Is there a reason you don't use an off-the-shelf physics library that
has collision detection built in, like ODE? If you use Bullet, you can
use osgbullet.googlecode.com.
-Paul
Priyank Jain wrote:
Hi,
I am trying to get this simulation working where I have 3 walls(in the shape of
a room) and a ball which bounces off them. The way I organized my scene is as
follows (only considering side walls as of now):
World:
leftXform
centerXform
rightXform
each of these has a wallGeode (which is a osg::box) attached to them, and each
of these PositionAttitudeTransforms are positioned and aligned accordingly.
Now, to do collision detection between the Ball (which I am considering to be a
point for now, and thus a line given its velocity) and the World, I'd want a
way for the line to be checked against the PAT transformed Bboxes. Any
suggestions on how I should approach this (any callback that I should define or
what)?
Also, as per the API, I can retrieve the bounding box of a Geode and bounding
sphere of a Node. Thus, if I were to use the above hierarchy, I would have 3
bounding spheres for left/center/right Transform. What I really want is a
bounding box for these 3, since the BS would be a very loose fit for the
collision detection. So, do you recommend me organizing the hierarchy in any
other way ?
I would appreciate any help.
...
Thank you!
Cheers,
Priyank
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23234#23234
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