pXent_addshape

Posted By: flits

pXent_addshape - 08/14/10 18:36

when i use pXent_addshape

they get the same postion(xyz) i dont know if this is normal ore not but its realy anoying

the sam with rotating you cant make sominting like a watermill
(sure you can be you need more models)

ow en for the detail the physics itself is build correctly

also isnt there a shape like cylinder ore do i need to take a capsule to make a barrel (cant stand) / ore convex
Posted By: alibaba

Re: pXent_addshape - 08/14/10 22:47

Please improve your english, i canīt understand you.
Posted By: jcl

Re: pXent_addshape - 08/16/10 17:04

I don't understand him either.
Posted By: Nidhogg

Re: pXent_addshape - 08/16/10 17:59

I think that he is saying that when he creates a shape with pXent_addshape
the xyz positions are the same eg: always 0,0,0.

He is having problems trying to create a rotating entity with pXent?
He also wants to know if there is a way to create a cylinder object/entity instead of capsule shape.

Thats how I understand what he is trying to say after reading this about 20 times laugh
Posted By: flits

Re: pXent_addshape - 08/16/10 19:22

yeah srry for my bad english then

i will try to explain again

you create a entity and add with pXent_settype (lets call him obj1)

then you create another entity and add him with pXent_addshape (lets call him obj2)

oke now the problem is that obj2 has the sam xyz coordinates as obj1
obj2 has also the same pan tilt roll as obj1

thiis isnt that great if you want to make some stuff like a watermill

the good news is that the shape is added good in physics world (if you check physexvisueeldebugger)

so the work around is just to make all the addedshape invissble and make aother models that covers the obj2 items

and second part is what nidhogg said (thx nidhogg)

hope you can understand it now else i would make a demo for you
Posted By: Quad

Re: pXent_addshape - 08/16/10 19:30

ooh so there is some sort of bug, gotta test it.
Posted By: flits

Re: pXent_addshape - 08/16/10 19:45

why would i else place it inside bug hunt?
Posted By: jcl

Re: pXent_addshape - 08/17/10 08:45

I can not confirm any bug. Positioning of shapes works here. Otherwise you could also not put wheels on cars.

There is no basic cylinder shape in PhysX, but for barrels you can use PH_CONVEX.
Posted By: flits

Re: pXent_addshape - 08/18/10 09:20

oke i made a litle example

http://boxstr.net/files/6668712_3mqa0/demo_watermill.cd.zip

to show its oke in physics world here is a pic from physxvisualdebugger



hope you will get my point now
Posted By: Liamissimo

Re: pXent_addshape - 08/18/10 11:23

you have to sign up...
Posted By: flits

Re: pXent_addshape - 08/18/10 12:16

just clik te donwload button again first time you get advertisme second time it downloads
Posted By: jcl

Re: pXent_addshape - 08/18/10 14:13

Thanks for the project! We'll look into the problem.
Posted By: jcl

Re: pXent_addshape - 09/06/10 08:52

From your project I see your problem was just a misunderstanding - confusing a shape with a joint.

A joint attaches two models together. A shape does not attach models, but is used by the physics engine for collision detection. Defining a shape does not move your model or something like that.

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