[MOAB-dev] OBB ray firing questions
Tim Tautges
ttautges at divergent3d.com
Thu Dec 15 11:48:46 CST 2022
Sounds good, looking forward to it.
- tim
Tim Tautges
Technical Fellow, Divergent3D
ttautges at divergent3d.com
________________________________
From: Paul Wilson <paul.wilson at wisc.edu>
Sent: Wednesday, December 14, 2022 8:24 PM
To: Tim Tautges <ttautges at divergent3d.com>; moab-dev at mcs.anl.gov <moab-dev at mcs.anl.gov>
Cc: Shriwise, Patrick C <pshriwise at anl.gov>
Subject: Re: OBB ray firing questions
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Hi Tim,
This is probably a question that Patrick or I are probably best to respond to. That said, I’ll need to take some time with the code to remind myself how it all works.
Paul
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From: moab-dev <moab-dev-bounces at mcs.anl.gov> on behalf of Tim Tautges <ttautges at divergent3d.com>
Date: Monday, December 12, 2022 at 18:19
To: moab-dev at mcs.anl.gov <moab-dev at mcs.anl.gov>
Subject: [MOAB-dev] OBB ray firing questions
Hi all,
I'm attempting to use OrientedBoxTreeTool to do some ray tracing on a shell of triangles. I'm observing two problems:
* When I call OBTT::ray_intersect_triangles, the results come back but are not sorted by distance. Is there some reason they're not?
* If I try calling OBTT::ray_intersect_sets, with the variant that does not take an IntRegCtxt argument, the code asserts in RayIntesectsSets::leaf with lastSet == 0, implying that there's some function that should be called before this.
Am I using this tool wrongly? Note, for the first bug above, I tried running obb_test on that same file with the offending ray start/direction, and got the same (unsorted) results.
- tim
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