xadh00m
21-11-2008 15:48:53
Hi!
I face a problem in 0.9 where I destroy an actor which is connected with
another one via a revolute joint. My problem is, if I destroy one of the
actors, the
NxJoint seems to be destroyed, too, where as the NxRevolutJoint does not
change (except that its mJoint member becomes invalid). Is there
a callback mechanism to get a notification if the revolute joint is released?
I know it is not implemented in 0.9 but maybe there is a direct callback
mechanism in PhysX. Any suggestions?
Thanks
Edit: Is this issue handled in Bloody Mess?
I face a problem in 0.9 where I destroy an actor which is connected with
another one via a revolute joint. My problem is, if I destroy one of the
actors, the
NxJoint seems to be destroyed, too, where as the NxRevolutJoint does not
change (except that its mJoint member becomes invalid). Is there
a callback mechanism to get a notification if the revolute joint is released?
I know it is not implemented in 0.9 but maybe there is a direct callback
mechanism in PhysX. Any suggestions?
Thanks
Edit: Is this issue handled in Bloody Mess?