Game Development Community

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

#1
06/16/2011 (3:05 pm)
I have used joints in 1.1.
I'm not sure of the overhead but you can use it instead of single.
#2
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
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).