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Please note that the simulation event callback is commented on in this revision.
Expected Behavior
If I have assumed correctly, even if the buildGPUData is disabled, the collision should be done in the CPU and the simulation event should be processed.
Triangle meshes require PxCookingParams::buildGPUData to be set to true to build data required to process the mesh on the GPU. If this flag is not set during cooking, the GPU data for the mesh will be absent and any contact generation involving this mesh will be processed on CPU.
Actual Behavior
Simulation Event callback is not triggered, however, the filter shader and callback work fine.
An actor pair seems to not be created while in contact manager creation, PxsContext.mSimStats.mGpuDynamicsFoundLostPairs value appeared to be increased while in the first contact and persisted, but the contact value such as mGpuDynamicsRigidContactCount and mNbNewTouches remains to be 0.
The text was updated successfully, but these errors were encountered:
Library and Version
PhysX v5.4.1
Operating System
Windows 11 Enterprise
Steps to Trigger Behavior
PxTriangleMesh
by setting thebuildGPUData
false, which is a default value.PxShape
, attach it to thePxRigidDynamic
, and do a collision test.Code Snippet to Reproduce Behavior
Initialization
https://github.com/colibrishin/DXRework/blob/fecb6020160269a1b90875ad667e2657742f2ce3/Engine/egPhysicsManager.cpp#L39-L84
Scene Initialization
https://github.com/colibrishin/DXRework/blob/fecb6020160269a1b90875ad667e2657742f2ce3/Engine/egScene.cpp#L69-L99
Mesh Initialization
https://github.com/colibrishin/DXRework/blob/fecb6020160269a1b90875ad667e2657742f2ce3/Engine/egMesh.cpp#L512-L545
Dynamic rigid-body initialization
https://github.com/colibrishin/DXRework/blob/fecb6020160269a1b90875ad667e2657742f2ce3/Engine/egBaseCollider.cpp#L587-L711
Callback implementation
https://github.com/colibrishin/DXRework/blob/fecb6020160269a1b90875ad667e2657742f2ce3/Engine/PhysXSimulationCallback.cpp#L53-L182
Please note that the simulation event callback is commented on in this revision.
Expected Behavior
If I have assumed correctly, even if the
buildGPUData
is disabled, the collision should be done in the CPU and the simulation event should be processed.Actual Behavior
Simulation Event callback is not triggered, however, the filter shader and callback work fine.
An actor pair seems to not be created while in contact manager creation,
PxsContext.mSimStats.mGpuDynamicsFoundLostPairs
value appeared to be increased while in the first contact and persisted, but the contact value such asmGpuDynamicsRigidContactCount
andmNbNewTouches
remains to be 0.The text was updated successfully, but these errors were encountered: