some questions on NxOgre

fzh

27-12-2007 10:50:47

Hi i'm rather new to nxOgre and physX physics library. I read the guide but there are still some areas i'm unsure of.

1. Does the actor, character, body classes already encompasses ogre entity class therefore able to render themselves?

2. What are the differences between actor, character and body class so as to differentiate when to use which.

3. Is there any feature that generates the best fitting cube/triangle/convex/other shape meshes from the model mesh rather than specifying a size?

Thanks for the help.

betajaen

27-12-2007 11:31:53

1. In 0.9, Everything rendered wise is taken care of for you. In "Bleeding" it's a little more abstract. But does the same thing.

2. Actor (Just a basic rigid body without visualisation), Body (derived from Actor, with visualisation). Character is a class representing the NxCharacter class, it's unrelated to the Actor. As your probably know it's used for Human characters.

3. Nope. Such a feature would be welcome, but the code and logic behind it would be insane.

fzh

28-12-2007 03:19:03

thanks, I think I understand better now, about 3. i don't really mean trimesh and convex, maybe just sphere and box, but I had already written a simple function to find it so it's ok.

There's still quite some unknowns, but I realised I should probably read through physX documentations first before asking NxOgre specific questions. If i'm not wrong NxOgre physics object classes should be around the same as physX ones, and NxOgre mostly provides the benefit of skipping the integration step right?

fzh

28-12-2007 08:49:17

ok there seem to be quite some differences. I'm wondering if there is an API reference to the NxOgre functions or a basic framework to using body/character classes etc. Thank you.

betajaen

28-12-2007 11:24:51

It's not that different.

http://www.nxogre.org/shortguide/

fzh

28-12-2007 11:53:00

yes i read the guide but quite some stuffs are missing since it's not complete. Nevertheless, thank you very much, i'll search through the forum for some informations on character creation and physics responses while waiting for the guide to be completed.

betajaen

28-12-2007 11:55:59

Have you tried Cake?

fzh

29-12-2007 01:48:26

yes, i have cake and looked through it, but it only touches on the basics, though after scavenging various threads for information I have already gotten most of my questions answered, though I'm still quite unsure on how to use joints to attach objects like weapons to certain part of the character mesh.

betajaen

29-12-2007 10:48:19

NxOgre is pretty easy to use, you know. If you have intellisense in your IDE it gets easier.

mScene->createJoint(new SphericalJoint(ActorA, ActorB));

fzh

30-12-2007 06:24:40

thanks for the reply, but how do I specify the location of the joint? Would I need some physics editor?

Also, is there any feature to set the terrain boundings from a map? For e.g. I have areas of trees on the terrain that is too irregular to use box. I know that it's also possible to use trimesh or maybe convex shape for this, but what is the procedure for creation of trimesh from mesh files? Thank you.

betajaen

30-12-2007 15:26:39

1. You specify the location or anything to do with the joint, in the JointParams, which is the third optional argument in the constructor.

2. Like with all shapes in Actors; new MeshShape("meshName.mesh")

fzh

31-12-2007 10:27:12

great, thanks alot