Hi Nick,
Hi Robert, Community,

I am hacking the VPB process again :-).

The story is this: I transform tiles back from ECEF to local, do something with the Geometry and I want to replace the tile with my own Node. Spent already hours reading and trying to understand the SceneGraph with all this transforms, and I am failing.


Any words of how these tiles in the QuadTree are represented? I mean the tree and the transforms, I know the facts that they are coming from TerrainTiles with proper Locators, but after when the GeometryTechnique is applied.
I worked it out some years ago, where I needed to capture the transformations for a query-representation. Basically you will have a height field-layer inside the terrain-tile, which describes itself via a Locator and the height-values in a normalized coordinate frame. IIRC the complete ECEF-Transform is captured inside the locator. It simply assumes the height-field as being centered around the geographic position when creating the world-geometry.
Some snippet to retrieve the world-coordinates of the terrain-tile's center:
<code>
osgTerrain::TerrainTile& terrain_tile = dynamic_cast<osgTerrain::TerrainTile&>(node); osgTerrain::HeightFieldLayer* hf_layer= dynamic_cast<osgTerrain::HeightFieldLayer*>(terrain_tile.getElevationLayer());
        osgTerrain::Locator* locator = terrain_tile.getLocator();
        osg::EllipsoidModel* es = locator->getEllipsoidModel();

        //compute center transform
        osg::Vec3d center_model;
        tile ->convertLocalToModel(osg::Vec3d(0.5,0.5,0.0), center_model);

</code>
I'm not quite sure which coordinate frame is used in the quadtree itself, but it should be easy enough to put some subgraph to an osgt to inspect.

Cheers
Sebastian

Thanks so much for any word on this. It is the last bump in my current dev

Cheers,
Nick

--
trajce nikolov nick


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