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In article <48363e73@news.povray.org>, dne### [at] san rr com says...
> Patrick Elliott wrote:
> > Well. Yeah, I figure this is the case, but I also figured that complex
> > objects "might" be a bit more complicated than testing a bounding box
> > around them.
>
> I'm not sure you followed my description.
>
> The client looks at the click, and decides which facet of which prim was
> drawn where you clicked. The server isn't involved yet.
>
> The client then sends to the server the fact that you clicked at a
> particular point on a particular triangle in a particular mesh on a
> particular prim. The server merely needs to verify that the normal of
> that triangle points towards the avatar and isn't blocked by something
> else.
>
> I.e., it makes the hard part ("what did I hit where") run on the client,
> and the server only has to verify that (say) all three corners of the
> triangle are in view of the camera. The actual mouse position relative
> to the screen, for example, never needs to go to the server.
>
Actually, that *won't* work as I intended. In most cases you are going
to be dealing with something that only have *one* side to it, like a
HUD. In other cases, you may be dealing with something that has a
complex surface, but you don't want/need to know which "triangle" was
touched, you need to know where on the "texture" was touched, which
"may" overlap several such triangles, if its a complex shape. Using
tests against which face was touched just dumps you right back in the
same "Oh, prim xyz was touched, now what?", case you had before, since
you then would have to figure out if the texture is "on" that triangle,
which "part" of it is on that triangle, and "if" that somehow connected
to what you are looking for in the script. I.e., a total mess.
What I am looking at, instead, is much simpler. You have some complex
object that "happens" to fit in a box that is 5x3x1, and a texture on
*one* of the 5x3 faces, that is towards you. You touch it. The
client/server determines that you "would have" also touched that face,
of that virtual "box", and based on that, returns a set of coordinates
xp and yp, which ranger between 0-1 (you might have stretched the
texture, so you can figure where something "should be" based on
percentage of the texture far more easilly than by "dimension". So, if
you touch the virtual box at some place like 3.41x1.21, you get the
"apparent" location on the texture (assuming you touched the object at
all, since a complex one may not have any part of itself "at" those
coordinates) you get xp = 0.682 and yp = 0.4033. You can then test if
that falls within a region on the texture that would have had your
button on it. It won't work with *hugely* complex surfaces, but for
anything that uses a relatively flat surface anyway, the result will,
even if you map over something not 100% flat, be "close" to what you
figured when designing the texture. And of course, if you had such a
system, you could add a feature to any "editors" that may be designed
later to produce an "accurate" location, even if it is on a complex
surface.
You method would require something a lot more complicated, involving
determining if the right texture is on that part of the object, if it
is, where that is in relationship "to" that texture, and a mess of other
things that are, frankly, not likely to be in the library anyway, since
textures are just mapped via GPU to the surfaces, and there probably are
not any functions, either in the GPU, or in the library used to place
them there, that can return that kind of information, especially not
with enough "precision" to tell you where you touched it, not just,
"Yes, the texture overlaps the face you touched."
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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