a trial program and using visual studio 
debugging step through, I was not able to step through the functions that are 
called in the dll (i took a look at the dll source code)

Look forward to your opinion.

Thanks,

Sincerely,
Sanat.

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Re: [osg-users] Create Cylinder Around Line

2010-10-24 Thread Sanat Talmaki
Hi Ulrich,

Sorry for my late reply. 

I will try these options out, though I have come to realize that it would be 
better for me to create the cylinders prior to creating .ive files. I was using 
osgGIS and I may be served well to use one of the filters in that to create a 
cylinder ive and load in osg.

Thanks anywayas always the osg forum is the most helpful forum out there :)

Cheers,
Sanat

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Re: [osg-users] Create Cylinder Around Line

2010-10-18 Thread Sanat Talmaki
The code I hav is as below:

Every .ive file loads a line object around which I want to draw a cylinder 
keeping that line as center. 


Code:
int main( int argc, char **argv )
{
  osg::ref_ptrosg::Group root = new osg::Group();
  osg::ref_ptrosg::Node pipe1;
  osg::ref_ptrosg::Node pipe2;



  pipe1 = osgDB::readNodeFile(pipes_out1.ive); 
  pipe2 = osgDB::readNodeFile(pipes_out2.ive);
  pipe3 = osgDB::readNodeFile(pipes_out3.ive);



  root-addChild(pipe1.get());
  root-addChild(pipe2.get());
  root-addChild(pipe3.get());

  while(!viewer.done())
 {...loop...}
..
} //main()




Thanks,
Sanat

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[osg-users] Create Cylinder Around Line

2010-10-14 Thread Sanat Talmaki
Hi,

I have a number of .ive files that are simple line features. I am trying to 
create a cylinder around them such that the line is the center of the cylinder. 

I am not sure how I must go about to do this ? Any pointers will be appreciated.

Thanks
Sanat.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-12 Thread Sanat Talmaki
Hi,

I was able to get a matrix for every geode in my model using the path variable 
in nodevisitor. 

However at present I am printing out the triangle vertices to a file using the 
printTriangles() and a struct, similar to the method show in the osggeometry 
example. I'm a little confused about how to incorporate the matrices list that 
I have collected and apply them to each vertex ? Do I need to modify 
TriangleFunctor and give it a new member variable 'matrix' ?

I was hoping for some help in this direction.

Code for printing vertices is below:


Code:
// decompose Drawable primitives into triangles, print 
//out these triangles and computed normals.
void printTriangles(const std::string name, osg::Drawable drawable, 
const osg::Matrix matrix)
{
  std::cout  name  std::endl; 
  osg::TriangleFunctorNormalPrint tf;  
  drawable.accept(tf);   
  std::cout  std::endl;  
} 

struct NormalPrint
{
  void operator() (const osg::Vec3 v1,const osg::Vec3 v2,const osg::Vec3 v3, 
bool) const 
  {
ofstream outFile2;
  static int i;
//open a text file to write the data out
if(i == 0)
{
outFile2.open(backhoe.tris, ios::trunc);
}
else
{
outFile2.open(backhoe.tris, ios::app);
}
assert(!outFile2.fail());
  osg::Vec3 normal = (v2-v1)^(v3-v2);
normal.normalize();
if ( !outFile2.is_open() )
{
std::cout  The file could not be opened  
std::endl;
}
else 
{
// Safely use the file stream
outFile2  i  \t(v1), (v2), (v3) 
 std::endl;




Thanks

Sincerely,
Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-12 Thread Sanat Talmaki
Hi,

I was able to apply the matrix transforms. Although I simply derived a 
ModifiedTriangleFunctor class from the original TriangleFunctor class and used 
function over-ride on the this-operator() therein.

Is there a more elegant way to achieve this ?

Thanks

Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-06 Thread Sanat Talmaki
Hi Tom,

Do you know if any of the examples with the source code use this ? I understand 
the principle but will be helpful if there is some sort of implemetation.

Thanks.

Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-05 Thread Sanat Talmaki
Hi Jean, Nick, Paul

Thanks for all your suggestions thus far.

I was able to extract the triangles and after using the nodeVisitor as 
suggested by Jean, it is much easier than using a for loop as the code is 
generic using a visitor. 

My problem is that I am collecting triangles from a complex model with a number 
of PAT nodes and when I render the triangles using the other algorithm, the 
model is obviously seen with the various parts placed without the required 
transforms. (as seen in the attached screenshot)

So I wanted to know what I would need to do if I have to collect the triangles 
list but then also be able to redraw the model with the correct transforms, so 
that the various parts are attached like how I have attached them in my osg 
scene.

