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
On Mon, Nov 18, 2013 at 12:34 PM, Mots G maverickm...@gmail.com wrote:
Thank you Paul and Jan for the explanations!
You are welcome. BTW, that stuff is also in the Bullet's documentation
*wink* :)
On digging further, I came across a post
Jan's advice is sound.
For use with Bullet and osgBullet, ideally each Geode (or maybe Geometry)
should be a convex object. If so, osgBullet can be used to create a Bullet
compound shape for the entire model, consisting of sub-shapes that are all
simple convex shapes.
Bullet does not support
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
There is an example called collision that comes with osgBullet. Take a
look at the two objects that are created. The box on the left is created
with CF_STATIC_OBJECT because it never moves. The box on the right is
created with CF_KINEMATIC_OBJECT, and can be moved with ctrl-leftmouse.
When you
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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
Hi all,
I'm trying to use osgBullets in my application for collision detection. The
library comes with a sample example for detection between two box-geodes.
I've modified it to use a cessna and a cow model and obtained a
'btCollisionObject' by calling:
My guess is that you've somehow created the collision shapes as static
instead of dynamic. Bullet uses the static classification for objects that
never move. If you have two objects that never move, Bullet will assume
they never collide.
Although I've done quite a bit of work in the past with
Hello all,
Unfortunately my organization has made the decision to stick with OSG 1.2. At
this point it is not an option to upgrade, so the question pertains to how to
solve a particular problem in 1.2. I am a newbie to OSG and 3D in general, so
please be patient with me!
I have a window
Hi Todd,
OSG-1.2 oh boy, that be a little out of date know. You have my
sympathies. Being stuck on OSG-1.2 will limit the communities ability
to help a bit as most will be on 3.x or later 2.x series releases. On
the positive side the core scene graph in OSG-1.2 is pretty similar to
that in
You didn't really provide much detail on how the code is failing, so we can
really only hazard a few wild guesses.
One potential problem area is that the osg::BoundingBox is axis-aligned. As
a result, rotating a BB just a few degrees will subtend a much larger area
than the unrotated box.
As
Hi,
I really want to use Bullet library but before proceeding forward I have some
question so that I don't face problem in future :-
1.Can OsgBullet integrate with my current application ?
2.Does OsgBullet give me list of intersection point where two object node meet
?
I need Intersection
1.Can OsgBullet integrate with my current application ?
I don't know about the specifics of your application but I for one am using
osgBullet in it's current form to compute collisions in several of my
programs.
2.Does OsgBullet give me list of intersection point where two object node
meet ?
On 3/17/2011 12:36 AM, manish Choudhary wrote:
2.Does OsgBullet give me list of intersection point where two object node meet ?
osgBullet per se doesn't provide anything like this. The Bullet API already
provides one or more contact points when two collision shapes meet. You'd have
to study
Hi,
I'm working on problem in which user develop composite shape like building ,
hut , table etc. by arranging basic shape like cylinder,cube,hemisphere etc.
using picking operation.
Right now basic shape overlap each other , which is not required in my
application . Therefore I need
Hi,
Osg dont have this features, you should use another libraries for this (like
physics simulation libraries).
Cheers,
Sergey.
16.03.2011, 13:36, manish Choudhary osgfo...@tevs.eu:
Hi,
I'm working on problem in which user develop composite shape like building ,
hut , table etc. by
Try osgBullet: http://code.google.com/p/osgbullet/
I'm using it for collisions.
Regards,
Kim.
http://code.google.com/p/osgbullet/
2011/3/16 Sergey Polischuk pol...@yandex.ru
Hi,
Osg dont have this features, you should use another libraries for this
(like physics simulation libraries).
On 3/16/2011 1:18 PM, Kim Bale wrote:
Try osgBullet: http://code.google.com/p/osgbullet/
I'm using it for collisions.
FYI The posted osgBullet roadmap is no longer valid. I am planning to do some
significant work on this project later in the year, including breaking out the
dependency on
Hi,
I am trying to implement a code that detects collision between a PAT Node with
the geometry of a pyramid and multiple other fixed Nodes that are loaded with
ac3d models.
How do you determine which node (if any) falls within the geometry of the PAT
Node of the pyramid?
Thank you!
John Galt wrote:
Hi,
I am trying to implement a code that detects collision between a PAT Node with
the geometry of a pyramid and multiple other fixed Nodes that are loaded with
ac3d models.
How do you determine which node (if any) falls within the geometry of the PAT Node of the pyramid?
