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Search found 375 matches Page 2 of 38
by chriscalef
Sat Mar 24, 2018 11:37 pm
Forum: Beginner
Topic: Does anybody know why object snapping would keep turning itself back on?
Replies: 2
Views: 266
Ah, that's what that does. Thanks @
User avatar
Duion
I"ll keep an eye on that.
by chriscalef
Sat Mar 24, 2018 6:41 pm
Forum: Beginner
Topic: Does anybody know why object snapping would keep turning itself back on?
Replies: 2
Views: 266
I never use snapping in the World Editor, I turn it off every time it comes on, and generally it stays off but every now and then on opening the program it comes up with snapping back on. Anybody got the slightest idea where that could be happening? Tis mildly annoying.
by chriscalef
Fri Mar 16, 2018 3:19 am
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
Huh, yeah I found that class and figured out how to use it to get back to my sceneObject in my onContact function. I don't understand what to do with the Signal type, however. Here is my current attempt at an onContact class. I also got confused re: the failure of dynamic_cast to cast my void userDa...
by chriscalef
Thu Mar 15, 2018 2:44 am
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
Cool, thanks Timmy! No worries if you can't get to it, for my limited performance needs I think my callback-heavy solution is going to be fine, but it would still be nice to know how to do it the right way.
by chriscalef
Wed Mar 14, 2018 8:30 am
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
Well, just to follow up, I got my rockets to explode on contact, but no thanks to all the fancy PhysX FilterShader logic, so far. The only useful output I've been able to get out of my custom filter is to always report all collisions to my callback function, at which point I can make sense of them i...
by chriscalef
Tue Mar 13, 2018 6:38 pm
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
AHA!

Hehe, google is my friend. Turns out the missing ingredient was this:

Code: Select all

sceneDesc.simulationEventCallback = this;
(With "this" being my Px3World object.)

Still many details to resolve, but the function is getting called, so we got a foot in the door anyway. :D
by chriscalef
Tue Mar 13, 2018 6:15 pm
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
Right, now this is starting to ring some bells... I had collision callbacks working fine in PhysX 2.x, but do remember taking one look at the new system in 3.x and deciding to come back to that later. :-) But "later" is now, so... gave it a pretty good try last night. It seems like I did all the thi...
by chriscalef
Tue Mar 13, 2018 5:00 am
Forum: General
Topic: Forums updated and re-opened
Replies: 3
Views: 581
Thank you for providing and maintaining these forums!
by chriscalef
Mon Mar 12, 2018 7:50 am
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
Ah, very interesting ^^^ thank you.
by chriscalef
Mon Mar 12, 2018 6:56 am
Forum: C++
Topic: Any input on PhysX collision callbacks?
Replies: 9
Views: 783
(Looking at you @Timmy) I just implemented some rocket PhysicsShapes for my attack helicopter, and have got them exploding on a destroy() timer, but would really prefer a collision callback. Started digging into it, first hoping I could just do a Torque onCollision, but found that to be a ShapeBase ...
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Search found 375 matches Page 2 of 38