No more PxSingleActor?
by Rex Hiebert · in Torque 3D Professional · 06/16/2011 (8:39 am) · 3 replies
In 1.0.1 I used a class that was derived from PxSingleActor which is no longer in 1.1. Should I use PxMultiActor instead? Does this add extra overhead? Does the version in 1.1 allow for joints?
RMH
RMH
#2
This is based on the px datablocks that are defined in physx.cs but are not used in the demo scene (so i don't know if they really work). When I try to create the actor I receive the following error:
PxMultiActor::_createActors() - Orphan NxActor - 'pxactor'!
PxMultiActor::_createActors() - root actor (pxactor) was orphan, cannot continue.
PxMultiActor::onAdd(), _createActors failed
Any ideas? Any examples that work? Can I use the two files (.dts and .xml) to create PhysicsShape objects? I only see one file being passed to the datablocks.
Why was pxSingleActor dropped and can it be brought back?
06/17/2011 (8:47 am)
In 1.0.1 I had a number of PhysX pxSingleActor objects that were comprised of a .dts file and a .xml file. Now I'm trying to load these in 1.1 with the following:datablock PxMultiActorData( pxTestObject )
{
category = "Physics";
shapeName = "art/shapes/test/testObject.dts";
physXStream = "art/shapes/test/testObject.xml";
noCorrection = true;
waterDragScale = 6;
buoyancyDensity = 7;
angularDrag = 0.3;
linearDrag = 0.3;
clientOnly = false;
singlePlayerOnly = true;
};
new PxMultiActor(myTestObject){
datablock="pxTestObject";
position = "0 0 5";
rotation = "1 0 0 0";
scale = "1 1 1";};This is based on the px datablocks that are defined in physx.cs but are not used in the demo scene (so i don't know if they really work). When I try to create the actor I receive the following error:
PxMultiActor::_createActors() - Orphan NxActor - 'pxactor'!
PxMultiActor::_createActors() - root actor (pxactor) was orphan, cannot continue.
PxMultiActor::onAdd(), _createActors failed
Any ideas? Any examples that work? Can I use the two files (.dts and .xml) to create PhysicsShape objects? I only see one file being passed to the datablocks.
Why was pxSingleActor dropped and can it be brought back?
#3
//As for your other thread about the skin width, I'd suggest it stays as that width as long as cloth works ok with that number(which it seems to work ok).
06/22/2011 (6:41 pm)
I'll look into this soon since I am doing PhysX stuff soon'ish.//As for your other thread about the skin width, I'd suggest it stays as that width as long as cloth works ok with that number(which it seems to work ok).
Torque Owner TheGasMan
G.A.S. [+others]
I'm not sure of the overhead but you can use it instead of single.