Thanks

Sincerely,
Sanat.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-09-01 Thread Sanat Talmaki
Hi Nick,

Yes, Windows and VS 2008. I had to do exactly that. The debugger works normally 
(as expected) now

Thanks,

Sanat.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Jean,

I was not able to understand this behavior:

When I had a vec3Array and I queried it using 
vec3 = vec3Array-at(0) I would get an exception. Why does it give that 
exception ?

I needed to use (*Vec3Array)[i] to get each Vec3. 
But then at i = 14113, I got an Unhandled exception: 
at 0x00402207 in OSG_examples.exe: 0xC005: Access violation reading 
location 0x00ba9000.
And size has a value much higher = 4176061468

when I query the vec3Array for size I get a very large number and much large 
than Vec3Array-numElements()
size = 4176061468   
numElements =   7772
Which of these represents the number of vertices in the model ?


Thanks

Sincerely,
Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Nick, Jean

The problem was because I was using the Release version of osg. I used the 
Debug instead and both size and numElements give the same value.

I had turned optimization off but it seems as though you cannot run through the 
code even then. 

Thanks

Sincerely,
Sanat

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[osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Sanat Talmaki
Hi,

I am having trouble figuring out how I can get the list of triangles (vertices) 
that make up an osg object to use in another algorithm that needs a list of 
triangle vertices that make up the model. (I have seen the models I intend to 
use in osgviewer using the 'w' key and they are made up of only triangles.

So if I am using either a .osg model or a model loaded through 
osgDB::readNodeFile(...), I would like to store in memory the list as above. 

I was hoping to get some tips on how I can start approaching this. (I hope I 
have been able to explain my problem clearly enough)

Thank You

Sincerely,
Sanat.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Sanat Talmaki
Hi Paul,

Thanks for your suggestion. I take a look at tiranglefunctor.

I am trying to get the list of vertices like this: (the algorithm that I'm 
trying to use, uses a file type called TRI or TRIS which is basically a list of 
triangle vertices that it then uses to compare with another model's vertices:

Code:
TRI

1000

1996

-0.42173630748 -0.002298619180003688 0.001594571375850673
-0.04134986807655005 0.05770563707444018 -0.4949345894761177
-0.4529553837855104 0.1495382066464429 0.1498991162505212
0.4346928959408253 -0.2437053375790935 0.04061766431046052
0.3309653461123563 -0.2704424251427986 -0.2594664416752355
0.02970019333516602 0.1638967733743646 -0.4714400769910478
-0.1165843492451138 -0.477629262623616 -0.09098558675261177



Thanks

Sincerely,
Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Sanat Talmaki
Hi,

I was running a small test program to understand the concept a little better:


Code:
int main()
{
  int numChildren, num1, num2, num3;
  const char* geodeName;
  const char* cowChildrenName;
  osg::Group* root = new osg::Group();
  osg::Node* cow = osgDB::readNodeFile(cow.osg);
  
  root-addChild(cow);  
  geodeName = cow-asGroup()-getChild(0)-className();
  numChildren = root-getNumChildren();  
  num1 = cow-asGroup()-getChild(0)-asGeode()-getNumDrawables();  
  num2 = cow-asGroup()-getNumChildren();
  num3 = cow-asGeode()-getNumDrawables();
  _getch();
  
  return 0;
}



The cow Node has 1 child i.e. a Geode. But when I try and query it for number 
of drawables using the line  num3 = cow-asGeode()-getNumDrawables(); I get an 
exception error.

So how do I query it or get the number of drawables ?

Thanks.

Sincerely,
Sanat.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-30 Thread Sanat Talmaki
Hi Jean,

Yes, I realize my mistake. I went through that section in the Quick Start Guide 
to refresh my memory. 

Thanks.

Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-22 Thread Sanat Talmaki
Hi Jean,

Yes, I have the local bounding spheres of each of the child nodes. But I'm 
still not clear what I need to do to join all the bounding spheres of the child 
nodes for the entire model ?

