• Advertisement
Sign in to follow this  

Non convex mesh to mesh collision detection of objects in PhysX

This topic is 3830 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi I have been trying to play around with PhysX. As the new PhysX version(2.7.2) no longer supports pMap how do we go about checking non convex mesh to mesh collision detections. Initially it was done by pmaps as they were supported by PhysX. I was able to find examples of collision detection of convex shapes but none of non convex shapes. Please give me some information regarding this Thanks Utkarsh

Share this post


Link to post
Share on other sites
Advertisement
Create a NxTriangleMeshDesc pointing to your mesh data. Squeeze it through NxCookTriangleMesh(). Thenn create a mesh of it with NxScene::createTriangleMesh(). You can then add this as a shape to any actor, be it static or dynamic.

PhysX can't automatically calculate mass and inertia of freeform meshes, though. If you use it for a dynamic actor, movement of it will therefore look somewhat unusual. But it definitily works fine.

Bye, Thomas

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement