Hi Chris,

Wow that was a quick turn around :-)

I may refactor the PolytopeFunctor so there is generic template
function like TriangleFunctor, but instead a PrimtiveFunctor that
generates point, line and triangle hits.  Actually perhaps  This would
allow PolytopeFunctor to be slimed down to the bare essentials and for
the PrimitveFunctor to be useful elsewhere.

On the intersection report count, this is an interesting one,
bascially you can have whole primitives intersecting so what do you
report?  Also if you want to depth sort and pick the nearest this also
adds extra complexities.  I can't yet see any obvious solution for
this.

I'll get to reviewing and merging the code over the weekend, early next week,

Cheers,
Robert.

On 11/17/06, c sklu <[EMAIL PROTECTED]> wrote:
Here's my modifications to PolytopeIntersector which uses the new
PolytopeFunctor. PolytopeFunctor is intended for quick
short-circuiting so it aborts calculation as soon as a hit is found
and no hit information is stored. This of course can be changed in the
future but it suits my needs for now and probably for most box-select
type operations. All geometry types have been implemented..

On 11/17/06, c sklu <[EMAIL PROTECTED]> wrote:
> >
> > Yes you could use TriangleFunctor to get access to each triangle and
> > test them against the polytope.  Its a bit awkward as you have to cut
> > the triangle down by each plane, this can resulting more than a three
> > point polygon.
> >
> > Robert.
>
> I've cannibalized the TriangleFunctor into a simple PolytopeFunctor,
> but you're right, I just now need to figure out how to determine if a
> triangle or line is contained within the polytope....
>


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