In the code below I'm loading the lwo files and creating local bounding spheres 
for each of the components:


Code:
//load the CAD files:
Backhoe = new osg::Group();
Stick = new osg::Node();
Boom = new osg::Node();
Target = new osg::Node();
Bucket = new osg::Node();
Track = new osg::Node();
Cabin = new osg::Node();
LoadBack = new osg::Node();
Stick = osgDB::readNodeFile(_BHStic_.lwo);
Boom = osgDB::readNodeFile(_BHBoom_.lwo);
Target = osgDB::readNodeFile(_BHTarg_.ac);
Bucket = osgDB::readNodeFile(_BHBuck_.lwo);
Track = osgDB::readNodeFile(_BHTrac_.lwo);
Cabin = osgDB::readNodeFile(_BHCabi_.lwo);
LoadBack = osgDB::readNodeFile(_BHLdBk_.lwo);

//bounding spheres:
//initialize here itself (unitialized references cannot exist)
const osg::BoundingSphere StickSphere = Stick-getBound();
const osg::BoundingSphere BoomSphere = Boom-getBound();
const osg::BoundingSphere TargetSphere = Bucket-getBound();
const osg::BoundingSphere BucketSphere = Cabin-getBound();
const osg::BoundingSphere TrackSphere = Target-getBound();
const osg::BoundingSphere CabinSphere = LoadBack-getBound();
const osg::BoundingSphere LoadBackSphere = Track-getBound();



Thanks,

Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-22 Thread Sanat Talmaki
Hi Jean,

I used bounding spheres on the transform nodes and that helped me get the 
distance.

Thanks

Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-18 Thread Sanat Talmaki
Hi,

I tried the following code:


Code:
//BoundingSphere using computeBound()
osg::BoundingSphere bh1Sphere = backhoe1Group-computeBound();
osg::BoundingSphere bh1PATSphere = backhoe1PAT-computeBound();
//BoundingSpere using computeBound():
  osg::BoundingSphere bh2Sphere = backhoe2Group-computeBound();
  osg::BoundingSphere bh2PATSphere = backhoe2PAT-computeBound();
..
float x1, x2, y1, y2, distance;
  if(bh1Sphere.intersects(bh2Sphere))
  {
std::cout  The backhoes are colliding !! 
   std::endl;
x1 = bh1Sphere.center().x();
x2 = bh2Sphere.center().x();
y1 = bh1Sphere.center().y();
y2 = bh2Sphere.center().y();
distance = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
std::cout  distance =   distance;
std::cout  std::endl;
  }
  else
  {
x1 = bh1Sphere.center().x();
x2 = bh2Sphere.center().x();
y1 = bh1Sphere.center().y();
y2 = bh2Sphere.center().y();
distance = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
std::cout  distance =   distance;
std::cout  std::endl;
  }





However, both the spheres (1 and 2) have the same centre coordinates. When I 
try the same thing using spheres that are bounds for the top-most PATNodes, I 
again get the same result (i.e. centre coordinates are the same).

I find this confusing as both the nodes have different positions. Is this a 
sensible approach to take though ? 

Cheers,
Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-17 Thread Sanat Talmaki
Hi,

My 3d model is a number of nodes linked by PATs and a Group node right on top. 

So when I was going through the methods, I observed that the getBound() works 
only for nodes.

Then I also came across the computeBound() which can be used with Group nodes. 

Code:
virtual BoundingSphere osg::Group::computeBound ()  
 const [virtual]

Compute the bounding sphere around Node's geometry or children.

This method is automatically called by getBound() when the bounding sphere has 
been marked dirty via dirtyBound().

Reimplemented from osg::Node.



So I wasn't sure which is the method to go ? If I compute bounding spheres for 
each node that makes up my 3d model, can I link all of them so that I can check 
for proximity between another 3d model and this one ?

If any of the examples deal with something similar, I would be glad to go 
through that but I didn't know which one. 

Thank You

Sincerely,
Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-16 Thread Sanat Talmaki
Hi Jean,

I am looking at osgBullet but for some reason all the binaries dont run after 
building it. 
Also, is there any tutorial that explains how to link osgbullet with an already 
existing osg project ?

Thanks

Sanat

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Re: [osg-users] Proximity Queries between objects

2010-08-16 Thread Sanat Talmaki
Hi Paul,

That is the method I had initially thought of (i.e. the distance between 
centres of spheres obviously :) and not the other one !)

I was building osgbullet and am able to build the projects in visual studio 
successfully. All my dependencies are built right as osgWorks' binaries run 
alright. But osgBullet's binaries hang on me when I try to run them. I will 
post that in a seperate thread as it will be misleading to discuss it in this 
one.

Thanks.

Sanat

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[osg-users] osgBullet Build unsuccessful

2010-08-16 Thread Sanat Talmaki
Hi,

I am trying to build osgBullet and while the projects build correctly in 
VisualStudio, when I try to run the binaries created, they hang on me. 

