OSG provides intersections testing 

See osgUtil::IntersectionVisitor, this is quite different though from what
Vega/Vega Prime provides

Note you will have to do more work/coding with OSG when using Isectors than
you would with Vega/VegaPrime
You will have to us the osgUtil::IntersectionVisitor  create equivalents to
like Vegas  HAT, LOS, Z, Tripod, 
ZPR, BUMP isectors.  etc. and then manage them, what updating them means
etc..

Also note the OSG only has one Node Mask to be used for Draw, Cull, APP,
Isectors etc, no separate ones as in Vega

OSG is very powerful and provides a lot, but in many cases not as much as
Vega/Vega Prime in some case  provides
much that Vega did not, but more at the lower level , generally you need to
know more of the nuts and bolts do with
OSG than you did with Vega

The best way I can describe the differences is if Performer/Vega, Vega added
an abstraction to make it  easier to use Performer
And extend it a little/lot in places, you lose that abstraction when moving
to OSG , and if you know/knew performer then it's easier
to think of OSG - Performer



____________________________________________________________________________
__
Gordon Tomlinson 

[email protected]
IM: [email protected]
www.vis-sim.com www.gordontomlinson.com 
____________________________________________________________________________
__

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of petr
Sent: Monday, February 16, 2009 9:28 AM
To: [email protected]
Subject: [osg-users] How to create detection, crossing from Vega(Multigen)
to OSG.

Hi All,
I'm a new osg user and these days I'm trying to use it. Now i have tried
some tutorials and read some docs, and i have one questions.

because we have used for visualization Vega (by Multigen, now Presagis), ve
can add to scene some Isectors whitch checked collisions with another
objects, or hold the cars on the road. Can i do this  in OSG (i didn't found
Isectors theme on this website), and how to do it? 

Here is the part how to create Isector (create, position, masks, callback)
in Vega:

#define VGIS_TERR1         0x00000001           //terrain face, for callback
#define VGIS_SOBJ1         0x00000100           //static face, for callback

vgIsector *isector;
vgPosition *pos; //(x,y,z,h,p,r)

pos=vgNewPos();
vgPosVec(pos, 0.0f,0.0f,0.0f,0.0f,0.0f,0.0f);

//isect example
isector=vgNewIsect();                   //new Isect
vgPos(isector, pos);                    //pos
vgIsectTarget(isector, vgGetScene(0));  //target detect (scene)
vgIsectClass(isector, VGIS_TERR8);      //mask
vgAddPlyrIsect(mv_player, isector);     //isetc to player
vgAddFunc(isector, VGIS_HIT, <callback>, <param>);      //callback
vgUpdate(isector);                      //update
vgDelPos(pos);                          //del tmp pos


And some screenshot from runtime loop, the green line is detecting, red no.
Z-isectors hold the cars on the road. 3rd image - left isector is greeen
because ho has crashed with white cube (static object).

[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory1.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory2.jpg ]
[Image: http://www.jkzsim.cz./petr/isectors/BUS-isectory-kolize.jpg ]


Please let me know, Thanks a lot.

Petr


BTW: tuto2.zip - contains tuto5 and tuto5.zip contains tuto 2

------------------
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6849#6849





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