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.
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));
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 06/13/1111:5106/13/1111:51
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).
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.