Hi there,

I was trying to investigate about this in bug reports or something, but the 
SourceForge net site seems to old and unmaintained, I assume that it's not 
used anymore.  I googled for info about this, but no luck.

What I'm trying to do is to get a simple system for collision detection, with 
one entity (player) against objects everytime I move.  Basically, I create a 
segment starting in the current position, with other extreme being the 
position that I would reach when moving (depending on time elapsed since the 
key is pressed, etc).  This kind of works, but sometimes I can get though the 
walls, and in addition the player has half of the body in the wall (because 
the source of the ray is inside the stomach, so to speak :) ).

The problem with the latter effect is that even if I set the other extreme of 
the ray to be far away (from 1m to tenths, making sure that the extreme 
coordinates are correct and so on), it doesn't seem to be intersecting until 
I get pretty close to that object (say, a few centimeters), so it's as if it 
only considered the ray for short distances (because it continues detecting 
the intersection and everything).  Maybe I'm missing something, and this 
behavior correct?

I also tried to get this with BoundingBoxes and BSpheres by creating a derived 
class of NodeVisitor to check, the latter are not appropriate and they seem 
to be centered in Vec3(0,0,0); and the former are not valid() when I check 
them (so I assume that they're only calculated for some of the geodes, not 
all).

I would appreciate some help with this, specially about the behavior of 
IntersectVisitor or for better ways to achieve this.

PS: I'm using 1.0.0, in the case that this has changed lately in newer 
versions.

Greetings.
-- 
Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]>
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