Might have fixed PhysX triangle meshes

This commit is contained in:
2025-07-28 00:53:06 +02:00
parent 98058856a6
commit 0d35175aed

View File

@@ -346,12 +346,11 @@ create_physx_actor :: (e: *Entity) {
matrix := inv_matrix * render_data.transform.world_matrix;
if node.meshes.count > 0 {
print("NUM MESHES %\n", node.meshes.count);
for m, mi: node.meshes {
index_start : u32 = xx indices.count;
mesh := parray_get(*engine.renderer.meshes, m);
for v: mesh.positions {
array_add(*points, v);//transform_position(v, matrix));
array_add(*points, transform_position(v, matrix));
}
for i: mesh.indices {
@@ -390,8 +389,8 @@ create_physx_actor :: (e: *Entity) {
filter_data.word2 = 1;
filter_data.word3 = 1;
//PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
//PhysX.PxShape_setQueryFilterData(shape, *filter_data);
PhysX.PxShape_setSimulationFilterData(shape, *filter_data);
PhysX.PxShape_setQueryFilterData(shape, *filter_data);
PhysX.PxRigidActor_attachShape(actor, shape);