Book Image

OpenSceneGraph 3 Cookbook

By : Rui Wang, Xuelei Qian
Book Image

OpenSceneGraph 3 Cookbook

By: Rui Wang, Xuelei Qian

Overview of this book

<p>OpenSceneGraph is an open source 3D graphics application programming interface, used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization, and modeling. Familiar with its concepts and APIs, and need to improve your knowledge? This book is here to help. With exactly 100 recipes, it will enrich your experience and take you to the next level.<br /><br /><em>OpenSceneGraph 3 Cookbook</em> will escort you into the world of real-time 3D development with OpenSceneGraph, the world famous 3D graphics engine. The book assumes that you are already familiar with some basic concepts, and provides 100 vivid recipes to demonstrate how to utilize the API flexibly and how to implement some practical aspects.<br /><br />The book is divided into 10 chapters, each of which focuses on one topic. Readers may start from any topic they are interested in.<br /><br />The book includes customizing OpenSceneGraph, designing scene graph, geometry, scene navigation, animations, effects using fixed pipeline and shaders, managing mass data, and miscellaneous discussions. Every recipe will prove to be useful in a practical way or in research.<br /><br /><em>OpenSceneGraph 3 Cookbook</em> gives you a wide insight about 3D programming using OpenSceneGraph, with a set of meaningful and interesting examples.</p>
Table of Contents (15 chapters)
OpenSceneGraph 3 Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Chapter 4. Manipulating the View

In this chapter, we will cover:

  • Setting up views on multiple screens

  • Using slave cameras to simulate a power-wall

  • Using depth partition to display huge scenes

  • Implementing the radar map

  • Showing the top, front, and side views of a model

  • Manipulating the top, front, and side views

  • Following a moving model

  • Using manipulators to follow models

  • Designing a 2D camera manipulator

  • Manipulating the view with joysticks

Introduction

This chapter is all about the camera and camera manipulation. No matter how beautiful or realistic your scene is, a bad navigating experience will still drive your users away. Your goal is to try changing the view and projection matrices, which represent 3D space transformation, and thus change the world you can see from the camera smoothly and conveniently. But don't forget that manipulating with mouse and keyboard is actually a 2D interaction, with two degrees-of-freedom (DOF) and the mouse buttons. So, you can hardly describe a complete 3D movement...