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how to use Physics subsystem in Skylicht #185

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bendico1 opened this issue Aug 18, 2024 · 0 comments
Open

how to use Physics subsystem in Skylicht #185

bendico1 opened this issue Aug 18, 2024 · 0 comments

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@bendico1
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Hi,
I 'm experimenting with the Physics subsystem: I loaded two game objects in .dae format, a box scaled along x and y axes to resemble a ground plane and a sphere. My idea is that the sphere, located a little bit in the air, falling down towards the floor at runtime. I'm using Linux Os and Code::Blocks as IDE.
But the simulation doesn't run, there is a segmentation fault.

This is the workflow I used for this purpose:

//create an instance of the Physics subsystem in MyGame.h
Physics::CPhysicsEngine* myPhyx = Physics::CPhysicsEngine::getInstance();

Then in MyGame.cpp:

// Physics initialization
myPhyx->initPhysics();

//Physics stuff for plane
plane->addComponent<Physics::CStaticPlaneCollider>();
Physics::CRigidbody* planeRB = plane->addComponent<Physics::CRigidbody>();
planeRB->setDynamic(false);
planeRB->initRigidbody();
planeRB->setPosition(core::vector3df(0, -1, 0));
planeRB->syncTransform();

//Physics stuff for sphere
sphere->addComponent<Physics::CSphereCollider>();
Physics::CRigidbody* sphereRB = sphere->addComponent<Physics::CRigidbody>();
sphereRB->setDynamic(true);
sphereRB->initRigidbody();
sphereRB->setPosition(core::vector3df(0, 4, 0));
sphereRB->syncTransform();

// update application in Update() Method
float timestepSec = getTimeStep() / 1000.0f;
myPhyx->updatePhysics(timestepSec);
m_scene->update();

What's wrong?
Which is the right implementation?
Thanks for you kindly support.

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