2009/5/22 Simon Hammett <[email protected]>:
> 2009/5/22 Paul Griffiths <[email protected]>:
>>
>> Simon Hammett wrote:
>>>
>>> Okies, if memory serves me correctly, the clip planes aren't in world
>>> coordinates,
>>> I think they are in eye coordinates.

Right I've had time to play with ClipNode, and what I said above is rubbish.

You just need the matrix which transforms from the parent to the
intersection node.

Given you are writing a tool kit, I suspect you can quickly and easily work out
that transform from your objects.

If not you to just need to find the parent node in the 'nodePath'
member of the intersection result and then run through to the end of
the nodePath
accumulating any matrices you find.

Then invert that matrix and multiply the intersection point with it
and test it to inside
or outside your clip node as appropriate.

-- 
http://www.ssTk.co.uk
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