Dynamic mesh to mesh collision (with gimpact)?

43 views
Skip to first unread message

Robert Hauck

unread,
Jun 17, 2014, 3:58:04 AM6/17/14
to osgbull...@googlegroups.com
Hi all

I tried to use osgBullet for colliding meshes, but I couldn't get it working. I created a BvhTriangleMeshShape, but they are not allowed to move, I need to use a GImpactMesh instead of. But I couldn't find anything on how to use it with osgBullet. I can't use decomposition, as I really need the triangle mesh collision. Can anyone give me some advice on how to get it working?

Thanks,
Rob

Paul Martz

unread,
Jun 17, 2014, 3:25:03 PM6/17/14
to osgbull...@googlegroups.com
From your post, it sounds like you really need to have a triangle mesh collision shape, and that shape is not convex. And I'll tell you straight away, from my discussion with people in the Bullet project, Bullet doesn't support this.

If you want to try to make a GImpactMesh from OSG data, I'd advise you to look at any of the existing OSG or osgBullet code that works with osg::Geometry and its associated vertex array and PrimitiveSet data. You'll need to write similar code to parse this OSG data and turn it into your GImpactMesh object.

Alternatively, you could try btConvexHull and see if that produces acceptable results.

The only support osgBullet has for non-convex shapes is its use of btCompoundShape. So, if your scene graph is organized as a collection of convex Geodes, osgBullet will assemble them into a single (possibly non-convex) btCompoundShape.
   -Paul


--
You received this message because you are subscribed to the Google Groups "osgbullet-users" group.
To unsubscribe from this group and stop receiving emails from it, send an email to osgbullet-use...@googlegroups.com.
To post to this group, send email to osgbull...@googlegroups.com.
Visit this group at http://groups.google.com/group/osgbullet-users.
For more options, visit https://groups.google.com/d/optout.



--
   -Paul

Reply all
Reply to author
Forward
0 new messages