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Missing attachShape()/detachShape() #10
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Hi Chad Is it a big task to support the detaching and attaching of shapes? Is there any way I can help in this matter because I would really appreciate if this could be fixed. |
Hey, apologies for the late reply, I've been on holiday again :P |
Thanks. Hope you have had a good vacation Tell me if I can be of any help. /Steen Den 25/08/2015 kl. 15.33 skrev Chad Mellor <[email protected]mailto:[email protected]>: Hey, apologies for the late reply, I've been on holiday again :P — This email has been scanned by the Symantec Email Security.cloud service. This email has been scanned by the Symantec Email Security.cloud service. |
Hey, I've done some work regarding attaching and detaching shapes, check out the 'DetachShape' branch and let me know if it's working for you and if there's anything missing/buggy :) If you need, I can send you a built DLL if you have trouble building the branch |
THANKS!!! |
There's two ways to create Shape's now, actor.CreateShape() and physics.CreateShape() If an actor is created on an actor (actor.CreateShape()), and you DetachShape(), it will be disposed of immediately |
Hi Cha Thanks! Fra: Chad Mellor [mailto:[email protected]] There's two ways to create Shape's now, actor.CreateShape() and physics.CreateShape() If an actor is created on an actor (actor.CreateShape()), and you DetachShape(), it will be disposed of immediately — This email has been scanned by the Symantec Email Security.cloud service. This email has been scanned by the Symantec Email Security.cloud service. |
Hi Chad I still not works for me – sorry! When I am creating a shape using the physics.CreateShape method and then calling the PhysX.DefaultSimulationFilterShader.SetGroup method then I get this error: (InvalidParameter) NpShape::setSimulationFilterData: shared shapes attached to actors are not writable.( ....\PhysX\src\NpShape.cpp - Line 440 /Steen Fra: Chad Mellor [mailto:[email protected]] There's two ways to create Shape's now, actor.CreateShape() and physics.CreateShape() If an actor is created on an actor (actor.CreateShape()), and you DetachShape(), it will be disposed of immediately — This email has been scanned by the Symantec Email Security.cloud service. This email has been scanned by the Symantec Email Security.cloud service. |
… and one more thing: Can I suggest to use TryGetObject in the ToManage method in the TriggerPair class instead of just GetObjects: [cid:[email protected]] /Steen Fra: Chad Mellor [mailto:[email protected]] There's two ways to create Shape's now, actor.CreateShape() and physics.CreateShape() If an actor is created on an actor (actor.CreateShape()), and you DetachShape(), it will be disposed of immediately — This email has been scanned by the Symantec Email Security.cloud service. This email has been scanned by the Symantec Email Security.cloud service. |
Don't mean to necro an old issue. But was this feature abandoned? Would be nice to have but haven't seen any mention of it and it isn't in the current NuGet package. |
Currently only the What's needed is -
It's been awhile since I've looked at this topic, I can't quite remember what the trouble was with |
The Methodes attachShape(...) and detachShape() are missing in the class RigidActor.
BTW-> is it possible to add a shape to actors shapelist with the method attachShape(...)???
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