Hi Robert, I realize your busy, that's why I am trying to implement it myself and I appreciate the feedback. I'm going to try the primitive intersector implementation and from what I've seen, I think I can use a similar process used by the LineSegmentIntersector::intersect( Drawable *)......?
Cheers, Chris On 11/17/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
HI Chris, On 11/17/06, c sklu <[EMAIL PROTECTED]> wrote: > Ok, now I've modified PolytopeIntersector to take a CalculationMode ( > BOUNDING_SPHERE, VERTICES, PRIMITIVES) as a parameter. The vertices > mode checks to see if any of the vertices are within the polytope. But > even this isn't an accurate solution because what if you dragged a box > to intersect just an edge of a polygon or completely in the interior > of a polygon, then a vertex isn't necessarily in the polytope. > > So I think the only accurate solution is to use a Primitives based > calculation mode... Having modes requires the underlying implementation of line segment and triangle based polytope intersections, as I've said twice now it hasn't been done yet, but its what I intend for this intersector. You are welcome to implement it. I am veeeeerrrrry busy right now so can't take on any other stuff. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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