PhysX 3.x Plugin
by Timmy01 · in Torque 3D Professional · 10/28/2013 (5:11 am) · 500 replies
Update:
If you wish to follow this than please check here github.com/ChrisCalef/Torque3D/tree/physx3_advanced_WIP
If you wish to follow this than please check here github.com/ChrisCalef/Torque3D/tree/physx3_advanced_WIP
About the author
#382
08/08/2014 (3:46 pm)
hi so colision of the player with a mesh road does not work, everything else (tree, with a vehicle, it does), as i told timmy on skype : HALP i use mesh road :(
#383
08/08/2014 (6:09 pm)
I'll take a look
#384
08/08/2014 (6:16 pm)
Hmm you are right, i never noticed this before. None of the physics plugins would work actually. The physics body is never created in the meshRoad class
#385
I can can only guess A)Someone started and forgot about it. B)It was intentionally removed.
Do report back with any problems.
08/09/2014 (12:03 am)
I updated the meshRoad with the fix from here www.garagegames.com/community/forums/viewthread/130181 (deepscratch one). This fix was only half applied to T3D which is strange. I only changed two lines from that fix.I can can only guess A)Someone started and forgot about it. B)It was intentionally removed.
Do report back with any problems.
#386
08/09/2014 (3:35 am)
i am so testing it :D
#387
08/09/2014 (3:37 am)
hmmm also, i would like to lower the capsule a few units (0.1 to 0.5) so that the feets of the soldier get on the ground or at least that fakes a good contact by having half the feet into the ground... will look a bit into code... i'm on skype too (dragutux), i do have a less noise level on it than on irc etc.. (personal skype, i cant pay too much attention to it xD)
#388
08/09/2014 (4:30 am)
Yeah look into the code ;)
#389
Has anyone experienced this?
Does anyone know of a fix?
08/17/2014 (9:49 am)
Weird ... I am now getting an error when compiling. This occurred after I had to rebuild my dev machine and I am not sure what I am missing.15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15> px3Plugin.cpp 15> px3Stream.cpp 15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15> px3Utils.cpp 15>C:/Program Files (x86)/NVIDIA Corporation/NVIDIA PhysX SDK/v3.3.1_win/Include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15> px3World.cpp 15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15> sfx3DWorld.cpp 15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor 15> sfxEmitter.cpp 15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error : Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
Has anyone experienced this?
Does anyone know of a fix?
#390
08/17/2014 (1:30 pm)
I'm guessing you are seeing this in release mode. Just add NDEBUG as a preprocessor definition, in debug mode _DEBUG is most likely already defined.
#391
*slaps self*
08/18/2014 (7:32 am)
Doh ... I am so stupid. Thanks man. Can't believe I missed that. 8-{*slaps self*
#392
08/20/2014 (4:16 pm)
haha all good mate, happens to all of us :)
#393
08/20/2014 (4:23 pm)
NVidia are releasing this with version 3.4 of physx developer.nvidia.com/physx-flex. Looks interesting.
#394
09/20/2014 (10:58 am)
There was a crash with physX multiple materials on the windows build of the physX binaries (x86). This has been fixed in physX 3.3.1.
#395
09/22/2014 (1:30 am)
Did that fix your problem mate? Sorry i should have said something about that, i assumed you already had it as it was released back in April ;-)
#396
09/22/2014 (2:49 pm)
Yeah it did, hehe that's okay Timmy. I was still using 3.3.0 :/
#397
I ended up being forced to take the unpleasant step of renaming ours to StringTableT3D and then replacing every single instance of StringTable->___ with StringTableT3D->___... which as you can imagine, sucked a bit. :-)
Just wondering if you ran into that problem at all in your port.
10/10/2014 (12:54 pm)
Sorry, I haven't had time to dig through your source code yet but I was just wondering, did you run into any naming collisions re: StringTable in T3D? I'm in the middle of porting my whole PhysX build up to 3.3.1, and one of the first things that came out was what looked like a collision between our StringTable and something of the same name defined in PhysX3.I ended up being forced to take the unpleasant step of renaming ours to StringTableT3D and then replacing every single instance of StringTable->___ with StringTableT3D->___... which as you can imagine, sucked a bit. :-)
Just wondering if you ran into that problem at all in your port.
#399
10/10/2014 (4:30 pm)
Yep sure did, i managed it by careful header inclusion order.
#400
I will try and update it when i get a chance.
10/11/2014 (5:55 pm)
PhysX 3.3.2 was released the other day for anyone using this plugin. DO note it will kill the project manager if you use that because they have added lib/bin directories for different visual studio versions now.I will try and update it when i get a chance.
Torque Owner Stephen
GearedMind Studio