Thank you Paul and Jan for the explanations!

I have checked the collision example that comes with the osgBullet library.
I was trying to modify the same example to get collision between two
osg-models.

I first modified the  CF_KINEMATIC_OBJECT box by an osg mode (Cow.osgt).
Collision worked fine with precision between the CF_STATIC_OBJECT Box-geode
and the CF_KINEMATIC_OBJECT cow model.

I then changed the other CF_STATIC_OBJECT box by another osg model
(cessna.osgt) and the collision completely stopped working.

On digging further, I came across a post
(here<http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6816>),
which suggested that collision between two "Trimesh:
btBvhTriangleMeshShape" does not work with the default dispatcher. It
suggests the use of gimpact algorithm and create
'btGImpactConvexDecompositionShape' collision shapes for the osg-geode.

I am yet to figure out the correct way to generate a
'btGImpactConvexDecompositionShape' shape for an osg-geode.

I hope I'm on the right track :)

Regards,
Mots



On Mon, Nov 18, 2013 at 5:41 AM, Jan Ciger <[email protected]> wrote:

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> Hello,
>
> On 11/17/2013 06:42 PM, Mots G wrote:
> > Hi Paul, I'm confused between static and dynamic objects. Does
> > dynamic object mean the rigid body dynamic object and the dynamic
> > world? I thought dynamic objects were only needed if I had to get
> > inertia and motion states properties to the objects. In my case I
> > only need to test if the 3D models collide among themselves so
> > their movement(translations etc) could be restricted.
>
> These the classes objects Bullet is using:
>
> Static = never moves, doesn't get any collision response (think
> landscape or buildings), but other objects hitting it get collisions.
>
> Dynamic = both moves and gets collision response (i.e. bounces off
> when hit), typically most of your mobile objects.
>
> Kinematic = moves but doesn't get any collision response (it is not
> affected by impacts from other objects), but still will participate in
> the collision testing (can push away other objects, for example).
> Typically used for things that the user is manipulating. This is in
> order for the physics engine to not "freak out" because the object is
> moving differently than the physics expects it to.
>
> The reason for this type of division is optimization - e.g. two static
> objects never move, thus can never collide with each other and Bullet
> doesn't need to calculate such collision. Collision testing can be
> very expensive, that's why this optimization is there - to minimize
> the amount of calculation to be done.
>
> If you are getting a static-static collision, that either means that
> you haven't set the object type correctly for your moving objects or
> that you have two static objects overlapping - typically something
> like one piece of static decor (e.g. a building) overlapping another
> one (or even the ground!).
>
> >
> > Therefore I was under the impression only the collision library
> > (osgbCollision) would suffice my purpose. However I'm still missing
> > on something and unable to get it work.
>
> Bullet doesn't work like that. Even if you are using only the
> collision tests and not driving your objects using the physics
> simulation, you still must set up the object types correctly.
> Otherwise the collision engine will optimize the tests out or even
> fail with an error.
>
> In your case you must set the objects that you are moving as dynamic
> (perhaps kinematic) for the collisions to work. They cannot be all static.
>
> Regards,
>
> Jan
>
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