I hav the binaries from osgBullet and osgWorks copied into the binaries folder 
for osgBullet.

When I opened the dll for osgdb_osgbBullet.dll in depends.exe, I got the 
following: 
MSJAVA.DLL : System cannot find the file specified.

And osgbBullet.dll:
MSJAVA.DLL : System cannot find the file specified.

I cannot understand  why this dll would be causing my binaries to hang.

I was hoping to get some advise from other users who have built osgBullet 
successfully or who may have experienced any similar problems.

Thank you

Sincerely,
Sanat

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Re: [osg-users] osgBullet Build unsuccessful

2010-08-16 Thread Sanat Talmaki
Hi Fred,

I'll try that out. THanks.

Sorry Paul, I didn't realize there was a google groups separately for 
osgBullet. 

Thanks,

Sanat.[/quote]

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Re: [osg-users] OSG in Delta3D

2010-08-15 Thread Sanat Talmaki
Hi Tony,Jan

I did go through delta 3d's tutorials and found that it had a lot more than I 
might need for now. Plus I felt it was much simpler to set up a scene and go 
from there in osg or maybe that's just because I have been using osg. 

I will look at osgBullet and integrate it.

Thanks

Sincerely,
Sanat

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[osg-users] Proximity Queries between objects

2010-08-15 Thread Sanat Talmaki
Hi,

I am interested in knowing if there is some tool in osg that I can use to 
perform proximity queries between  a pair of objects. I looked at osgbullet. 
But it offers a lot more than what I basically need.

One approach that I have thought of is using distance formula between the 
PATs-position of the two objects. But with this, I won't get the object edge 
to object edge distance (i think)

So, I wanted to know if there is some way in OSG I can compute the shortest 
distance between the boundaries of two objects. 

Thank You.

Sincerely,
Sanat

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[osg-users] OSG in Delta3D

2010-08-14 Thread Sanat Talmaki
Hi,

I am interested in adding Collision Detection to my current OSG application. 
And after going through a number of threads on this topic, the common theme was 
use Delta 3D.

So my question is: 
Can I use my current OSG code as is, in Delta 3D and then just add other 
features (like collision detection) to the app ? Or does my osg code need to 
change to allow me to use it in Delta3D ?

Thank You.

Sincerely.
Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-09 Thread Sanat Talmaki
Hi Jean,

Your suggestion to study the function that is called from the code was a very 
good one indeed. This way, you do not have to  

Thanks !!

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Sanat Talmaki
Hi Jean,

I decided to take the approach that displays graphics in a window. I am able to 
get 2 windows. But right now, both monitors are displaying 2 windows. I am not 
able to separate window 1 to screen 1 and window 2 to screen 2 only. 

I tried following what you had suggested but I still get 2 windows in each 
screen:


I have 2 graphics context - gc and gc2 (gc handles views 0, 1, 2 and gc2 view 3)
Below is how I have setup the graphics context and windowing system interface:


Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
   
osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
  osg::notify(osg::NOTICE)Error, no WindowSystemInterface available, 
cannot create windows.std::endl;
  return 1;
}
unsigned int windowWidth1, windowHeight1;
unsigned int windowWidth2, windowHeight2;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), 
windowWidth1, windowHeight1);
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(1), 
windowWidth2, windowHeight2);
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 100;
traits-y = 100;
traits-width = 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptrosg::GraphicsContext gc2 = 
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid()  gc2.valid())
{
  osg::notify(osg::INFO)  GraphicsWindow has been created 
successfully.std::endl;
  // need to ensure that the window is cleared make sure that the complete 
window is 
  //set the correct colour rather than just the parts of the 
window that are 
  //under the camera's viewports
  gc-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
  gc-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  gc2-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
  gc2-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
  osg::notify(osg::NOTICE)  GraphicsWindow has not been created 
successfully.std::endl;
}





This is the code for the window in the 2nd monitor (or view 3)


Code:
// view 3
  {
osgViewer::View* view = new osgViewer::View;
view-setUpViewOnSingleScreen(1);
view-setName(View four);
  viewer.addView(view);
  view-setSceneData(root);   
  view-addEventHandler(keh.get());
  view-getCamera()-setName(Cam four);
  view-getCamera()-setProjectionMatrixAsPerspective(30.0, 
double(traits-width) / double(traits-height), 1.0, 1000.0);
  view-getCamera()-setViewport(new osg::Viewport(0, 0, traits-width, 
traits-height));
  view-getCamera()-setGraphicsContext(gc2.get());
  view-setCameraManipulator(new osgGA::TrackballManipulator);
  osgGA::NodeTrackerManipulator* backhoeTracker = new 
osgGA::NodeTrackerManipulator();
backhoeTracker-setTrackNode(backhoe1.getBackhoe());
view-setCameraManipulator(backhoeTracker);
  
  }




Thanks

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Sanat Talmaki
Hi Jean,

You were right that my graphics card settings were not set to Configured 
independently from each other (Dual View). I updated the settings in the nvidia 
Control Panel and now have behavior similar to what you described with being 
able to drag windows across screens, etc.

But unfortunately, for my application, when I run the program:
Screen 1 just has the Windows Taskbar with the osgviewer windows minimized. The 
osgviewer windows can be viewed in the maximized state only in Screen 2.  

I used:
view-setUpViewOnSingleScreen(1); //for views 1,2,3 with graphics context gc
view-setUpViewOnSingleScreen(2); //for view 4 with graphics context gc2

---
I am hoping to get the behavior where window 1 is seen on screen-1 and window 2 
on screen-2.
I'm using Widnows XP and my graphics card is Nvidia Geforce 6800.


Thanks

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Sanat Talmaki
Hi Fred,

I had tried 0 and 1 before but that gave me the exact same behavior. So in your 
application you have a different osgviewer window that displays in each screen 
the moment your program starts running ?

I don't know if there is something wrong in the way I'm setting up my graphics 
context and widnowing system interface, if you're able to achieve something 
similar to what I'm trying. 

If its any reference, my code for the graphics context part is copied below:


Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
   
osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
  osg::notify(osg::NOTICE)Error, no WindowSystemInterface available, 
cannot create windows.std::endl;
  return 1;
}
unsigned int windowWidth1, windowHeight1;
unsigned int windowWidth2, windowHeight2;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), 
windowWidth1, windowHeight1);
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(1), 
windowWidth2, windowHeight2);
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 100;
traits-y = 100;
traits-width = 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptrosg::GraphicsContext gc2 = 
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptrosg::GraphicsContext gc3 = 
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid()  gc2.valid()  gc3.valid())
{
  osg::notify(osg::INFO)  GraphicsWindow has been created 
successfully.std::endl;
  // need to ensure that the window is cleared make sure that the complete 
window is 
  //set the correct colour rather than just the parts of the 
window that are 
  //under the camera's viewports
  gc-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
  gc-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  gc2-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
  gc2-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  gc3-setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
  gc3-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}



Thanks.

Sanat.

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-06 Thread Sanat Talmaki
Hi Jean,

Thanks for that. It helped me solve the problem. 

Also, I wanted to know if  trial and error is the way one can pick up the 
intricacies of osg, as there is so much in the api, its very difficult to know 
how it all works.

Thanks,

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Torben,

I haven't decided on what the remote side architecture would be. I was not sure 
if I needed to have a full fledged PC on the remote side or could I get away 
with using a monitor connected to a device that receives the wireless video 
feed. 

Not having a full fledged OC on the remote side would be my preferred option. 


 If you replace this monitor with a video transmitter hardware, you could send 
 this local rendered output to your reciever monitor. 

I'm sorry but I don't know how this could be achieved (what parts)?

Thanks

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Torben, Jason

Thanks for the explanation, I clearly understand the video transmission part 
now.

But using a set up such as that, I am basically transmitting the entire video 
feed to the remote screen. 

I am interested in sending the rendering of only 1 of those 3 viewports(1 view 
from the compositeViewer), not all 3. (as seen in the attachment below). With 
that being the case, does it make more sense to use the image based approach  ? 

 the rendering the image on the master pc and transfering the final image


Or can it still be achieved using the method in the earlier post ?

Thanks for the help !

Sanat.

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Hi Skylark,

Thanks for your reply

Are there any examples in the source that show how to only render the bottom 
left viewport on the second monitor (basically a generic example for 
selective rendering) or any suggested reading ?

Thanks

Sanat

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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-05 Thread Sanat Talmaki
Thanks Jean, I'll try this out right away using a cable for the remote screen 
for now.

-Sanat.

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[osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-04 Thread Sanat Talmaki
Hi,

I am not sure if I have phrased my question correctly, so I'll try to explain 
what I am trying to achieve.

I am using osgCompositeViewer with 3 views as seen in the screenshot attached. 

I am interested in wirelessly transmitting the thread for one of the views 
(bottom left one) to a remote monitor/HUD. 

