// add some physics objects into the scene
void AddPhyObjects()
{
	PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
	gScene->addActor(*groundPlane);

	PxShape* shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial);
	PxTransform localTm(PxVec3(-3.0f, 5.0f, 0.f));
	PxRigidDynamic* body = gPhysics->createRigidDynamic(localTm);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	shape->release();

	shape = gPhysics->createShape(PxSphereGeometry(1.0f), *gMaterial);
	PxTransform localTmS(PxVec3(3.0f, 5.0f, 0.f));
	body = gPhysics->createRigidDynamic(localTmS);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	shape->release();

	PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(0, 20, 20)), PxSphereGeometry(1), *gMaterial, 10.0f);
	dynamic->setAngularDamping(0.5f);
	dynamic->setLinearVelocity(PxVec3(0, -5, -10));
	gScene->addActor(*dynamic);

	// add capsule into the scene
	shape = gPhysics->createShape(PxCapsuleGeometry(1.0f, 3.0f), *gMaterial);
	PxTransform localTmC(PxVec3(3.0f, 5.0f, -3.f));
	body = gPhysics->createRigidDynamic(localTmC);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	// add a static box as the trigger
	shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial);
	PxTransform localTmTrigger(PxVec3(0.0f, 1.0f, -10.f));
	body = gPhysics->createRigidDynamic(localTmTrigger);
	shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
	shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, true);
	body->attachShape(*shape);
	body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
	gScene->addActor(*body);

	shape->release();
}
void GOCCharacterController::Create(Ogre::Vector3 dimensions)
{
    QuitAllNewsgroups();
    JoinNewsgroup(GlobalMessageIDs::PHYSICS_SUBSTEP);
    JoinNewsgroup(GlobalMessageIDs::PHYSICS_END);

    if (dimensions.x == 0 || dimensions.y == 0 || dimensions.z == 0) dimensions = Ogre::Vector3(1,1,1);

    mFreezed = false;
    mSpeedFactor = 1;
    mDirection = Ogre::Vector3(0,0,0);
    mDimensions = dimensions;

    PxMaterial *mat = &OgrePhysX::World::getSingleton().getDefaultMaterial();

    mActor = Main::Instance().GetPhysXScene()->createRigidDynamic(
                 PxBoxGeometry(mDimensions.x*0.5f, mDimensions.y*0.5f, mDimensions.z*0.5f),
                 mDensity,
                 *mat,
                 PxTransform(PxVec3(0, mDimensions.y*0.5f, 0)));

    mActor.getFirstShape()->setSimulationFilterData(PhysXFilterData::Instance().Character);
    mActor.getFirstShape()->setQueryFilterData(PhysXFilterData::Instance().Character);

    mActor.getPxActor()->userData = mOwnerGO.lock().get();

    mActor.getPxActor()->setMassSpaceInertiaTensor(PxVec3(0,1,0));
    mActor.getPxActor()->setSolverIterationCounts(8);
}
// Set up PhysX
void InitializePhysX() {
	gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback);

	gPvd = PxCreatePvd(*gFoundation);
	PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("127.0.0.1", 5425, 10);
	gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);

	gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);

	PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
	sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
	gDispatcher = PxDefaultCpuDispatcherCreate(2);
	sceneDesc.cpuDispatcher = gDispatcher;
	sceneDesc.filterShader = contactReportFilterShader/*PxDefaultSimulationFilterShader*/;
	sceneDesc.simulationEventCallback = &gContactReportCallback;	// contact callback
	sceneDesc.contactModifyCallback = &gModContactReportCallback;	// modification contact callback
	gScene = gPhysics->createScene(sceneDesc);

	PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
	if (pvdClient)
	{
		pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
		pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
		pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
	}
	gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);

	// add some physics objects
	AddPhyObjects();

	createChain(PxTransform(PxVec3(10.0f, 30.0f, -30.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createLimitedSpherical);
	createChain(PxTransform(PxVec3(0.0f, 30.0f, -30.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createBreakableFixed);
	createChain(PxTransform(PxVec3(-10.0f, 30.0f, -30.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createDampedD6);

	gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0f);
	gScene->setVisualizationParameter(PxVisualizationParameter::eACTOR_AXES, 1.0f);
	gScene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, 2.0f);
	gScene->setVisualizationParameter(PxVisualizationParameter::eCONTACT_NORMAL, 2.0f);


}
Beispiel #4
0
void JF::Component::ColisionBox::SethalfExtents(XMFLOAT3 _vhalfExtents)
{
	// 1)
	m_Size = _vhalfExtents;

