Kinetic Objects

Terry

23-05-2010 13:59:13

Hi
I have a strange problem we have upgraded to the Detritus version and we have managed to get things going
But when we create a Kinetic Object via

Nx_mRenderSystem->createKinematicBody(NxOgre::BoxDescription(15,15,1),NxOgre::Vec3(NxOgre::Vec3(Pos)),PathFile,bodyDescription);

It creates it ok but behaves like a CreateBody ie

Nx_mRenderSystem->createBody(NxOgre::BoxDescription(5,5,5), NxOgre::Vec3(-18,198,1392), "Barrel.mesh",bodyDescription);

The kintetic object created behaves like a createbody one and is afected by gravity and other objects that coillide into it and start pushing the kinetic object around.

I have tried
bodyDescription.mDynamicRigidbodyFlags.FreezePosition;

and
bodyDescription.mDynamicRigidbodyFlags.Froze;

and many other settings to no avail it still wants to be a body not a Kinetic object.

Things where fine with bloody mess are we missing somthing but i thought a kinetic object could affect other bodys but itself could not be affected or has that changed in Detritus or have I got something wrong.

Regards

Terry Bernie

betajaen

23-05-2010 14:06:54

Yeah. I found this bug the other day.

In Critter, find CritterKinematicBody.cpp line 52:

Change:

createDynamic(pose, description, rendersystem->getScene(), shape);

To:

createKinematic(pose, description, rendersystem->getScene(), shape);


Recompile, Critter and your App and you should be good to go. :D

Terry

23-05-2010 14:23:54

betajaen

Thanks for your fast responce will do that and get back to you but THANKS

Terry Bernie