Re: [osg-users] DoomLike manipulator

2009-05-01 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-04-23 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-04-22 Thread Richard Baron Penman
'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.

Re: [osg-users] DoomLike manipulator

2009-04-21 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-04-20 Thread Richard Baron Penman
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

Re: [osg-users] DoomLike manipulator

2009-03-24 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-03-20 Thread 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

[osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread David Spilling
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Robert Osfield
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Michael Platings
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
/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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
/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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
: [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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Jason Daly
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Simon Loic
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

Re: [osg-users] DoomLike manipulator

2009-03-19 Thread Sukender
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.