Take the results from the PolytopeIntersector, project them to screen
space, measure the distance from your mouse XY to the projected point, sort
the result set by this metric and take the closest.
On Fri, Dec 23, 2016 at 3:22 AM, Robert Osfield
wrote:
> HI Bruno,
>
>
HI Bruno,
For a point cloud you may be best to implement your own
osgUtil::Intersector, the design is meant to facilitate this,
LineSegmentIntersector and PolytopeIntersector are both examples of
subclasses from Intersector so you could use these as inspriation.
Robert
On 22 December 2016 at
Danny Lesnik wrote:
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects with
Hi Paul,
I just can't realize I have only one object its bs radius os 43. what is the
object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
Cheers,
Danny
--
Read this topic online here:
Danny Lesnik wrote:
I just can't realize I have only one object its bs radius os 43. what is the object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
The only suggestion I have is to check out what is really going on by
writing a small OSG app that shows
-users@lists.openscenegraph.org
Subject: Re: [osg-users] Intersect.
Hi Paul,
I just can't realize I have only one object its bs radius os 43. what is
the object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
Cheers,
Danny
--
Read this topic
Danny Lesnik wrote:
Hi,
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects
Hi Paul,
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test wether bounding sphere intrsect with
any other project?
My idea is to move object with UpdateCallBack and stop movement if I have any
other object on
Danny Lesnik wrote:
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test wether bounding sphere intrsect with
any other project?
That depends on how coarse/precise you want the intersections to be.
Testing
For example, GIMPACT
GIMPACT - very slow
use BULLET physic + convex decomposition (BULLET example)
2009/8/25 Paul Melis p...@science.uva.nl
Danny Lesnik wrote:
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test
On Fri, Aug 15, 2008 at 9:25 AM, Victor Hurdugaci
[EMAIL PROTECTED] wrote:
Hello everyone,
I have two geodes and I want to intersect them in order to obtain another
object. Something like in 3dsmax – Boolean operations.
So I need to keep from two objects only the part that is common.
Any
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, August 15, 2008 4:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Intersect objects
On Fri, Aug 15, 2008 at 9:25 AM, Victor Hurdugaci
[EMAIL PROTECTED] wrote:
Hello
Thanks!
Hopefully Robert can give it a look when he gets back.
thanks,
andy
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Tuesday, February 12, 2008 9:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect
Hi Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
I did some tests last night. Full results below. The executive summary
is this:
For 2,244,800 samples (individual ray tests),
Floats: 113.121566 seconds (original)
Doubles: 113.954178
Hello Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Sorry, I was out of town finally this weekend. I will try it out tonight.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Thanks,
andy
___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hello Andy,
I've submitted a change to the submission list. Please take a look and tell
me if and how much it affects timing.
Great, I'll try and check it out tonight and get back to you.
J-S
--
__
Jean-Sebastien Guay[EMAIL
I got the LineSegment::intersect() method to work when I converted the
vectors you get from finding the difference between the start and the
sphere center, and the difference between the start and the end, to
Vec3d. You want the dot product to be in doubles.
In my version, I get the difference
Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project which
uses LineSegmentIntersector pretty heavily (not-quite-realtime
raytracing :-) ) so that will
Hi Andy,
I feel open to change to double if we are working with double precision as
internal representation. Or if we have double precsion in bounding sphere.
For all care about performance, i don't be sure this change will become much
slower as it is for the moment. But of course double is not
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, February 06, 2008 9:52 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)
Hello Andy,
So is anyone counting on this being floats for performance
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably
others)
Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project
Hi Andy,
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it is worth it to
keep a Vec3d in the class (marking whether it is valid), or keeping double
versions of _s and _e.
In general terms, my program
:-) only the first version of my kd.tree. latest i still extermly slow with
about 700K-800K intersection test per second. there are latest kd-Tree ray
check with more than ++ 6M rays per second. www.ompf.org :-)
so if we will have such a datastructure, we can do lot special effects, like
global
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
http://www.ompf.org :-)
Don't take it personally, I didn't mean
:-)
2008/2/6, Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
To: OpenSceneGraph Users
Subject: Re: [osg-users] intersect() methods in LineSegment (probably others)
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per
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