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bounding box collisions (without osgbullet)


 
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Trajce Nikolov NICK
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PostPosted: Sun Mar 12, 2017 8:56 pm    Post subject:
bounding box collisions (without osgbullet)
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Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

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trajce nikolov nick

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Trajce Nikolov NICK
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PostPosted: Mon Mar 13, 2017 8:22 pm    Post subject:
bounding box collisions (without osgbullet)
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no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
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)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick

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SMesserschmidt (Sebastian Messerschmidt)
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Joined: 10 Sep 2013
Posts: 788

PostPosted: Mon Mar 13, 2017 8:44 pm    Post subject:
bounding box collisions (without osgbullet)
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Hi Nick,

basically this is not an easy task. What exactly do you expect as a collision result?
I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math facilities to do this, but I guess you'll save a lot of headache using pyhsics etc. for dynamics. So maybe try to explain the problem you're trying to solve a bit more in detail.

Cheers
Sebastian

Quote:
no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick




Quote:
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Trajce Nikolov NICK
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PostPosted: Mon Mar 13, 2017 8:49 pm    Post subject:
bounding box collisions (without osgbullet)
Reply with quote

Hi Sebastian,

it is for simulation, i have a moving entity and a terrain (with buildings etc). Now I am not after triangle level intersection, but after Entity BBox collision with the terrain (enough is true false). I was thinking to do it really very simple by having LOS rays from the entity center to the corners of the BBox. The entity can move in any direction


On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt < (
Only registered users can see emails on this board!
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)> wrote:
Quote:
Hi Nick,

basically this is not an easy task. What exactly do you expect as a collision result?
I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math facilities to do this, but I guess you'll save a lot of headache using pyhsics etc. for dynamics. So maybe try to explain the problem you're trying to solve a bit more in detail.

Cheers
Sebastian

Quote:
no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick






Quote:
_______________________________________________
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_______________________________________________
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SMesserschmidt (Sebastian Messerschmidt)
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Joined: 10 Sep 2013
Posts: 788

PostPosted: Mon Mar 13, 2017 9:39 pm    Post subject:
bounding box collisions (without osgbullet)
Reply with quote

Hi Nick
Quote:
Hi Sebastian,

it is for simulation, i have a moving entity and a terrain (with buildings etc). Now I am not after triangle level intersection, but after Entity BBox collision with the terrain (enough is true false). I was thinking to do it really very simple by having LOS rays from the entity center to the corners of the BBox. The entity can move in any direction

May the standard manipulators are a good start. Some of them perform collsion detection. A number of LOS-intersectors will do the job, too Wink

Cheers
Sebastian




Quote:

On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi Nick,

basically this is not an easy task. What exactly do you expect as a collision result?
I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math facilities to do this, but I guess you'll save a lot of headache using pyhsics etc. for dynamics. So maybe try to explain the problem you're trying to solve a bit more in detail.

Cheers
Sebastian

Quote:
no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick






Quote:
_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________ osg-users mailing list (
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-- trajce nikolov nick

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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 313

PostPosted: Tue Mar 14, 2017 10:11 am    Post subject:
Re: bounding box collisions (without osgbullet)
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Hi Sebastian

If you have few dynamic objects, an update callback with an inner intersectvisitor can do the trick ...
In other case you may have to reimplement the wheel (like a AABB sweeping broaphase) , so osgBullet seams the best fit
And to finish, if you have massive dynamics:
-bullet3 have a GPU experimental Broadphase
-you could implement your own GPU collision stuff (as most SPH implementation does)

PS: if osgBullet annoys you because of its dependencies with osgWorks, i have removed all of them (but bullet) on my git:
https://github.com/mp3butcher/osgbullet

Trajce Nikolov NICK wrote:
Hi Sebastian,

it is for simulation, i have a moving entity and a terrain (with buildings etc). Now I am not after triangle level intersection, but after Entity BBox collision with the terrain (enough is true false). I was thinking to do it really very simple by having LOS rays from the entity center to the corners of the BBox. The entity can move in any direction


On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi Nick,

basically this is not an easy task. What exactly do you expect as a collision result?
I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math facilities to do this, but I guess you'll save a lot of headache using pyhsics etc. for dynamics. So maybe try to explain the problem you're trying to solve a bit more in detail.

Cheers
Sebastian

Quote:
no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick






Quote:
_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



_______________________________________________
osg-users mailing list
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Only registered users can see emails on this board!
Get registred or enter the forums!
)
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trajce nikolov nick

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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 313

PostPosted: Tue Mar 14, 2017 10:11 am    Post subject:
Re: bounding box collisions (without osgbullet)
Reply with quote

Hi Sebastian

If you have few dynamic objects, an update callback with an inner intersectvisitor can do the trick ...
In other case you may have to reimplement the wheel (like a AABB sweeping broaphase) , so osgBullet seams the best fit
And to finish, if you have massive dynamics:
-bullet3 have a GPU experimental Broadphase
-you could implement your own GPU collision stuff (as most SPH implementation does)

PS: if osgBullet annoys you because of its dependencies with osgWorks, i have removed all of them on my git:
https://github.com/mp3butcher/osgbullet

Trajce Nikolov NICK wrote:
Hi Sebastian,

it is for simulation, i have a moving entity and a terrain (with buildings etc). Now I am not after triangle level intersection, but after Entity BBox collision with the terrain (enough is true false). I was thinking to do it really very simple by having LOS rays from the entity center to the corners of the BBox. The entity can move in any direction


On Mon, Mar 13, 2017 at 9:41 PM, Sebastian Messerschmidt < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi Nick,

basically this is not an easy task. What exactly do you expect as a collision result?
I've implemented a triangle-box collision with MTD (minimal transform distance = vector describing how to push the box to get it exactly away from the colliding triangle). OSG has all the math facilities to do this, but I guess you'll save a lot of headache using pyhsics etc. for dynamics. So maybe try to explain the problem you're trying to solve a bit more in detail.

Cheers
Sebastian

Quote:
no one on this?

On Sun, Mar 12, 2017 at 9:53 PM, Trajce Nikolov NICK < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
Hi community,

what would be the best way to implement bbox collision with terrain, from what is already in OSG (no bullet etc)?


thanks a bunch as always,
Nick

--
trajce nikolov nick







--
trajce nikolov nick






Quote:
_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



_______________________________________________
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Only registered users can see emails on this board!
Get registred or enter the forums!
)
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trajce nikolov nick

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