Hi Sonya

>but what happens if mouse is close enough and supposed
>to be snapped to vertex but mouse is not on object.?

I can think of two things -  set bounding sphere to be larger so that you
intersect object when you click near object ( see
http://vtp.googlecode.com/svn-history/r7601/trunk/TerrainSDK/vtlib/vtosg/NodeOSG.cpp
as an example), then create custom intersector to suite your needs see
custom intersectors here
http://www.packtpub.com/sites/default/files/downloads/6884_Chapter10.pdf

Regards
Sergey



On Sat, Jul 26, 2014 at 11:11 PM, Sonya Blade <sonyablade2...@hotmail.com>
wrote:

> Hi Sergey,
>
> Thanks for the tutorial, but I believe that the problem is: Casted ray
> with world_mouse = screen_mouse*inverse(MVPW)
> matrix manipulation is unware of whether it crossed an object or not, it
> simply returns near/far points of frustum.
> On the other hand using, the" LineSegmentIntersector >>
> getWorldIntersectionPoint()  " and example in *OSG cookbook*
> *Ch3 Selecting a point on the model** solves* the issue of what is behind
> the mouse but I believe that it has drawbacks.
> Because this tecnique requires the mouse to be hoovered on object, but
> what happens if mouse is close enough and supposed
> to be snapped to vertex but mouse is not on object.?
>
> The above is my intuitive reasoning , I tried to put it in succinct manner
> and hope that I well versed it. If it is not clear  I'll try to
> ealaborate it with images.
>
> Regards,
> ------------------------------
> Date: Sat, 26 Jul 2014 14:11:38 +0400
> From: sergey.fo...@gmail.com
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Mouse World Position in Perspective View
>
>
> Hi Sonya,
>
> I think you could solve your problem if you understand theory what goes
> during the whole process and test if anything works from simplest examples,
> then after  tests  you'll uncover a problem
>
> for theory I think following to links are useful, but see not only first
> link, but also second
>
> http://www.mvps.org/directx/articles/rayproj.htm
> http://www.mvps.org/directx/articles/improved_ray_picking.htm
>
>
> Regards
> Sergey
>
>
> On Sat, Jul 26, 2014 at 1:53 AM, Sonya Blade <sonyablade2...@hotmail.com>
> wrote:
>
> Dear All,
>
> I'm having a hard time getting the correct results for the mouse position
> in world coordinates.
> The problem is: retrived world mouse position is not even close to those
> when I hoover over an
> object so I couldn't find any correlation between to which vertex of
> object is mouse close to.
>
> To obtain the world mouse position I use world_mouse =
> screen_mouse*inverse(MVPW), for obtaining
> the vertex position I use LineSegmentIntersector >>
> getWorldIntersectionPoint() and there is absolutey
> not any coherent value that I can find any relation. My aim was to snap
> the mouse to the closest vertex
> in object, but produced results are as follow.
>
>  world coords vertex(6.97538 20.55 18.7482"
>  local coords vertex(0.876922 -3.74963 4"
> Mouse Position -101.794 44.6545 -130.128"
>
> Your help will be appreciated,
>
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