Hi Martin,
I simply use
Code:
osgUtil::LineSegmentIntersector::Intersections intersections;
view->computeIntersections( ea.getX(), ea.getY(),intersections));
which is giving me correct results on Android and Windows, with using the
EventQueue of the window(s) on Android. I was iirc getting the correct mouse
ranges in Android, what version of osg are you using? I've tested with 3.3.1
Martin Siggel wrote:
> Hi wouter,
> I tried your code, but standard picking didn't work because the mouse input
> ranges of the event are wrong. How did you do the picking?
> Cheers,
> Martin Am 06.05.2014 08:55 schrieb "Wouter Roos" < ()>:
> > Thanks for that solution, that does make sense. I will be using my method
> > of setting the EventQueue of the window as that requires no changes to my
> > picker and I can keep my code base between desktop and Android the same
> > apart for the viewer code.
> >
> > I suggest that for the examples we add the
> >
> > Code:
> > viewer->getEventQueue()->setMouseInputRange(x, y, x + width, y + height);
> >
> > line to make the examples usable again.
> >
> >
> > Martin Siggel wrote:
> >
> > > We also had that problem with the picker. We fixed that, by
> > > reimplementing the picking like this:
> > >
> > >
> > > // map pixel coordinates to [-1,1] (OpenGL Screen Coordinates)
> > > float xwindow = x/screenWidth * 2. - 1;
> > > float ywindow = -y/screenHeight * 2. + 1;
> > > osg::Camera* cam = viewer->getCamera();
> > > osg::Matrixd m;
> > >
> > > m.preMult(cam->getProjectionMatrix());
> > > m.preMult(cam->getViewMatrix());
> > > // define intersection ray
> > > osg::Vec3d startPoint (xwindow, ywindow, -1000);
> > > osg::Vec3d endPoint(xwindow, ywindow, 1000);
> > > osg::Matrixd i;
> > >
> > > i.invert(m);
> > > osg::Vec3d wStart = startPoint * i;
> > > osg::Vec3d wEnd = endPoint * i;
> > > osg::ref_ptr<osgUtil::LineSegmentIntersector> picker = new
> > > osgUtil::LineSegmentIntersector(wStart, wEnd);
> > >
> > >
> > >
> > > 2014-05-05 13:43 GMT+02:00 Wouter Roos < ()>:
> > >
> > >
> > > >
> > > > Martin Siggel wrote:
> > > >
> > > >
> > > > > You can also workaround this (instead of using the eventqueue) by
> > > > > telling OSG about the input range of your mouse after setting up your
> > > > > viewer:
> > > > >
> > > > > viewer->getEventQueue()->setMouseInputRange(x, y, x + width, y +
> > > > > height);
> > > > >
> > > > >
> > > > >
> > > > > Cheers,
> > > > > Martin
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > > >
> > > >
> > > > Thanks for that method, that looks much better, and works for the
> > > > android examples just as well.
> > > > However it does not work when I use a picker, it still returns no
> > > > intersections whereas using the Window's EventQueue does give me the
> > > > correct results. Any ideas on why this might be?
> > > >
> > > > ------------------
> > > > Read this topic online here:
> > > >
> > > > http://forum.openscenegraph.org/viewtopic.php?p=59259#59259
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=59259#59259)
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=59259#59259
> > > > (http://forum.openscenegraph.org/viewtopic.php?p=59259#59259))
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > _______________________________________________
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> > > >
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org))
> > > >
> > > >
> > > >
> > > >
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> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=59270#59270
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