	// 2)
	if (m_pRigidBody != nullptr && m_pShape != nullptr)
	{
		m_pRigidBody->detachShape(*m_pShape);
		m_pShape->setGeometry(PxBoxGeometry(m_Size.x, m_Size.y, m_Size.z));
		m_pRigidBody->attachShape(*m_pShape);
	}
}
Beispiel #5
0
void FBXActor::createCollisionShapes(PhysicsDemoScene *a_app)
{
	float density = 300;

	//pole
	PxBoxGeometry box = PxBoxGeometry(0.1f,4,0.1f);
	PxTransform transform(*((PxMat44*)(&m_world)));	//cast from glm to PhysX matrices

	PxRigidDynamic* dynamicActor = PxCreateDynamic(*a_app->g_Physics, transform, box, *a_app->g_PhysicsMaterial, density);

	dynamicActor->userData = this;	//set the user data to point at this FBXActor class

	//offset
	int nShapes = dynamicActor->getNbShapes();
	PxShape* shapes;
	dynamicActor->getShapes(&shapes, nShapes);

	PxTransform relativePose = PxTransform(PxVec3(0.0f,4.0f,0.0f));
	shapes->setLocalPose(relativePose);

	//head
	box = PxBoxGeometry(0.8f,0.5f,0.3f);
	relativePose = PxTransform(PxVec3(0.0f,2.0f,0.0f));
	PxShape* shape = dynamicActor->createShape(box, *a_app->g_PhysicsMaterial);
	if (shape)
	{
		shape->setLocalPose(relativePose);
	}

	PxRigidBodyExt::updateMassAndInertia(*dynamicActor, (PxReal)density);

	//add to scene
	a_app->g_PhysicsScene->addActor(*dynamicActor);
	a_app->g_PhysXActors.push_back(dynamicActor);

}
Beispiel #6
0
void BoxCollider::OnInitShape()
{
	PxMaterial* mtl = gPhysics->createMaterial(0.5f, 0.5f, 0.1f);
	CHECK(mtl);

	mShape = mActor->createShape(PxBoxGeometry(mSize.x, mSize.y, mSize.z), *mtl);
	CHECK(mShape);

	mGizmo = new Gizmo(mTransform);
	mGizmo->SetMesh(ShapeMesh::CreateBox(mSize));
	CHECK(mGizmo);

Exit0:
	;
}
Beispiel #7
0
xmodel::xmodel(PxPhysics * mPhysics,PxScene* mScene,double mass):
    pos(0,0,0)
{
    PxMaterial* aMaterial;
    
    aMaterial = mPhysics->createMaterial(0.01f, 0.01f, 0.1);    //static friction, dynamic friction, restitution
    if(!aMaterial)
        printf("createMaterial failed!");
    
    
    PxTransform pt(PxVec3(0,0,0.3),PxQuat(0,0,0,1));
    
    actor =  PxCreateDynamic(*mPhysics, pt, PxBoxGeometry(0.5,0.5,0.128),*aMaterial, mass*4);
    
    actor->setLinearVelocity(PxVec3(0,0,0));
    mScene->addActor(*actor);
    
    physx::PxVec3 p=actor->getGlobalPose().p;
    pos.x=p.x;
    pos.y=p.y;
    pos.z=p.z;
}
Beispiel #8
0
 std::vector<int> RayCastManagerImpl::OverlapBoxMultipleHits(const XMFLOAT3& p_origin, const XMFLOAT3& p_halfExtents)
 {
     std::vector<int> returnVec;
     PxVec3 origin = PxVec3(p_origin.x, p_origin.y, p_origin.z);
     PxVec3 halfExtents = PxVec3(p_halfExtents.x, p_halfExtents.y, p_halfExtents.z);
     PxTransform position = PxTransform(origin);
     PxOverlapHit hitBuffer[256]; // Max 256 hits will be stored?
     PxOverlapBuffer hit(hitBuffer, 256); // Used to save the hit
     PxBoxGeometry box = PxBoxGeometry(halfExtents);
     /// Paramters for the sweep
     // PxGeometry* geometry
     bool status = m_utils.m_worldScene->overlap(box, position, hit);
     size_t numberOfHits = hit.getNbAnyHits();
     for(size_t i = 0; i < numberOfHits; i++)
     {
         // Start with checking static and dynamic rigid bodies
         unordered_map<PxRigidActor*, int> idsByRigidBody = m_utils.m_rigidBodyManager->GetIDsByBodies();
         if(idsByRigidBody.find(hit.getAnyHit(i).actor) != idsByRigidBody.end())
         {
             returnVec.push_back(idsByRigidBody.find(hit.getAnyHit(i).actor)->second);
         }
         else
         {
             // Nothing
         }
         // Now comes the difficult task of checking vs character controllers
         unordered_map<PxController*, int> idsByCharacterController = m_utils.m_characterControlManager->GetIdsByControllers();
         for(auto pairs : idsByCharacterController) // Loop through every pair in the list
         {
             if(pairs.first->getActor() == hit.getAnyHit(i).actor) // The first part contains the actor pointer
             {
                 returnVec.push_back(pairs.second); // If this is true we found a hit vs character controller, second contains ID
             }
         }
     }
     return returnVec;
 }
Beispiel #9
0
PxActor* World::addBox(const ofVec3f& size, const ofVec3f& pos, const ofQuaternion& rot, float mass)
{
	assert(inited);
	return createRigidBody(PxBoxGeometry(toPx(size)), mass, pos, rot);
}
Beispiel #10
0
void BoundingBox::SetScale(OPvec3 scale)
{
	scale = scale;
	PxBoxGeometry geo = PxBoxGeometry(scale.x / 2.0, scale.y / 2.0, scale.z / 2.0);
	shapes->setGeometry(geo);
}
		/**
		 * Method is used to add new dynamic actor to physics scene.
		 * @param	entity is pointer to scene entity which will be added to physics simulation.
		 * @param	type is enumeration of shape type.
		 * @param	filterGroup is actor own id.
		 * @param	filterMask is mask to filter pairs that trigger a contact callback.
		 */
		void PhysicsManager::addDynamicActor(SceneEntity* entity, ShapeType type, PxU32 filterGroup, PxU32 filterMask)
		{
			PxRigidDynamic* actor = nullptr;
			
