Re: [osg-users] PolytopeIntersector distance and Transform

2013-03-07 Thread Robert Milharcic

On 4.3.2013 11:05, Andreas Roth wrote:

hanks to Aurelien for the work-around.

Hi Andreas,

That is of course my personal opinion, but i think PolytopeIntersector 
is overkill for most, if not all usage scenarios plus it doesn't work 
correctly on a scaled geometry. I simply took LineSegmentIntersector 
renamed it to IntersectorPrivate, added some sensitive area along 
picking vector, added suport for lines, points etc...  As I remember 
it,  it was pretty straight foward task... I'm not saying my solution is 
perfect nor thoroughly tested but it works well for our needs. Of course 
if someone would like to see what I did I can paste code here...


Robert Milharcic
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Re: [osg-users] PolytopeIntersector distance and Transform

2013-03-07 Thread Glenn Waldron
On Thu, Mar 7, 2013 at 4:53 AM, Robert Milharcic 
robert.milhar...@ib-caddy.si wrote:

 On 4.3.2013 11:05, Andreas Roth wrote:

 hanks to Aurelien for the work-around.

 Hi Andreas,

 That is of course my personal opinion, but i think PolytopeIntersector is
 overkill for most, if not all usage scenarios plus it doesn't work
 correctly on a scaled geometry. I simply took LineSegmentIntersector
 renamed it to IntersectorPrivate, added some sensitive area along picking
 vector, added suport for lines, points etc...  As I remember it,  it was
 pretty straight foward task... I'm not saying my solution is perfect nor
 thoroughly tested but it works well for our needs. Of course if someone
 would like to see what I did I can paste code here...


The only reason we used the PI in osgEarth was to support line and point
picking. So if you have a better solution that you are willing to share, we
would be interested in evaluating it.

Glenn Waldron / @glennwaldron
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Re: [osg-users] PolytopeIntersector distance and Transform

2013-03-07 Thread Aurelien Albert
Hi,

I'm also interested if you have a solution to easily pick points  lines !


Thank you!

Cheers,
Aurelien

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Re: [osg-users] PolytopeIntersector distance and Transform

2013-03-04 Thread Andreas Roth
Hi,

i tried to use the osgEarth::Picker class, which uses the 
PolytopeIntersector for picking and came across the same issue.
I used Aurelien work-around and recalculate the distance, but as Aurelien 
already mentioned it's quite slow because of all the recalculation and sorting. 
Since Aurelien posted it's work-around more than a year has passed and i'm 
curious if there's are progress concerning this issue (i'm using 3.1.5 and the 
issue is still there).
For now i'm happy with the work-around, but this not the best solution i think.

Many thanks to Aurelien for the work-around.

Regards,
Andreas

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Re: [osg-users] PolytopeIntersector distance and Transform

2012-01-23 Thread Aurelien Albert
Hi,

Yes, I'm facing the same problem.

I found a workaround by resorting intersections in a new container :
for each intersection :
- I compute the worldIntersectionPoint by transfoming the 
localIntersectionPoint in world coordinates
- I compute the camera world position - worldIntersectionPoin distance

It's a little slow, and it's only a workaround, but it works.

Aurelien

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Re: [osg-users] PolytopeIntersector distance and Transform

2011-09-21 Thread Nick McEvoy

Peter Hrenka wrote:
 
 I had a partial fix which helped as long as there is no projection involved. 
 Unfortunately that is probably the main use-case... I think the proper way to 
 do this involves storing the inverse matrices in the result-structure and 
 back-transforming the intersection points before sorting.
 


Has anyone resolved this bug with incorrect distance reported by the 
PolytopeIntersector when objects are scaled?

cheers,
nick

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-08-11 Thread Peter Hrenka

Hi Andrew,

Andrew Cunningham schrieb:

Hi Peter,

Did you ever work up a fix for this?
... 


