i'am doing something simular, and use the hit.getWorldIntersectPoint(),
I have a function: bool isPointInSceneClipped, which looks like this for me:
--------
    //transform the point to rotated box coordinates
    osg::NodePath nodePath;
    nodePath.push_back(m_Impl->m_SceneClipBox.m_ClipBoxTransform.get());
    osg::Matrix l_mat = osg::computeWorldToLocal(nodePath);

    osg::Vec3 vpoint(hitpoint[0], hitpoint[1], hitpoint[2]);
    vpoint = vpoint*l_mat;

    //points outside the box are clipped, points in the box are not clipped
    return !(vpoint.x() > m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMin[0]
&&
             vpoint.x() < m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMax[0]
&&
             vpoint.y() > m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMin[1]
&&
             vpoint.y() < m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMax[1]
&&
             vpoint.z() > m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMin[2]
&&
             vpoint.z() < m_Impl->m_SceneClipBox.m_SceneClipInfo.m_vMax[2]
);
--------

the m_SceneClipBox class contains the transformation and the dimensions of
my clipbox.
the worldpoint is translated to a local coordinate, and this is tested
against the (local) clipbox dimensions.

to answer your question:
  how do i get a clipNodes clipBox? so i can check if the
WorldIntersectPoint is within it?
  ->
  store your clipbox dimensions when you specify them, translate
your WorldIntersectPoint to it's (rotated/scaled) coordsystem
  so you can check that point.

Hope this is of some help,

Rene

2009/5/21 Paul Griffiths <[email protected]>

> i found out i can simple use:
>
> if (clipBox.contains(hitr->getWorldIntersectPoint()))
>
>
> how do i get a clipNodes clipBox? so i can check if the WorldIntersectPoint
> is within it?
>
> Any ideas?
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12708#12708
>
>
>
>
>
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