Hi Ilan On 12/22/06, Ilan Hotmail <[EMAIL PROTECTED]> wrote:
I'm doing some research on collision detection and I would like to build an AABB tree on complicated geometries (with more than 1M triangles). Do you recommend building it as an OSG Tree which its leaves will be constructed from a single triangle?
I certainly wouldn't build any collision tree right down to a single triangle, let alone with a scene graph. My many triangles to put in your leaves depends upon the algorithms that you'll be applying - rendering favours relatively course granulatity - say 1,000-10,000 triangles would be just fine, will collision detection would favour finer granularity - say 10's of triangles. I can't think ony many technique which would favour a single triangle per AABB.
Does OSG support any Hierarchical Bounding Box's?
All scene graphs are design to support hierachical bounding volumes, its one of their main reasons for existance. In the case of the OSG the internal nodes have BoundingSpheres, while the drawable leaves have axis aligned BoundingBox's. If you want to divide further down then you could implement further subivision of the drawable leaves by using the an osg::Shape hierarchy which you can attach to the osg::Drawable. See include/osg/Shape. This includes axis aligned bounding box structures. There isn't any tools for build shape hierarchies though so you'll need to build these yourself. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
