Home > Failed To > Failed To Extract Collision Data Non-triangle Mesh

Failed To Extract Collision Data Non-triangle Mesh

Parameters stride - stride in bytes to next point, ie: nextpoint = (float*)((char*)ppoints+stride) Return handle to plotted points, graph is removed when handle is destroyed (goes out of scope). Then the mesh collider will probably work. Everything "below" the plane will collide with it. Each mesh (or height field) has a reference count that tracks the number of PxShapes whose geometries reference the mesh. http://0pacity.com/failed-to/failed-to-extract-exe-from-cab.html

Login Create account Unity3d Community : About Malcolm_Hammer CommunityKnowledge BaseMalcolm_HammerUsers turn on suggestions Auto-suggest helps you quickly narrow down your search results Load((Environment)arg1, (str)filename) → bool :¶ bool Load(const std::string & filename, const AttributesList & atts = AttributesList () ) Loads a scene from a file and adds all objects in the environment. Keep in mind that the internal simulation thread also calls this function periodically. Unity 5.5 is now released.

The larger objects must be created using a cooking process, described for each type below. This routine can sometimes fail when the source data is geometrically challenging, for example if it contains a lot of vertices close to each-other. I've tried this.

LoadData( (Environment)arg1, (str)data, (dict)atts) -> bool : bool LoadData(const std::string & data, const AttributesList & atts = AttributesList () ) Loads a scene from in-memory data and adds all objects in PhysX World and Objects Distro Package Contents Release Layout Snippets versus Samples Building and Running the Samples on Windows Snippets What are PhysX Snippets? The body should not be added to the environment when calling this function. ReadKinBodyData( (Environment)arg1, (str)data, (dict)atts) -> object : KinBodyPtr ReadKinBodyData(KinBodyPtr body, const std::string & data, const AttributesList & The strides used here assume that vertices and indices are arrays of PxVec3s and 32bit integers respectively with no gaps in the data layout.

The robot is not added to the environment when calling this function. Complex meshes and articulated meshes are all triangulated appropriately. Parameters bodies - filled with all the bodies GetBodyFromEnvironmentId((Environment)arg1, (int)arg2) → object :¶ KinBodyPtr GetBodyFromEnvironmentId(int id) Get the corresponding body from its unique network id. Scaling is specified with the PxMeshScale class, which defines scale factors to be applied along 3 orthogonal axes.

GetSensor((Environment)arg1, (str)name) → object :¶ SensorBasePtr GetSensor(const std::string & name) Query a sensor from its name. See Resource File Formats. Geometries are value types, and inherit from a common base class, PxGeometry. Current Map The main ground zero city is also an issue as it is the same size as the town poi's and not very big at all.

Parameters tplane - describes the center of the plane. the zaxis of this coordinate is the normal of the plane vextents - the extents of the plane along the x and y directions (z is ignored) vtexture - a 3D If the new group's semantic name does not exist in the current specification, adds it and returns the new offset. the zaxis of this coordinate is the normal of the plane vextents - the extents of the plane along the x and y directions (z is ignored) vtexture - a 3D

If the new group's semantic name exists in the current specification and it exactly matches, then function returns the old group's index. his comment is here See Resource File Formats. View more Vectrosity - fast and easy line drawing by Malcolm_Hammer in Asset Store ‎18-10-2012 12:04 AM ‎18-10-2012 12:04 AM hello Erich adapting my projects to Vec2.1, after a clean compilation, NVIDIA PhysX SDK 3.3.4 Documentation User's Guide Copyright © 2008-2015 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A.

timederivative - the time derivative of the data to extract Looks for ‘joint_X' groups. The last component of the color is used for alpha blending. Return handle to plotted points, graph is removed when handle is destroyed (goes out of scope). As long as the lock is held, the problems are guaranteed to stay loaded in the environment. this contact form Hardly worth going to.

Parameters options - A set of CloningOptions describing what is actually cloned. Triangle Meshes¶ Triangle meshes contain arrays of vertices and index triplets which define the triangles by indexing into the vertex buffer. If you are a moderator, see our Moderator Guidelines page.

Parameters color - the rgb color of the point.

The callback should return an action specifying how the collision should be handled: Return a handle to the registration, once the handle loses scope, the callback is unregistered Remove((Environment)arg1, (Interface)interface) → With and without "Convex" turned on, the sphere that I create to put on the platform (with Rigidbody and Sphere collider) simply falls through my platform. See Simulation Thread for more about the simulation thread.Parameters fDeltaTime - the delta step to take in simulation bRealTime - if false will call SimulateStep as fast as possible, otherwise will Login Create account Language 中文 한국어 Portugués Русский Español 日本語 Unity Community Forums Forums Forums Quick Links Search Forums Recent Posts Menu Enter the Microsoft Developer Challenge for a chance to

If the algorithm cannot find 4 initial vertices without a small triangle, PxConvexMeshCookingResult::eZERO_AREA_TEST_FAILED is returned. Comment Add comment 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster Advanced visibility Viewable by all When a triangle mesh collides with another object, a material is required at the collision point. navigate here A special predefined material PxHeightFieldMaterial::eHOLE specifies a hole in the height field.

When passed into and out of the SDK for use as simulation geometry, the geometry is copied into and out of a PxShape class. This requires the user to always store the handle in a persistent variable if the plotted graphics are to remain on the viewer. Can be called manually by the user inside planners. See the documentation: http://unity3d.com/support/documentation/Components/class-MeshCollider.html Comment Add comment · Show 3 · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators

ReadRobotXMLFile( (Environment)arg1, (str)filename, (dict)atts) -> object : RobotBasePtr ReadRobotURI(RobotBasePtr robot, const std::string & filename, const AttributesList & atts = AttributesList () ) Initializes a robot from a resource file. Each geometry class defines a volume or surface with a fixed position and orientation. output_log__2015-07-06__16-10-43.txt Code: 82915.216 Failed setting triangles. Weld vertices and check triangle sizes.

Parameters g - the group whose name, dof, and interpolation are extracted.