M@rT1n
08-03-2006 15:20:30
Hi!
I was thinking, if a shape is the physic form of a mesh and it react how a cube or sphere o any other shape, you can make a customShape and it have the form of the mesh, i say you can do nxOgre explore the geometry of the mesh and use it like Shape.
Bye!
betajaen
08-03-2006 15:39:46
Hi!
I was thinking, if a shape is the physic form of a mesh and it react how a cube or sphere o any other shape, you can make a customShape and it have the form of the mesh, i say you can do nxOgre explore the geometry of the mesh and use it like Shape.
Like a dynamic version of the meshShape?
There is but it's a pMap, but I've decided not to implement into NxOgre as the code isn't clear to nor is it fast to run.
Your best bet is a combination of convexShape's in a shapeGroup, well this is the attitude of the PhysX forums at least. I recommend doing it that way anyway.
M@rT1n
08-03-2006 16:19:23
And what do you say for example, a GeometryFile? for example, i load the mesh "car.mesh", then there is a file named "car.mesh.nxo" who contains convexSahpe definitions?
It will be usefull if you use custom models for maps.
Bye!
betajaen
08-03-2006 16:42:08
That's what NxScene is for.
However, you can't really expect a very complicated shape like that to behave properly in a physics world.
What you really want is a rough version of the car, as low-poly as possible as a convexShape mixed with other shapes (wing mirrors, spoilers,etc.) in a shapeGroup.
The Vehicle demo shows something like this, the collision shape for the car is only 60 odd vertices.
But keep in mind the PhysX limit for vertices for a convexShape is a 1000 AFAIK.
M@rT1n
08-03-2006 21:14:55
Where is NxScene to downlaod?
betajaen
08-03-2006 21:22:09
Where is NxScene to downlaod?
It's part of NxOgre, but I haven't wrote the code to handle convex shapes yet though.
If you still want it, it's on the CVS.
M@rT1n
14-03-2006 02:01:58
I think i will use the MDP File Parser(My own format) to store shapes data, and the BSPSceneManager.
Bye!