I've started a new thread called FirstPersonManipulator with the files.
On Thu, Apr 23, 2009 at 1:50 PM, Simon Loic simon1l...@gmail.com wrote:
Hi Richard,
I wouldn't want to fool you with this collision stuff. The goal is simply
to prevent the player (the camera) to cross through the walls
Hi Richard,
I wouldn't want to fool you with this collision stuff. The goal is simply to
prevent the player (the camera) to cross through the walls of the scene, and
in the meantime to stick to the ground in case of grounded mode.
Something alike is already done in the DriveManipulator, using a
'collision handling' - oh wow!
I eagerly await.
Richard
On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic simon1l...@gmail.com wrote:
Hi,
In fact I've struggled quite a while to handle collision in a way that
apparently doesn't work, and finally I had to postpone coding on it for work
reason.
Hi,
In fact I've struggled quite a while to handle collision in a way that
apparently doesn't work, and finally I had to postpone coding on it for work
reason.
I'll try to post a version of this manipulator with simple collision tests
soon , let's say by the week end.
On Tue, Apr 21, 2009 at
hi,
I'm interested in using this manipulator. Have any updates been posted or
should I use the originally posted one?
Richard
2009/3/24 Simon Loic simon1l...@gmail.com
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.
On Fri, Mar 20, 2009
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.
On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic simon1l...@gmail.com wrote:
All right, I'll certainly finish during the week-end and post it on
osg-users for testing.
2009/3/20 Robert Osfield
Hi Loic,
Great little discussion :-)
2009/3/19 Simon Loic simon1l...@gmail.com
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
you can give it a try and decide which name best fits. In my concern I
clearly incline towars grounded as the implementation I was about
Hi guys,
I was looking for an osg manipulator fitted for walkthrough in architectural
environments. I found that the best ones were UFO, Drive and Flight. Though,
I was not really convinced by any of them as there is no direct control on
the speed but only on the acceleration. Thus, it is hard to
Hi,
FYI, there was a posting of a (presumably similar) WASD type manipulater by
Viggo Løvli back in August 08 - seach the archives for How to write a
camera manipulator...
David
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Hi Simon,
I coded a kind of human-view code which is typically what you want, but in a
form that may not fit exactly what you need. It is a matrix getter, that is
to say a class that only update the view matrix (inputs are grabbed from
another class). Think about it as a delegate manipulator
Thanks guys,
indeed the wasd manipulator does pretty much the same things as mine.
Although I'm not interested in changing my manipulator. I was just pointing
out that this kind of manipulators are missing in the osg core. Basically if
the wasd manipulator had been integrated in osgGA, I wouldn't
HI Loic,
The manipulator certainly isn't pointless - as the fact that others have
written something similar shows it's a common need, so getting something
like it checked into the core OSG makes sense. I would suggest finding a
more generic name rather than DoomLikeManipulator. Perhaps
Hi all,
IMHO, FirstPersonManipulator should suit any first person cameras ; and a
doom-like one is only a subset of a FPS manipulator. Think about Descent
game, where you could go in any direction in space (no gravity to say where is
the up direction). Doom-like has a fixed up vector that may
2009 17:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] DoomLike manipulator
Hi all,
IMHO, FirstPersonManipulator should suit any first person cameras ; and a
doom-like one is only a subset of a FPS manipulator. Think about Descent
game, where you could go in any direction in space (no gravity
/running, so how about
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March 2009 17:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] DoomLike manipulator
Hi all
/running, so how about
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March 2009 17:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] DoomLike manipulator
: [osg-users] DoomLike manipulator
Hi all,
IMHO, FirstPersonManipulator should suit any first person cameras ; and
a doom-like one is only a subset of a FPS manipulator. Think about
Descent game, where you could go in any direction in space (no gravity to
say where is the up direction). Doom
Simon Loic wrote:
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the
header :
The camera control is done via keyboard arrows concerning the
position and via mouse draging concerning the orientation.
There are two modes
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March 2009 17:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] DoomLike manipulator
Hi all,
IMHO
Sukender wrote:
And about the modes, I would prefer FREE and HORIZONTAL :)
My preference would be GROUNDED (as in, you stay on the ground) rather
than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional
motion.
I'm indifferent on FREE vs. GENERAL.
--J
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
you can give it a try and decide which name best fits. In my concern I
clearly incline towars grounded as the implementation I was about to propose
allows step over small obstacles like stairs.
If you have remarks on the
Hi Simon,
I thought the manipulator could behave like a flying human (= Horizontal mode
for movement, but nothing to keep on floor). Or is it a thrird mode?
1. FREE (= Descent, go any way, up vector changes).
2. FREE_UP_FIXED (= Flying human, up vector is fixed, but camera moves
anywhere)
3.
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