vsTASKER 7 User Manual
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3D Editor

 
This setting window is for the 3D scenario editor that relies on the built-in plugin (def_3deditor.dll).
The OSG terrain database to be loaded here will also be used by the OSG Viewer (if defined).
First, make sure the plugin is set:
Focus on the 3D editor:
 
3D Editor
1

OSG Database

1. OSG Database
Select here the OSG terrain database in either ive or osg formats.
 
2

Reload

2. Reload
Clear the current OSG scene node and reload the selected database in text field (1) to rebuild the scene node.
 
3

Clear

3. Clear
Clean the current OSG scene node.
 
4

Terrain Offset

4. Terrain Offset
Set here the terrain offset to apply to the current OSG database bottom-left corner.
This can be useful to offset to (0,0,0) an OSG terrain whose coordinates are huge (UTM for example) or to place a (0,0,0) OSG terrain to a specific XYZ coordinates terrain.
These values are used in the setPosition() function of the osg::PositionAttitudeTransform object holding the terrain node.
 
5

Map Center

5. Map Center
Use this button to compute the offset to apply to the current OSG database to make it (0,0,0), relatively to the actual terrain center.
The offset is applied on the lower-left corner of the terrain.
6

LL Corner

6. LL Corner
Use this button to compute the offset to apply to the current OSG database to make it (0,0,0), relatively to the actual terrain lower-left corner.
The offset is applied on the lower-left corner of the terrain.
7

Quick Set

7. Quick Set
Use to visually reposition and orient the terrain.
For more details, go here
 
8

Projection

8. Projection
Set here the projection system used in the loaded database. This will insure correct correlations between the 3D world and the 2D layers of the Map terrain.
 
9

UTM

9. UTM
Only available when Projection is UTM
 
10

Objects Offset

10.
Set here the objects offset to apply to all entities and object coordinated from the scenario in order to position them into the OSG database.
For example, if the scenario terrain origin is (-100,100,0) and the OSG database origin (bottom-left corner) is (1000,1000,0), then, all objects will have to be offset by (1100,900,0) to appear on the 3D scene at the correct position.
These values are used in the setPosition() function of the osg::PositionAttitudeTransform object holding the 3D model node.
If the OSG terrain is offset, then the objects normally do not have to be also offset. It is often one or the other.
11

Map Center

11.
Use this button to compute the offset to apply to all entities and objects to make them (0,0,0) on the OSG terrain, relatively to the actual terrain center.
 
12

LL Corner

12.
Use this button to compute the offset to apply to all entities and objects to make them (0,0,0) on the OSG terrain, relatively to the actual terrain lower-left corner.
 
13

Coordinates

13. Coordinates
Choose the coordinate system for displaying the OSG terrain database coordinates:
  • XYZ
  • Lat-Lon literal
  • Lat-Lon decimal
 
14

OSG Info

14. OSG Info
Display here the actual OSG database coordinates for the center of the scene, the bottom-left and the top-right corners.
 
15

Compute

15. Compute
Extract from the OSG database the coordinates to display in (9).
The scene is loaded into a special process that is called by vsTASKER. Wait for the process to finish. Sometimes, the process crashes but the extracted coordinates are correct and will be shown in (9).
16

At Start

16. At Start
If this is checked, the OSG database is loaded and the scene is created in the plugin. In the Terrain Map, 3D View will automatically be selected so that the 3D editor will be shown as soon as the scenario is loaded.
If unchecked (default), the scene node is created only when the 3D Editor view is selected an plugin loaded.
17

Lightning

17. Lightning
When checked, the terrain light will be set to default uniform ambient light. When unchecked, a spot light will be positioned 1000 m above the terrain center.
 
18

Hide

18. Hide
If checked, the terrain will not be visible (but entities and other objects will be).
 
19

Scaling

19. Scaling
Display the node object scaling on the three axis.
These values are used in the setScale() function of the osg::PositionAttitudeTransform object holding the terrain node.
 
20

Rotation

20. Rotation
Display the node object rotation in degrees around the Z axis.
These values are used in the setAtt() function of the osg::PositionAttitudeTransform object holding the terrain node.