Hi, Andreas.

      Although my German is a bit rusty, I visited your website and
congratulate you for the software you developped. I hope you're getting a
proportional reward to the ammount of work you must've had... Unfortunately,
I can't use your software for a couple of reasons: it is not specifically
made for descriptive geometry, which is my objective, and, well, this is my
Research Internship project, so the point is that I actually learn how it's
done.

      The class that I have copied from Paul's book is made using the
PolytopeIntersector, might that be a reason for not having worked with shape
drawables?
     You have explained to me in words how does the whole intersection
process works, but I still am not able to create a class that manages mouse
picking. Can you pass me one of those that you said worked with shape
drawables?

                     Thanks,

                          Renan M Z Mendes

2007/12/13, Andreas Goebel <[EMAIL PROTECTED]>:
>
>
> >
> > I was going to attach the souce code to this message, but I've given
> > up, for I know that what I really need is an understanding of the
> > basics of mouse picking..... but I mean the true and real basics. What
> > I mean with basics? I need to understand every line of that
> > pickhandler class for starters.... If not, at least an understanding
> > on how to USE this class...
> >
> > Anyone's been through a similar situation and/or might be able to help
> me?
> >
> > Thank you....
> >
> > Renan M Z Mendes
> Hi,
>
> I have been through exactly that, as I wrote a software for spatial
> geometry. See here: www.raumgeometrie.de
>
> I can assure you that the new pick-classes work perfectly well with
> shape Drawables, all my code is based on that. There must be a simple
> mistake on your side.
>
> But you might want to have a look at my software before reinventing the
> wheel.
>
> The basic function is:
>
> - your mouse is in screen-coordinates
> - the screen-coords wil have to be transformed back to world-coordinates
> (which is done automatically by a convenience function of the intersector)
> - you will have to make something three-dimensional of the
> two-dimensional screen-coordinates, usually using the near and far
> clip-planes (automatically done by the intersector)
> - now you have a segment that lies exactly behind your mouse-pointer
> - the segment is intersected with the node that is passed to it
> - (this is done roughly like this: Intersection tests are made for the
> bounding volumes of each node, if it intersects, one goes further down
> the tree until real geometry is met. Here intersection is calculated
> against all triangles)
>
> I use a LineSegmentINtersector, which works just perfectly for picking.
>
>
> Regards,
>
> Andreas
>
>
>
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