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Active Actors API bug #30
Comments
You made a typo 😄 PhysX enum values are prefixed with a lower case 'e'. It has to be
It's a bit odd that this is not an error. I assume the wasm runtime simply treats the undefined as a 0 and sets some other flag instead. |
we have some faulty typescript types, here is the declaration in the
and faulty me, should have researched a little bit more. Thanks again for responding to my question, have a great day! |
Did you generate the typescript bindings with the method given in the README.md? The script isn't mine and I don't have any typescript experience at all, so unfortunately I won't be able to fix this 😃 |
Hey, i hope you are doing well
introduction
I was looking the physx official documentation and stumbled upon the active actors API, it creates a list of rigid bodies that moved in the last iteration, it is pretty handy and provides a slight performance improvement.
https://nvidia-omniverse.github.io/PhysX/physx/5.3.1/docs/RigidBodyDynamics.html?highlight=active%20actor#active-actors
problem
When consuming the api like this.
And checking if there are any active actors like this.
It always returns
0
no matter what.reproducible example
Here is the modified example scene to reflect this bug.
I added some comments indicating changes and added a console.log for logging activeActors.size()
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