Hi Paul,
I only plan on detecting intersections between a PATNode and other Nodes.
I do not intend to write code for a reaction to a collision, I want the
intersection to happen and only want to know which objects are intersecting.
Do you suggest I still use osgbullet for that?
Thank you!
John Galt wrote:
Hi Paul,
I only plan on detecting intersections between a PATNode and other Nodes.
I do not intend to write code for a reaction to a collision, I want the intersection to happen and only want to know which objects are intersecting.
Do you suggest I still use osgbullet for
Hi,
Is there any example that demonstrates how to use osgUtil for doing this?
I caught some of the ideas of osgUtil in the quick start guide (pg 103) but
lost my way at
osgUtil::PolytopeIntersector* picker =
new osgUtil::PolytopeIntersector(
osgUtil::Intersector::PROJECTION,
x-w, y-h,
On Thu, Mar 18, 2010 at 12:56 PM, Jason Daly jd...@ist.ucf.edu wrote:
ted morris wrote:
yeah, looked through that one a while ago. I was hoping there will be an
osgpolytopeintersection demo out there with
some of these ideas.
I think the OSG Quick Start Guide uses a PolytopeIntersector
ted morris wrote:
yeah, looked through that one a while ago. I was hoping there will be
an osgpolytopeintersection demo out there with
some of these ideas.
I think the OSG Quick Start Guide uses a PolytopeIntersector to
demonstrate picking. Not exactly what you're trying to do, but it at
yeah, looked through that one a while ago. I was hoping there will be an
osgpolytopeintersection demo out there with
some of these ideas.
thanks,
ted
On Mon, Mar 15, 2010 at 11:12 AM, Jason Daly jd...@ist.ucf.edu wrote:
ted morris wrote:
I have been looking for an example of using this
ted morris wrote:
I have been looking for an example of using this utility
PolytopeIntersector to intersect say, a bounding box, of a more
complex object,
with another set of objects in the scene. Are there any example
snippets out there how to go about this?
An example might be wanting to
I have been looking for an example of using this utility PolytopeIntersector
to intersect say, a bounding box, of a more complex object,
with another set of objects in the scene. Are there any example snippets out
there how to go about this?
An example might be wanting to know if a moving car
Hi,
I have a noob question.
Say I have a pyramid defined by points 0,1,2,3,4. And say I have another cube
determined by points 5,6,7,8,9,10,11,12.
How do I detect whether the entire cube falls inside the pyramid or not?
What if the cube is very small and can be defined by a single point 13.
John Galt wrote:
Hi,
I have a noob question.
Say I have a pyramid defined by points 0,1,2,3,4. And say I have another cube
determined by points 5,6,7,8,9,10,11,12.
How do I detect whether the entire cube falls inside the pyramid or not?
What if the cube is very small and can be defined by a
Hi !
Anybody have some example of OSG with any collision engine (bullet, newton
or ODE)??
Asimple example will be welcome .
thanks !
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Hi: There are a couple of examples in the tutorial section on the osg
website.
Rgds, Janusz
Carlos Sanches pisze:
Hi !
Anybody have some example of OSG with any collision engine (bullet,
newton or ODE)??
Asimple example will be welcome .
thanks !
@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
@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
]
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
@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
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
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
Hi,
What are the various methods available in OSG for collision detection in an
aircraft model? Thanks
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IntersectionVisitor can be used for collision-detection.
But determining whether the collision is fatal or not
(safely sitting on runway vs. crash-dive)
then requires consulting a physics model.
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Hi Ahmed,
The OSG does not have a inbuilt collision detection system.
There is support for doing intersection using the
osgUtil::IntersectionVisitor coupled with osgUtil::*Intersector
implementation. The PolytopeIntersection is probably the closest to
what you require. You'd need to create a
That depends what you mean by Collision Detection.
The only functionality in this area is, checking for overlapping bounding
volumes and ray/scene intersection.
If you need to extract intersectionpoints, normals, penetration depth
between any two given geometries/meshes, then osg is not what you
Hello,
Has anybody used OSG to do collision detection? Is it efficient for doing
it? I'm not looking for details; just if it works well or not.
Thanks.
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El Lunes 20 Agosto 2007, Dave Pugmire escribió:
I'm looking for a geode collision detection. I don't see one in OSG. Or
am I missing it?
I am afraid it doesn't exist due to the graphical only nature of OSG. However,
OSG still offers some very useful tools when dealing with the objects, as
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