You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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();
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.
The text was updated successfully, but these errors were encountered: