[osg-users] bounding box collisions (without osgbullet)
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Mon Mar 13 14:36:39 PDT 2017
Hi Nick
> 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
May the standard manipulators are a good start. Some of them perform
collsion detection. A number of LOS-intersectors will do the job, too ;-)
Cheers
Sebastian
>
> On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt
> <sebastian.messerschmidt at gmx.de
> <mailto: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
>> <mailto: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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