Hi Junjie,
I don't think there is anything related to physics and collision detection in
OSG, you might want to look at physics engines like ODE or Bullet and integrate
them in your application.
There are things like osgODE and osgbullet out there, but I don't know about
their status or if th
Yes, osgBullet does have a collision-only library.
I just wanted to provide additional information, as the O.P. seemed unaware
of osgBullet and what had already been done there.
On Sat, Aug 3, 2013 at 3:35 AM, Jan Ciger wrote:
> I think that what Robert meant was to simply use the collision
>
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On 08/02/2013 05:21 PM, Paul Martz wrote:
> There was some development in osgBullet for grappling with a data
> glove and hand model. Without haptics, the user had no feedback
> over how tightly the objects were grasped, and Bullet had
> difficulty res
There was some development in osgBullet for grappling with a data glove and
hand model. Without haptics, the user had no feedback over how tightly the
objects were grasped, and Bullet had difficulty resolving the constraints
in this situation.
We found a better approach was to detect gestures with
Hi Junjie,
The OSG doesn't have general collision support, it only provides line
segment and polytope intersectors that probably aren't what you are
looking for. You are problably best looking at a dedicate collision
detection and perhaps physics library to handle this side of things.
For instanc
Hi,
I am working on a virtual assembly demo by using OSG and CyberGlove together.
Currently i have sucessfully connect and drive the virtual hand in the scene
using realtime data sent from the glove. Now i want to add collision detection
between the hand and a part in the scene. when the colli
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