[osg-users] bounding box collisions (without osgbullet)

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Mon Mar 13 13:46:42 PDT 2017


Hi Sebastian,

it is for simulation, i have a moving entity and a terrain (with buildings
etc). Now I am not after triangle level intersection, but after Entity BBox
collision with the terrain (enough is true false). I was thinking to do it
really very simple by having LOS rays from the entity center to the corners
of the BBox. The entity can move in any direction

On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt <
sebastian.messerschmidt at gmx.de> wrote:

> Hi Nick,
>
> basically this is not an easy task. What exactly do you expect as a
> collision result?
> I've implemented a triangle-box collision with MTD (minimal transform
> distance = vector describing how to push the box to get it exactly away
> from the colliding triangle). OSG has all the math facilities to do this,
> but I guess you'll save a lot of headache using pyhsics etc. for dynamics.
> So maybe try to explain the problem you're trying to solve a bit more in
> detail.
>
> Cheers
> Sebastian
>
> no one on this?
>
> On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK <
> trajce.nikolov.nick at gmail.com> wrote:
>
>> Hi community,
>>
>> what would be the best way to implement bbox collision with terrain, from
>> what is already in OSG (no bullet etc)?
>>
>> thanks a bunch as always,
>> Nick
>>
>> --
>> trajce nikolov nick
>>
>
>
>
> --
> trajce nikolov nick
>
>
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-- 
trajce nikolov nick
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