			PxVec3 position = PxVec3(entity->entityState.position[0],entity->entityState.position[1],entity->entityState.position[2]);	
			PxQuat orientation = PxQuat(entity->entityState.orientation[0],entity->entityState.orientation[1],entity->entityState.orientation[2],entity->entityState.orientation[3]);
			PxReal density = 1.0f;
			PxTransform transformation = PxTransform(position,orientation); 

			if(type == BOX)
			{
				float x = (entity->entityGeometry.geometryBox->max.x() - entity->entityGeometry.geometryBox->min.x())*entity->entityState.scale.x()*0.5f;
				float y = (entity->entityGeometry.geometryBox->max.y() - entity->entityGeometry.geometryBox->min.y())*entity->entityState.scale.y()*0.5f;
				float z = (entity->entityGeometry.geometryBox->max.z() - entity->entityGeometry.geometryBox->min.z())*entity->entityState.scale.z()*0.5f;
				
				PxVec3 dimensions(x,y,z);
				actor = PxCreateDynamic(*physicsSDK,transformation,PxBoxGeometry(dimensions),*materials[0].second,density);
				PxRigidBodyExt::updateMassAndInertia(*actor, density);
			}
			else if(type == SPHERE)
			{
				float radius = entity->entityGeometry.geometrySphere->sphereRadius;
				actor = PxCreateDynamic(*physicsSDK,transformation,PxSphereGeometry(radius),*materials[0].second,density);
			}
			else if(type == CAPSULE)
			{
				float radius = entity->entityGeometry.geometrySphere->sphereRadius;
				actor = PxCreateDynamic(*physicsSDK,transformation,PxCapsuleGeometry(radius/2, radius),*materials[0].second,density);
			}
			else if(type == CONVEX)
			{
				/*int vertsCount = entity->entityGeometry.geometryMesh->getVerticesAmount();
				AyumiUtils::Vertex<>* verts = entity->entityGeometry.geometryMesh->getVertices();
				PxVec3* convexVerts = new PxVec3[vertsCount];

				for(int i = 0; i < vertsCount; ++i)
					convexVerts[i] = PxVec3(verts[i].x,verts[i].y,verts[i].z);

				PxConvexMeshDesc convexDesc;
				convexDesc.points.count = entity->entityGeometry.geometryMesh->getVerticesAmount();
				convexDesc.points.stride = sizeof(PxVec3);
				convexDesc.points.data = convexVerts;
				convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;

				MemoryWriteBuffer buf;
				if(cooking->cookConvexMesh(convexDesc, buf))
				{
					PxConvexMesh* convexMesh = physicsSDK->createConvexMesh(MemoryReadBuffer(buf.data));
					actor = PxCreateDynamic(*physicsSDK,transformation,PxConvexMeshGeometry(convexMesh,PxMeshScale()),*materials[0].second,density);
				}
				else
				{
					Logger::getInstance()->saveLog(Log<string>("Convex Mesh creation error occurred!"));
					return;
				}*/
				//delete[] convexVerts;
			}
			else
			{
				Logger::getInstance()->saveLog(Log<string>("Dynamic Actor shape creation error occurred!"));
				return;
			}

			if(!actor)
				Logger::getInstance()->saveLog(Log<string>("Static Actor creation error occurred!"));
			