I had a partial fix which helped as long as there is
no projection involved. Unfortunately that is probably
the main use-case... I think the proper way to do this
involves storing the inverse matrices in the result-
structure and back-transforming the intersection points
before sorting.

Right now I do not have much time to work on
PolytopeIntersector, but if you want to fix it
yourself I could describe my idea in more detail.
It should not be hard (no hairy math involved).


Thank you!

Cheers,
Andrew


Cheers,

Peter
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Re: [osg-users] PolytopeIntersector distance and Transform

2009-08-11 Thread Andrew Cunningham
Hi Peter,
I have no time to work on this either at the moment. I will just avoid the 
scale transforms and scale the objects 'manually'.

Andrew

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-08-10 Thread Andrew Cunningham
Hi Peter,

Did you ever work up a fix for this?
... 

Thank you!

Cheers,
Andrew

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-22 Thread Peter Hrenka

Hi Andrew,

Andrew Cunningham schrieb:

Hi Peter,

Although your fix did not work - it is definitely the scale part of the 
transform causing the problem. If I remove the scaling part of the transform , then the 
polytope picking works as expected
... 


Thank you for the example.

It turns out that transforming the distance plane is not so
straight-forward after all when scaling is involved.

I'll try to work out the proper transformation for that case.

Cheers,

Peter

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-22 Thread Andrew Cunningham
Hi, Peter
Thanks for looking into this  a tricky bug ... I got really lost trying to 
trace the problem myself. good luck!

I think as a workaround I will scale the geometry manually without using a 
transform.

Andrew

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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-19 Thread Peter Hrenka

Hi again Andrew,

Andrew Cunningham schrieb:

Hi,

I am having some problems with the distance found by the PolytopeIntersector  
but only when the  geometry I am trying to pick has a non-null (Matrix)Transform in it's 
parent.

The PolytopeIntersector registers that object as a 'hit', BUT the distance 
recorded appears to be incorrect ( the end result is  I end up 'highlighting' 
the wrong object  behind the object I want to pick).
 
The intersection calculation works perfectly (with the transformed object) but the distance to the reference plane (used for sorting the intersections) does not accurately reflect the expected distance. Just to re-iterate this. As long as I do not try to pick a node with a transform, the sorting of the PolytopeIntersector works as expected


Using the LineSegmentIntersector on the same scene does not show the issue. 
It correctly sorts the intersections.

Any ideas?


I had another look at the code and found a nasty surprise in
Plane::transformProvidingInverse(). There is a call to
Plane::makeUnitLength() in it which should totally screw
distance results of PolytopeIntersector if you have any non-orthogonal 
Matrix-Transforms (i.e. scaling).


Could you try commenting out this line and check if it works for you?
If it does help I will think of a proper fix.


Thanks
Andrew


Cheers

Peter
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Re: [osg-users] PolytopeIntersector distance and Transform

2009-06-19 Thread Andrew Cunningham
Hi Peter,

Although your fix did not work - it is definitely the scale part of the 
transform causing the problem. If I remove the scaling part of the transform , 
then the polytope picking works as expected
... 

Andrew

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[osg-users] PolytopeIntersector distance and Transform

2009-06-18 Thread Andrew Cunningham
Hi,

I am having some problems with the distance found by the PolytopeIntersector  
but only when the  geometry I am trying to pick has a non-null 
(Matrix)Transform in it's parent.

The PolytopeIntersector registers that object as a 'hit', BUT the distance 
recorded appears to be incorrect ( the end result is  I end up 'highlighting' 
the wrong object  behind the object I want to pick).
 
The intersection calculation works perfectly (with the transformed object) but 
the distance to the reference plane (used for sorting the intersections) does 
not accurately reflect the expected distance. Just to re-iterate this. As long 
as I do not try to pick a node with a transform, the sorting of the 
PolytopeIntersector works as expected

Using the LineSegmentIntersector on the same scene does not show the issue. 
It correctly sorts the intersections.

Any ideas?

Thanks
Andrew

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