SOLID 3.5 (www.dtecta.com) offers distance computation between arbitrary
objects (polygon meshes, quadrics, boxes, etc). I offer SOLID 3.5 under
GPL/QPL terms. I have no plans for integrating SOLID 3.5 into OSG, so you'll
have to do it yourself. But I guess that should not be too hard. You might
need to create a separate pass through a NodeVisitor to get all the world
transforms for the collision objects into SOLID. I can give you some limited
support by answering your questions. Please e-mail me directly through:

 gino "at" dtecta "dot" com

Cheers,

Gino

2008/5/6 Brian R Hill <[EMAIL PROTECTED]>:

> Henry,
>
> You are probably on your own with this, unless someone else has integrated
> those specific libraries in their OSG application. I haven't looked into
> them because of their license.
>
> Good luck.
>
> Brian
>
> [EMAIL PROTECTED] wrote: -----
>
>
> To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
> From: "Mrs. Mister" <[EMAIL PROTECTED]>
> Sent by: [EMAIL PROTECTED]
> Date: 05/06/2008 10:39AM
>  Subject: Re: [osg-users] Collision detection and Distance measuring in
> OSG
>
> hello again,
>
> thx Brian, i looked at those but they dont have distance
> measuring.
>
> i found something that supports collision and distance measuring:
> http://www.cs.unc.edu/~geom/SSV/
>
> i intgerated it, but dont know if i made this good.
> i can check for collision of tri-meshes and get minimum distance
> and distance tolerance querys.
>
> if anyone want to look at the code and help with my integration issues
> just write a mail - i think its good basis, but im not long programming
> in osg.
>
> byebye
> henry
>
> Brian R Hill wrote:
> > There are many collision detection libraries out there. Licensing and
> > difficulty of integration are the big issues.
> > google collision detection
> > http://www.cs.unc.edu/~geom/collide/
> > http://www.win.tue.nl/~gino/solid/
> >
> > Brian
> >
> > [EMAIL PROTECTED] wrote: -----
> >
> >
> > To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
> > From: "Mrs. Mister" <[EMAIL PROTECTED]>
> > Sent by: [EMAIL PROTECTED]
> > Date: 05/06/2008 06:08AM
> > Subject: Re: [osg-users] Collision detection and Distance measuring in
> OSG
> >
> > hello again,
> >
> > thx for answering, but i need geometry to geometry collision detection
> > and minimal distance computation. do you know any library which can
> > handle that?
> >
> > bye
> > henry
> >
> > Gordon Tomlinson wrote:
> >>  You don't really need a another library to workout the distance between
> > 2
> >> geodes or points
> >> It's a straight forward calculation.
> >>
> >> Simple get the positions of the geometries center or collision points
> >>
> >> distance =  sqrt( square( start[0] - end[0] ) + square( start[1] - end
> > [1] )
> >> + square( start[2] - end[2] ) );
> >>
> >>
> >> Depending on the collision detection you want, simple isector collions
> > works
> >> and is quite fast and provide in OSG
> >> See the exmaple for various different methods
> >>
> >> Now if you want geometry to geometry collison detection then you will
> > need
> >> to handle that either your self or through some 3rd party code
> >>
> >>
> >>
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Mrs.
> > Mister
> >> Sent: Monday, May 05, 2008 12:23 PM
> >> To: osg-users@lists.openscenegraph.org
> >> Subject: [osg-users] Collision detection and Distance measuring in OSG
> >>
> >> hello,
> >>
> >> i want to do collision detection and distance measurung in osg between
> >> geodes. can someone advise me to a library which has been prooved with
> > osg.
> >> so that i can start up working.
> >>
> >> i just tried SWIFT++ (http://www.cs.unc.edu/~geom/SWIFT++/) which can
> > handle
> >> distances. but the source is very old and a "make" doesnt compile
> without
> >> own chnages of the swift++ source. it compiles, but the program
> segfaults
> > in
> >> the swift library.
> >>
> >> now im stuck.
> >>
> >> i did:
> >> tesselate geodes and get a array of vertices of triangles. this i fed
> > into
> >> the collision/distance library to use their functions.
> >>
> >> maybe someone has an idea.
> >>
> >> bye
> >> henry
> >> _______________________________________________
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> >>
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> >>
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