Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Dissociation between collision detection and the phiscs solver #8

Closed
juancaf9312 opened this issue Feb 1, 2017 · 1 comment
Closed

Comments

@juancaf9312
Copy link

I want to ask if there is a way i can just use the collision detection of a scence without use the pyshics solver. I want to know how can i use the collision detector on physX, take this information, aind then, implement the phisics solver by my own with the information retrieved from the physX collision detector.

@kstorey-nvidia
Copy link

You have a couple of options available to you.

(1) you could request in filter shaders to report contact information but not respond (raise PxPairFlag::eDETECT_DISCRETE_CONTACT, request contact notification but not PxPairFlag::eSOLVE_CONTACT). You would still find your bodies were integrated but perhaps you could work around this by settings your bodies to be kinematic and enabling kinematic-kinematic and kinematic-static collision detection. Or perhaps just overrule the PhysX integration.

(2) you could use the new immediate mode feature (see SnippetImmediateMode in the snippets) and just use the contact generation but implement your own collision response.

Option (2) is probably the path of least resistance. If you provide more details about what you want to achieve, perhaps we can find other options for you. HTH

@sschirm sschirm closed this as completed Sep 5, 2017
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants