If in doubt consult the source... for instance IntersectVisitor's TriangleIntersect used in conjunction with TriangleFunctor reads:
inline void operator () (const Vec3& v1,const Vec3& v2,const Vec3& v3, bool treatVertexDataAsTemporary)
Now I could adds spaces into the parameter name but it wouldn't add much extra information...
Basically the TriangleFunctor has to deal with some temporary data, i.e. vertices v1,v2 and v3 created on the fly, so should not treat tham as permanent vertices that you can later refer to.
Robert.
On 8/30/06, Mustafa <[EMAIL PROTECTED]> wrote:
What is the fourth "bool" parameter for ? int the following code segment?
struct Triangle
{
void operator() (const osg::Vec3& v1, const osg::Vec3& v2, const
osg::Vec3& v3, bool)
...
}
BR
2006/8/30, Robert Osfield <[EMAIL PROTECTED]>:
> Hi Jeff,
>
> The .obj plugin defaults to assuming that the models are coming in with Y
> up, so its doing a rotating of the coordinates inside the plugin. For most
> .obj models I've come across are Y up, but this is far for exclusive as
> you're example shows. You can get the .obj plugin to not transform the
> model by using the ReaderWriter option string "noRotation" i.e
>
> osgviewer mymodel.obj -O "noRotation"
>
> You can also pass the "noOption" string as a ReaderWriter::Option object
> into the readNodeFile.
>
> Robert.
>
>
> On 8/30/06, Jeff Kershner <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> >
> >
> > I am also used to thinking Z up worlds as that is how most Universities
> teach math.
> >
> >
> >
> > You mention that the x, y, and z values are unchanged from the
> osg::Geometry. I am having problems with my values and I do see a switch
> and that negation. The only thing I do is to attach the node to an identity
> node and to the scene graph. Can you explain why my vertices might be
> transformed? I am saving a test box with MilkShape3D to an OBJ file. The
> obj file does not contain any transformation matrix but rather just raw
> vertex data is plain ascii format.
> >
> >
> >
> > Where could the transformation be happening?
> >
> >
> >
> > Thanks,
> >
> > /jk
> >
> >
> >
> > ________________________________
>
> >
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] ] On Behalf Of Robert
> Osfield
> > Sent: Wednesday, August 30, 2006 5:57 AM
> >
> > To: osg users
> > Subject: Re: [osg-users] Collecting vertex array... is this correct?
> >
> >
> >
> >
> >
> >
> >
> > Hi Jeff,
> >
> >
> > On 8/30/06, Jeff Kershner <[EMAIL PROTECTED] > wrote:
> >
> >
> >
> >
> > I have noticed that the vertices x, y, z from a model come to the
> TriangleFunctor as x, z, -y. This is probably normal as OSG is Z pos up…
> >
> >
> >
> > The TriangleFunctor will just pass along the xyz values that are in the
> osg::Geometry unchanged in order or sign.
> >
> > The OSG's plugins generally assume z up, y north, x east, and the OSG's
> camera manipulator also default to home position with z up, y north, x east.
>
> >
> > This convention is the standard in vis-sim, but not all modelling apps
> follow it, and some graphics apps/users are used to y up. OpenGL being one
> of them, the eye coordinates are y up, z out of the screen, x to the right.
> The OSG's camera view matrices will take you from the z up coordinate frame
> to the y up OpenGL one.
> >
> > The way I think about things is z up works well for world coordinates,
> when you think about your whole scene, and real world maps etc. However,
> when thinking about screen coordinates its useful to think a y up and x the
> right as this is what we are used to when draw xy graphs.
> >
> > Robert.
> >
> > Now if you load a model which had y up, z out the
> >
> >
>
> _______________________________________________
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>
>
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