Thank you very much Peter.

Peter Hrenka wrote:
> Hi Maxime,
> 
> The plane uses the above plane equation.
> (If you are familiar with projective spaces, the Vec4 can be seen
> as the projective normal in homogenous coordinates:
> (a,b,c,d) dot (x,y,z,w) = 0, where w=1 for affine points )
> 
> Note the the representation is only unique up to a
> factor (you can always multiply the equation with a
> factor != 0.0)
> 
> The normal is given implicitly by the representation. Given the above 
> equation, the normal is (a,b,c). You can easily change the direction
> of the plane normal unsing its flip()-method.
> 


Ok !


Peter Hrenka wrote:
> 
> No problem at all. PolytopeIntersector uses open polytopes internally 
> when the geometry lies to one side of a plane.
> 


Great


Peter Hrenka wrote:
> 
> You call the method accept(osg::NodeVisitor&) of your model (which is a 
> osg::Node).
> See the example osgkeyboardmouse.
> 


My bad, I should have seen it.


Peter Hrenka wrote:
> 
> This exercise is about polygons not polytopes!
> 


Yes, I meant "testing this way for each primitive".


Peter Hrenka wrote:
> 
> As for the PolytopeIntersector: It will give you all points,
> lines, triangles and quads which truly intersect the polytope volume,
> given by the primitive index.
> 


Sorry, I'm not sure I really understand.
It is possible to get the intersected triangle instead of just a list of 
intersections coordinates?


Peter Hrenka wrote:
> 
> 
> Cheers,
> 
> Peter
> -- 
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> 


thanks again,


Max

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http://forum.openscenegraph.org/viewtopic.php?p=14090#14090





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