Hi everyone, I have a quick question regarding switch nodes and update callbacks:
I'm working on a system where users control objects in an osg scene (ie move around, etc). I'm using switch nodes to turn various objects in the scene on and off. I'd like to test for collisions between objects in the scene, even if they may be hidden. I already have collisions working fine as long as I have the transform matrix of the object. I'd like to be able to use an update callback to get the accumulated transformed coordinates of different objects, whether they are hidden or not. It would also be nice if the update callback could tell me whether a particular node is off or on (under a switch). So, two questions: 1) Does the update traversal visitor visit "off" children of switches, so that the accumulated matrix would be accurate even if the object was not shown? 2) Is there an easy way for an update callback to find out if its node is on or off - similar to how a callback can use ComputeWorldToLocal, for example, to get the accumulated transforms. Thank you! Cheers, Tom ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31167#31167 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

