Hi Carsten,

Carsten Neumann wrote:
>
>> This actually seems to be the easiest path. I didn't know that the 
>> actual Line object inside the IntersectAction was transformed back and 
>> forth all the time. (I feel numerical precision alarms going off, but it 
>> doesn't seem to be a big problem...)
> 
> hm, so far it did not seem to be a problem, also I'm not sure how 
> transforming the line compares to multiplying the matrices, precision wise.

Actually there are situations where it breaks pretty badly, and that is for 0 
scales... I haven't come across actual precision problems, but they could 
happen.

>> Either one would change that, to have the original line all the time and 
>>   just update the to-world matrix on entering transform cores, or add 
>> two extra functions that pushes/pops nodes on each node.
>>
>> Can I do that by just registering extra functions for NodeCore? Or do I 
>> need to rework the Action itself?
> 
> the callbacks are only looked up for the exact type of the core not for 
> its base classes (and doing so would probably not be a good idea). You 
> could either add a default functor that is called when no specific one 
> is registered (you'd also have to change all the specific functors to 
> push/pop nodes) or integrate it into the traversal code of Action (and 
> make it optional).
> I don't have a strong preference either way.

I would go for the Action (really the base Action class) and make it optional.

Yours

        Dirk

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