Re: [osg-users] Picking primitive subset

2009-08-26 Thread Florian Perteneder
Hi,

I'm new to OpenSceneGraph and working on a similar problem.

I'm trying to write an application that allows the user to select different 
faces of a geometry that I load via Collada and than save the Geometry as a 
Collada file again that contains the selected Geometry as well as the original 
one. So basically I try to write some kind of select-tool to specify some 
regions directly on the geometry. Of course it would also be helpfull to 
highlight them.

I'm already able to pick a certain polygon find the associated geometry and the 
primitiveIndex of the picked Polygon, but I cannot find the associated vertices 
and normals to highlight the faces by generating some additional geometry that 
lies on top of the original one.

Have you (or anyone else) found any solution or example for this problem in the 
meantime?

Thank you!

Cheers,
Florian

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[osg-users] Picking primitive subset

2009-06-01 Thread Andrew Cunningham
Hi,
I have a geometry that is represented by perhaps 500K triangle and/or quad 
primitives.

During user interaction, I need to pick ( using a selection rectangle) a 
significant subset ( say 10K) of these primitives and highlight them ( simply 
turning the picked primitives wireframe would do).


Any suggestions on how to do this efficiently? I have OSG picking working great 
with osg::Node objects but am a bit unsure of how to pick a subset of primitive 
QUADS/TRIS from a single geometry.

Thank you!

Cheers,
Andrew

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Re: [osg-users] Picking primitive subset

2009-06-01 Thread Andrew Cunningham
Hi Paul,
I suppose I am unsure of OSG best practices  to use when picking of 
primitives. With osg::Nodes I am using userdata quite effectively to relate 
an picked osg::node back to my data model - but with primitives it is not quite 
so clear what the best OSG way would be especially when dealing with 500K 
primitives.  My naive approach would be to store a lookup relating primitive 
index to my C++ model object so I can extract my C++ object from a primitive 
pick index. 



Also , I am not sure how best to go about showing the selection. I could, for 
example,  break the geometry into selected and non-selected geonodes and 
shuffle the primitives back and forth between these two based on what has been 
selected or de-selected.


... 

Thank you!

Cheers,
Andrew

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Re: [osg-users] Picking primitive subset

2009-06-01 Thread Paul Martz
 Also , I am not sure how best to go about showing the selection. I
 could, for example,  break the geometry into selected and non-
 selected geonodes and shuffle the primitives back and forth between
 these two based on what has been selected or de-selected.

It sounds like you're saying you would copy the picked data into another
Geometry. There is really no need for that. Just have two Geometries (one
for the normal data display, and one for pick highlighting with a decorator
or StateSet mod of your choosing), and make the two Geometry objects share
the same vertex array.
   -Paul

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Re: [osg-users] Picking primitive subset

2009-06-01 Thread Andrew Cunningham
Paul,
I already have the two geometries sharing the same vertex array. But some 
decorations to show a picked state are mutually exclusive. For example, 
showing the picked primitives subset as wireframe ( not filled) is not 
possible as the same primitives will be present as filled in the default set.

I suppose the sensible thing is to pick a decoration that can overlay the 
existing geometry (e.g all picked elements are outlined in a thick line) or are 
a different color with a larger polygon offset.

Andrew

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Re: [osg-users] Picking primitive subset

2009-06-01 Thread Andrew Cunningham
One thing that makes the primitiveIndex field of the intersection classes 
significantly less useful that it could be is that the Intersector decomposes 
QUADS etc into triangles. This means some additional housekeeping to keep track 
of what the index relates to

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