Hi Gianni,
On 03.11.2014 11:47, Gianni Ambrosio wrote:
> Hi Peter,
> thank you for the fast reply.
>
> I need some clarifications about question 1.
> In my application I will use the "picked" point to calculate, and then show,
> the arclength of a path, i.e. the length of the path from start to
Hi Peter,
thank you for the fast reply.
I need some clarifications about question 1.
In my application I will use the "picked" point to calculate, and then show,
the arclength of a path, i.e. the length of the path from start to the picked
point. So I would not need to show coordinates to the us
Hello Gianni,
2) line geometry is infinitely thin. To create an exact intersection with
another line in floating point precision is like winning the lottery. You
will want to use PolytopeIntersector to intersect with non-polygonal
geometry instead.
2014-11-03 10:37 GMT+01:00 Gianni Ambrosio :
>
Hi All,
I'm trying to handle mouse movements to show some informations to the user.
I have basically two questions.
1) Lookig at "osgkeyboardmouse.cpp" example found the following code:
Code:
if (_useWindowCoordinates)
{
// use window coordinates
Hi Peter,
Just I did notice that for long/skinny objects the bounding sphere is a very
poor fit. One option for me is to dig down and get the boundingBox() of the
drawable that lies as the basis of my geometry. In my experience, that can
allow for a much tighter fit for this type of selection.
Hi Andrew,
Andrew Cunningham schrieb:
Umm, I think I found my own answer.
- Subclass PolytopeIntersector to get access to the _polyTope member
- transform this PolyTope by the inverse camera projection matrix to put it
into world coords
- When processing the Node, get the Node's bounding spher
Umm, I think I found my own answer.
- Subclass PolytopeIntersector to get access to the _polyTope member
- transform this PolyTope by the inverse camera projection matrix to put it
into world coords
- When processing the Node, get the Node's bounding sphere, and transform that
by the Intersectio
Hi,
I am using the PolytopeIntersector to select , using a mouse based screen
rectangle, objects in my scene.
Works great. However, when post-processing the intersections returned by the
PolytopeIntersector I would like to check for certain nodes whether the
(bounding box of the ) node is ENT
Hi Robert,
The PolytopeIntersector just detects and records objects that
intersect with the Polytope, there is no interrelation between the
objects, there are all just independent intersections. So for the
functionality you are after you'll need to post process the list of
intersections.
OK,
Hi J-S,
The PolytopeIntersector just detects and records objects that
intersect with the Polytope, there is no interrelation between the
objects, there are all just independent intersections. So for the
functionality you are after you'll need to post process the list of
intersections.
I'm not 10
Hello all,
I am implementing box-selection of objects using
osgUtil::PolytopeIntersector. When I use LineSegmentIntersector, I know
that the first intersection returned is the closest object that was
intersected. In the case of PolytopeIntersector, I need something more.
Basically, I need to
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