			PxRigidBodyExt::updateMassAndInertia(*actor, density);
			actor->setAngularDamping(0.75);
			actor->setLinearVelocity(PxVec3(0,0,0));
			actor->setName(entity->entityName.c_str());
			setupFiltering(actor,filterGroup,filterMask);
			scene->addActor(*actor);
			
			DynamicActor* d = new DynamicActor();
			d->entityLogic = entity;
			d->entityPhysics = actor;
			d->shapesAmount = actor->getNbShapes();
			d->shapes = new PxShape*[d->shapesAmount];
			dynamicActors.push_back(d);
		}
Beispiel #12
0
void JF::Component::ColisionBox::Reset()
{
	// 1) 
	auto* pTransform	= GetOwner()->GetComponent<JF::Component::Transform>();
	XMFLOAT4X4& rMatrix	= pTransform->GetTransformMatrix();

	assert(pTransform != nullptr);

	// 2) 
	m_pShape = m_pPXDevice->GetPhysics()->createShape(
		PxBoxGeometry(m_Size.x, m_Size.y, m_Size.z),
		*m_pPXDevice->GetMaterial());
	
	// 3)
	PxTransform localTm( PxMat44(
		PxVec4(rMatrix._11, rMatrix._12, rMatrix._13, rMatrix._14),
		PxVec4(rMatrix._21, rMatrix._22, rMatrix._23, rMatrix._24),
		PxVec4(rMatrix._31, rMatrix._32, rMatrix._33, rMatrix._34),
		PxVec4(rMatrix._41, rMatrix._42, rMatrix._43, rMatrix._44)
	));

	// 4)
	m_pRigidBody = m_pPXDevice->GetPhysics()->createRigidDynamic(localTm);
	m_pRigidBody->attachShape(*m_pShape);
	PxRigidBodyExt::updateMassAndInertia(*m_pRigidBody, 10.0f);
	m_pRigidBody->setLinearVelocity(PxVec3(0, 10, 2.0f));
	m_pPXDevice->GetScene()->addActor(*m_pRigidBody);

	// 5)
	float cX = 0.0f;
	float cY = 0.0f;
	float cZ = 0.0f;

	float eX = 1.0f;
	float eY = 1.0f;
	float eZ = 1.0f;

	// 정점 
	JF::Vertex::PosColor  vertices[] =
	{
		// 1, 1, 1	(0)
		{ XMFLOAT3(cX + eX, cY + eY, cZ + eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// 1, 1, -1	(1)
		{ XMFLOAT3(cX + eX, cY + eY, cZ + -eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// -1, 1, 1	(2)
		{ XMFLOAT3(cX + -eX, cY + eY, cZ + eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// -1, 1, -1 (3)
		{ XMFLOAT3(cX + -eX, cY + eY, cZ + -eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// 1, -1, 1 (4)
		{ XMFLOAT3(cX + eX, cY + -eY, cZ + eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// 1, -1, -1 (5)
		{ XMFLOAT3(cX + eX, cY + -eY, cZ + -eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// -1, -1, 1 (6)
		{ XMFLOAT3(cX + -eX, cY + -eY, cZ + eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) },
		// -1, -1, -1 (7)
		{ XMFLOAT3(cX + -eX, cY + -eY, cZ + -eZ), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f) }
	};
	m_VertexSize = ARRAYSIZE(vertices);

	// 인덱스
	UINT indices[] =
	{
		// Top
		0,1, 1,3, 3,2, 0,2,
		// Bottom
		4,5, 5,7, 7,6, 6,4,
		// Top - Bottom
		0,4, 1,5, 2,6, 3,7
	};
	m_indexCnt = ARRAYSIZE(indices);

	// Create 
	gRENDERER->CreateVertexBuffer(&vertices[0], sizeof(JF::Vertex::PosColor) * m_VertexSize, &m_VertBuff);
	gRENDERER->CreateIndexBuffer(&indices[0], sizeof(UINT) * m_indexCnt, &m_IndexBuff);
}
void PhysXPhysics::VAddBox(Vec3 scale, Actor* gameActor, const std::string& densityStr, const std::string& physicsMaterial, bool gravityEnabled, float linearDamping, float angularDamping, Mat4x4 relativeTransform, const std::string& bodyType)
{
	float density = LookupDensity(densityStr);

	AddShape(gameActor, &PxBoxGeometry(scale.x, scale.y, scale.z), density, physicsMaterial, gravityEnabled, linearDamping, angularDamping, bodyType);
}