Collision

Predat0R

04-04-2007 21:00:39

I work with Ogre3D Eihort + PhysX 2.6.2
Create Dynamic Object:
Ogre::Entity *en = mSceneMgr-> createEntity("Player", "Robot.mesh");
Ogre::SceneNode *mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("nameNode");
mNode->attachObject(en);

NxActorDesc actorDesc;
NxBodyDesc bodyDesc;

NxBoxShapeDesc boxDesc;
boxDesc.dimensions.set(0.5,0.5,0.5);
actorDesc.shapes.pushBack(&boxDesc);

actorDesc.body = &bodyDesc;
actorDesc.density = 10;
actorDesc.globalPose.t = NxVec3(50,10,0);
NxActor *ac = mScene>createActor(actorDesc);
ac->userData = mNode;
ac->setGroup(1);
SetActorCollisionGroup(ac, 1);
_______________________________________
And create Static Object:

Entity *ent2 = mSceneMgr->createEntity("Static", "Robot.mesh");
SceneNode * staticNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("staticNode");
staticNode->attachObject(ent2);

NxActorDesc actorDesc2;
NxBoxShapeDesc boxDesc2;

boxDesc2.dimensions.set(0.5,0.5,0.5);
actorDesc2.shapes.pushBack(&boxDesc2);
actorDesc2.body = NULL;
actorDesc2.globalPose.t = NxVec3(0,10,0);
NxActor *staticActor = mScene->createActor(actorDesc2);
staticActor->userData = staticNode;
staticActor->setGroup(2);
SetActorCollisionGroup(staticActor, 2);
__________________________________________
...
mScene->setGroupCollisionFlag(1,2,true);

But my dynamic object don't collision with static -((
Dynamic object passes through from static, when I addForce to Dynamic - ???

danharibo

04-04-2007 22:19:17

looks to me like you are still using PhysX code D:

betajaen

04-04-2007 22:29:42

And that matters?

@Predat0R

I'd consult on the Ageia dev support website, or perhaps re-read the PhysX documentation in case you missed something. I wish I could help, but I haven't used the PC for a few days now - It's assignment week. :?