Physx Collision Callbacks problem

Brixican

17-03-2009 04:38:01

I am starting to get confused as to how physx does its callbacks.. For example, in my character controller (which is not much different at the moment from the SDK's character controller sample), I added a callback to collide with a box. The callback merely prints out a message (so I know it goes in). When the controller hits a box, the message is printed and all is well. If that same box hits the character however, (for example, if the character is not moving, and the box is thrown at it), the callback is not entered, and the cube merely bounces off with no message printed. As I understand it, hit reports for the controllers are only generated when move is called, meaning no callbacks can be called if the controller is not moving..

I found that Triggers work in a similar way. When using triggers and NxUserTriggerReport, I can detect when an object moves into the trigger rather easily. But if I wanted a moving trigger (for instance, a trigger on a moving platform), the only way I know how to move the trigger is by manually setting its position, but by doing so, even if it gets set so that another Actor is inside the trigger, no callback is fired.

My question is, I there a way to get the desired functionality? I have read the PhysX documentation and tutorials on triggers, callbacks, and other user and contact reports, but so far I can't seem to find anything that can help me with these issues. Any help/brainstorming would be much appreciated!