fastest and clean way to use physX sdk

ghiboz

24-05-2007 07:12:07

hi again!
i need this thing:
in my project I use the NxOgre lib to do many things:
now I wish make some own function to get some PhysX function (like NxOgre do).. but i wish made this directly in my project, to avoid to modify the NxOgre lib....
what is the fastest & clean way to do this?? :wink:

luis

24-05-2007 08:36:00

You could use:

NxOgre::PhysXDriver::getSDK();

To get a NxPhysicsSDK's pointer and then do whatever you want with it ;)

ghiboz

24-05-2007 09:44:47

You could use:

NxOgre::PhysXDriver::getSDK();

To get a NxPhysicsSDK's pointer and then do whatever you want with it ;)

thanks luis!
l'll try! :wink:

ghiboz

31-05-2007 13:13:05

You could use:

NxOgre::PhysXDriver::getSDK();

To get a NxPhysicsSDK's pointer and then do whatever you want with it ;)


thanks, but I tried but no results, for example, if I need to manage the NxCylindricalJoint how can I do this??

thanks!

luis

31-05-2007 13:36:14

thanks, but I tried but no results, for example, if I need to manage the NxCylindricalJoint how can I do this??

With a NxPhysicsSDK and a NxScene pointer you should be able to do whatever you want, but doing this you're on your own.... i mean, you have to know how to use Ageia's API and connect it with Ogre3D. Start reading Ageia's demos and documentation.

Anyway I would try to extend NxOgre instead..... but you have to know what are you doing exactly in Ageia/Phyxs engine before trying to extend/hack NxOgre lib.

ghiboz

31-05-2007 13:44:02

thanks, but I tried but no results, for example, if I need to manage the NxCylindricalJoint how can I do this??

With a NxPhysicsSDK and a NxScene pointer you should be able to do whatever you want, but doing this you're on your own.... i mean, you have to know how to use Ageia's API and connect it with Ogre3D. Start reading Ageia's demos and documentation.

Anyway I would try to extend NxOgre instead..... but you have to know what are you doing exactly in Ageia/Phyxs engine before trying to extend/hack NxOgre lib.

thanks for the fastest reply...
I need to make a more real suspension system, with a different control for bumping and rebound, and for do this, i need to use instead my nxogre project the joints, not only the revolute inside nxogre...
i looked the samples and i wish use some of these classes.

thanks :wink:

Pottej

31-05-2007 14:03:59

Betajaen has put in a joint system that can be easily extended to cover any joint, and you would have free control of the underlying NxCylindricalJoint object.

So just make your class to extend NxOgre::Joint , create the constructors like the example in jointset1, then you will be able to change all the attributes in the joint descriptor before the object is put in the simulation.

Of course you could ignore Betajaens framework and make your custom class work directly the the ageia sdk, but seems silly to ignore the base that is there for you.

Hope that helps :)

Pottej

31-05-2007 14:07:12

Oh forgot to mention... you can see how easy it is to make new joints, here are 3 more in a different joint set:

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4361

ghiboz

31-05-2007 14:13:16

Oh forgot to mention... you can see how easy it is to make new joints, here are 3 more in a different joint set:

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4361


thanks very much! :wink: