Hi, > I will suggest following resolution: use current physics loader as a > base for other (physics engine specific) loaders. The base will > contain all stuff that can be set from current CS iDynamics (and > similar) interfaces, when descendant loaders will handle engine > specific setup.
I think I understand. So, I must check to what extent does current CS physics format supplies relevant information for setting up dynamics in PhysX. If information is missing - eg. separate dynamic and static friction definitions - then custom tags can be created from inside Blender and handled by descendant loaders. Later these tags might even be supported optionally by b2cs :) Is that what you meant? > On the other hand Bullet and PhysX can use Collada, so the fastest > solution will be to keep current loader for ODE only, when for others > physics node will contain data in Collada format (as res suggested). Mixing formats still sounds weird. We would have to export the same world contents in two formats (CS and Collada) and then let each loader to handle its own part? The CS loader would ignore physics data. And the Collada loader, tailored by ageia, would feed the PhysX engine. If we decline on portability, it would not even be 'necessary' to create a new iDynamics interface. PhysX API would be directly accessed and linked iMeshWrappers position and rotation would be manually updated each timestep. Not an elegant solution but easier indeed, for those who are starting a new project decided to rely on PhysX. > For my personal needs I wanted to have a way to bind > bones, meshes, lights etc. to dynamics objects, but I'm not sure if > this will be possible with mixed Collada and CS map formats (I will > need to use unique names or ids for rigid bodies and colliders). But if you mix Collada and CS formats you will need a loader for Collada. In case you use PhysX you can apply its proprietary import tool. In case you use the iDynamics abstraction, then it seems that you would need a new loader for Collada. Perhaps easier would be to convert from Collada to CS ahead of time, when Scott Johnson's tool is ready :) For bones and lights maybe you can use scene hierarchy, linking them to the mesh that was bind. Does CS hierarchy support bones and lights? Best regards, Mario. ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
