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Kinematic has no collision detection? #373587
06/11/11 10:50
06/11/11 10:50
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline OP
Senior Member
Roel  Offline OP
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Hello,

I have a kinematic physX entity that seems to not use collision detection.
It has to move on entities that can form a slope, but it moves through them.
I use pXent_move for movement and pXent_rotate for the rotation.
The moving entity is a PH_RIGID with a PH_CAPSULE hull, and the NX_BF_KINEMATIC flag turned on.
the static entities are also registered, as PH_STATIC with a PH_POLY hull.

using a PH_CHAR mode is also not an option, as I would like to toggle the NX_BF_KINEMATIC flag sometimes.
This is to switch between pure physics and a controlled character.

does anybody have a clue, or a working example?
I can post code, but maybe one has a solution already.

[edit]

3Run seemed to have a similar question before,
so I better read that topic.

Last edited by Roel; 06/11/11 20:15.

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Re: Kinematic has no collision detection? [Re: Roel] #373812
06/13/11 10:41
06/13/11 10:41
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline OP
Senior Member
Roel  Offline OP
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
I have tried the example for pXent_move, that is in the manual.
the Kinematic flag still seems to do no collission detection.
link to manual
When I change:
pXent_move(actor,actor.skill4,NULL);

into
pXent_move(actor,actor.skill4,vector(0,0,-1));

the entity goes straight trough the terrain.


Is this a bug?

Last edited by Roel; 06/13/11 10:41.

Check out the throwing game here: The throwing game
Re: Kinematic has no collision detection? [Re: Roel] #373815
06/13/11 10:59
06/13/11 10:59
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
PhysX in GS is suck... We can just hope that it will be came better in future.


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Re: Kinematic has no collision detection? [Re: 3run] #373820
06/13/11 11:30
06/13/11 11:30
Joined: Mar 2010
Posts: 120
Switzerland
T
TehV Offline
Member
TehV  Offline
Member
T

Joined: Mar 2010
Posts: 120
Switzerland
This is because the pXent_move function (This is said in the manual!) moves the entity DIRECTLY to the specified position, without applying a force to the entity. This means, in simple terms, that the function simply modifies the x, y and z coordinates of the entity, and does not perform any sort of collision detection or the like.

Re: Kinematic has no collision detection? [Re: TehV] #373822
06/13/11 11:51
06/13/11 11:51
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline OP
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Roel  Offline OP
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
the manual says it performs collision detection

copy & paste from the manual:
Quote:

Kinematic control (NX_BF_KINEMATIC) can be activated for dynamic physics entities. A kinematic controlled entity is not affected by any force, but can be moved with collision detection through pXent_move. It is an alternative to a character controller (PH_CHAR).



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Re: Kinematic has no collision detection? [Re: Roel] #373827
06/13/11 12:42
06/13/11 12:42
Joined: Mar 2010
Posts: 120
Switzerland
T
TehV Offline
Member
TehV  Offline
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T

Joined: Mar 2010
Posts: 120
Switzerland
Hmm... Then I don't know.

Re: Kinematic has no collision detection? [Re: TehV] #373831
06/13/11 13:38
06/13/11 13:38
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
I haven't tried with Kinematic, but with PH_CHAR collision detection works fine


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Re: Kinematic has no collision detection? [Re: painkiller] #373859
06/13/11 18:56
06/13/11 18:56
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline OP
Senior Member
Roel  Offline OP
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Well, I didn't want to use PH_CHAR,
because it is easier to just toggle the kinematic flag.
Also, when I turn a physic entity into a PH_CHAR, it jumps to somewhere else.


Check out the throwing game here: The throwing game

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