T3D 3.0 PhysX project issues
by A F · in Torque 3D Professional · 05/20/2013 (7:50 pm) · 0 replies
I don't want to list this as a bug, but there are a few things that should be looked at with the way the new 3.0 version implements the PhysX projects.
Only having the 2 templates is a great idea to save room, but when you make a physX enabled project with the Project Manager the exe and dll files don't have PhysX enabled, you still need to build them.
Would it be possible to ship both dll and exe files and have the Project Manager copy the needed one when a new project is created?
The radiusDamage code should also be updated a bit. It has:
The InteriorObjectType should be removed (not that it stops anything) and the InitContainerRadiusSearch should use GameBaseObjectTypes to find PhysicsShape object, not ShapeBaseObjectTypes.
Only having the 2 templates is a great idea to save room, but when you make a physX enabled project with the Project Manager the exe and dll files don't have PhysX enabled, you still need to build them.
Would it be possible to ship both dll and exe files and have the Project Manager copy the needed one when a new project is created?
The radiusDamage code should also be updated a bit. It has:
InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
%halfRadius = %radius / 2;
while ((%targetObject = containerSearchNext()) != 0)
{
// Calculate how much exposure the current object has to
// the explosive force. The object types listed are objects
// that will block an explosion. If the object is totally blocked,
// then no damage is applied.
%coverage = calcExplosionCoverage(%position, %targetObject,
$TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::VehicleObjectType);The InteriorObjectType should be removed (not that it stops anything) and the InitContainerRadiusSearch should use GameBaseObjectTypes to find PhysicsShape object, not ShapeBaseObjectTypes.