I just don't know if something like this is possible and if so, what I need to 
follow ? I hope I have been able to explain myself clearly.

If I can get some leads it would be very helpful.

Thanks!

Regards,
Sanat

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Attachments: 
http://forum.openscenegraph.org//files/test_scrshot_165.jpg


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Re: [osg-users] Transfer osgViewer stream wirelessly to a remote monitor

2010-08-04 Thread Sanat Talmaki
Hi Ulrich,


 Thread? I assume you want to transmit the *image* to a remote monitor?
 Or do you want to somehow migrate the rendering to another box?


Yes, basically when the simulation is running on my main PC, I want to view the 
exact same simulation on a remote monitor/screen. (In this case, the reote 
monitor could only show the bottom left portion of the screen as seen in my 
attached screen-shot). 


 Or you could look at a hardware solution where you send the 'remote' image to 
 another
 local screen and only transmit the video signal to the remote monitor.

I'm sorry, I did not understand the above.

How do you normally transmit a video signal ? (using a typical radio modem at 
my server side PC and another radio receiver at the remote pc side)

Thanks

Sanat

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Re: [osg-users] Display distance between 2 objects

2010-07-29 Thread Sanat Talmaki
Hi Ulrich,

Thanks for that suggestion. I didn't know that the keyboard handler handle() 
function gets called regardless of whether the key is pressed or not.

Thanks,

Sanat.

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Re: [osg-users] osgViewerMFC example (linking errors)

2010-07-28 Thread Sanat Talmaki
Hi Cory,

That was it. Thanks for catching that out.

Best,
Sanat

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[osg-users] Display distance between 2 objects

2010-07-28 Thread Sanat Talmaki
Hi,

I have been able to display a text box in my application but my problem is 
something like this:
I have 2 PAT nodes under a root node. I want to display the distance between 
these 2 nodes using simple distance formula at every run of the traversal.

Currently I have the text box added to my keyboard event handler. And it 
displays updated information like which node is under control eveytime I hit a 
key. However I want to display the distance without having hit a key. 


Code:
TextBox * t1 = new TextBox();
t1-setPosition(osg::Vec3d(0, 450, 0));
t1-setText(str1);
..
osg::ref_ptrKeyboardHandler keh = new KeyboardHandler;
keh-setPAT(backhoe1PAT, backhoe2PAT);
keh-setTextBox(t1);



If I add update callbacks to the individual nodes, I wont be able to access the 
position info of the other PAT. So I was wanting to know how I can go about 
this issue. 

Thanks,

Sanat

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Re: [osg-users] osgViewerMFC example (linking errors)

2010-07-24 Thread Sanat Talmaki
bump

hoping to kno if any of you guys have faced this problem/any solutions ?

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Re: [osg-users] How to set new PAT position for every traversal run ?

2010-07-23 Thread Sanat Talmaki
Hi Tom,

Yes, I should have probbaly tried outputting values to the console a little 
earlier. It appears there is a bug in VS 2005 while setting a watch on  
variables in member functions in classes.

So I have managed to narrow down my problem to the following lines of code:

xPos and yPos are legitimate value.
However backhoeContactPoint.x and .y show 0 as output. 

I also noted that the Intersection backhoeIntersection has its member matrixd 
showing: error unable to access inavlid memory location.

But this method was working for me when I was updating position through 
keyboard input.


Code:
//PROBLEM STARTS FROM HERE AS CONSOLE OUTPUT SHOWS VALUE 0:
  osgUtil::LineSegmentIntersector* backhoeLocationSegment = 
   new osgUtil::LineSegmentIntersector(
   osg::Vec3d(xPos, yPos, 9),
   osg::Vec3d(xPos, yPos, -9));
osgUtil::IntersectionVisitor findBackhoeElevationVisitor;
  findBackhoeElevationVisitor.setIntersector(backhoeLocationSegment);
surface-accept(findBackhoeElevationVisitor);
osgUtil::LineSegmentIntersector::Intersection backhoeIntersection = 
 
backhoeLocationSegment-getFirstIntersection();
osg::Vec3d backhoeContactPoint = 
backhoeIntersection.getWorldIntersectPoint();
Console::WriteLine(backhoeContactPoint.x: {0}, 
backhoeContactPoint.x());
Console::WriteLine(backhoeContactPoint.y: {0}, 
backhoeContactPoint.y());
return backhoeContactPoint;




What can I infer from this ?

Thanks,

Sanat

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