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physX, finding out the Collusion strength #376753
07/06/11 13:59
07/06/11 13:59
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Just a questine.
Is there a way to figure out how strong an physX object crashes into another object (wall, physic objects, polygons, entitys)?

This would be very helpfull.



Re: physX, finding out the Collusion strength [Re: Random] #376788
07/06/11 18:56
07/06/11 18:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Does "pXent_getvelocity" help?


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Re: physX, finding out the Collusion strength [Re: Superku] #376876
07/07/11 09:17
07/07/11 09:17
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Im not sure.
Can I use this in a "if" function?
"if physicobject_speed == 10"
Im serching for a possibality like that.

But I noted that the physic objects, move much smoother with this function;
Click to reveal..
pXent_getvelocity(my, temp, nullvector);
vec_inverse(temp);
vec_scale(temp,0.5);
pXent_addforcecentral(my, temp);




Re: physX, finding out the Collusion strength [Re: Random] #377789
07/16/11 10:54
07/16/11 10:54
Joined: Aug 2010
Posts: 26
J
JHA Offline
Newbie
JHA  Offline
Newbie
J

Joined: Aug 2010
Posts: 26
Hello
You can calculate collision energy by using kinetics energy formula:

Ek=0.5*m*v**2, where
Ek: kinetic energy in Joules
m: mass of moving object
v: velocity

Jarkko


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