[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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