Jump to content
  • Advertisement
Sign in to follow this  
e3d_ALiVE

NXU::instantiateCollection+PhysX+Y Axis

This topic is 2984 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

i'v added NxuStream 2 support to my project for test i exported car from max with PhysX exporter as xml loaded into physics like this
NXU::NxuPhysicsCollection* CarXML=NXU::loadCollection("car.xml",NXU::FT_XML,NULL,NULL);
bool t=NXU::instantiateCollection(CarXML,g_pScene->getPhysicsSDK(),g_pScene,NULL,NULL);




all loaded without problems, but... exported animation has Z axis, and my entire render and all previous physx objects Y so how can i convert Z axis to Y[in real time][or via in max or nx settings]? my scene looks like that :D screenoq.jpg all my objects are y axis, and loaded physx scene from max is Z axis i was thinking of just making defaultSceneOffset matrix that were sent in this function, so it rotate everything to 90 degrees, but that would be kinda stupid, is there any better solution [Edited by - e3d_ALiVE on April 14, 2010 7:29:33 AM]

Share this post


Link to post
Share on other sites
Advertisement
well for anyone else struggling with that problem, the ugly way to do it is


D3DXMATRIX Turned;
D3DXMatrixRotationYawPitchRoll(&Turned,0,D3DXToRadian(90),0);
NxMat34 matrix;
matrix.setRowMajor44(Turned);
bool t=NXU::instantiateCollection(CarXML,g_pScene->getPhysicsSDK(),NULL,&matrix,NULL);

Share this post


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

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!