void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
	gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator);
	if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	//gPhysicsSDK->setParameter(NX_VISUALIZE_CLOTH_COLLISIONS, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_CLOTH_SLEEP, 1);

	// Check available hardware
	NxHWVersion hwCheck = gPhysicsSDK->getHWVersion();
	if (hwCheck == NX_HW_VERSION_NONE) 
	{
		gHardwareCloth = false;
	}
	else 
		gHardwareCloth = true;

	// Create the scenes
    NxSceneDesc sceneDesc;
    sceneDesc.gravity = gDefaultGravity;
    sceneDesc.simType = NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(!gScene){ 
		sceneDesc.simType = NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterialDesc       m; 
	m.restitution        = 0.5;
	m.staticFriction     = 0.2;
	m.dynamicFriction    = 0.2;
	NxMaterial* mat = gScene->getMaterialFromIndex(0);
	mat->loadFromDesc(m); 

    SetupTearingScene();

	if (gScene->getNbActors() > 0)
		gSelectedActor = *gScene->getActors();
	else
		gSelectedActor = NULL;

	// Initialize HUD
    InitializeHUD();
	InitializeSpecialHUD();
}
void InitNx()
{
    // Create the physics SDK
	gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, NULL, &gErrorStream);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.05);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
//	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_AXES, 1);
//	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_FNORMALS, 1);

	gPhysicsSDK->setParameter(NX_VISUALIZE_CONTACT_POINT, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_CONTACT_NORMAL, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
	sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
 if(!gScene){ 
		sceneDesc.simType				= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	NxU32 set = 0;

#ifdef WIN32
	set = SetCurrentDirectory(&fname[0]);
	if (!set) set = SetCurrentDirectory(&fname1[0]);
	if (!set)
	{
		char basePath[256];
		GetModuleFileName(NULL, basePath, 256);
		char* pTmp = strrchr(basePath, '\\');
		basePath[pTmp-basePath+1] = 0;
		SetCurrentDirectory(basePath);//for running from start menu

		set = SetCurrentDirectory(&fname2[0]);
	}
	if (!set) set = SetCurrentDirectory(&fname3[0]);
#elif LINUX
	set = chdir(&fname[0]);
	if (set != 0) set = chdir(&fname2[0]);
	if (set != 0) set = chdir(&fname3[0]);
#endif

	// Create the default material
	NxMaterialDesc defaultMaterial;
	defaultMaterial.restitution = 0;
	defaultMaterial.staticFriction = 0.5;
	defaultMaterial.dynamicFriction	= 0.5;
	NxMaterial* m = gScene->getMaterialFromIndex(0);
	m->loadFromDesc(defaultMaterial);


	char buffer[512];
	FindMediaFile("Course.pml", buffer);
	nxmlLoadScene(buffer, gPhysicsSDK, gScene);

	// Switch from Max Coordinate System to
	// Training Program Coordinate System
	NxMat34 mat;
    NxMat33 orient;
	orient.setColumn(0, NxVec3(-1,0,0));
	orient.setColumn(1, NxVec3(0,0,1));
	orient.setColumn(2, NxVec3(0,1,0));
	mat.M = orient;
	SwitchCoordinateSystem(gScene, mat);

	// Reset wheel material
	wsm = NULL;

	// Create the trike actor
	trike = CreateTrike(NxVec3(0,3,0));
	trike->wakeUp(1e30);

    AddUserDataToActors(gScene);

	gSelectedActor = trike;

	// Initialize HUD
	InitializeHUD();
	InitializeSpecialHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
Beispiel #3
0
pRigidBody*pFactory::createBox(CK3dEntity *referenceObject,CK3dEntity *worldReferenceObject,pObjectDescr*descr,int creationFlags)
{

	pWorld *world=getManager()->getWorld(worldReferenceObject,referenceObject); 
	pRigidBody*result = world->getBody(referenceObject);
	if(result)
	{
		result->destroy();
		delete result;
		result = NULL;
	}
	// we create our final body in the given world :
	result  =  createBody(referenceObject,worldReferenceObject);
	if (result)
	{
		result->setWorld(world);

		using namespace vtTools::AttributeTools;

		result->setFlags(descr->flags);
		result->setHullType(descr->hullType);
		result->setDataFlags(0x000);
		result->checkDataFlags();

		if (result->getSkinWidth()==-1.0f)
		{
			result->setSkinWidth(0.01f);
		}

		VxMatrix v_matrix ;
		VxVector position,scale;		
		VxQuaternion quat;	


		v_matrix = referenceObject->GetWorldMatrix();
		Vx3DDecomposeMatrix(v_matrix,quat,position,scale);
		VxVector box_s= BoxGetZero(referenceObject);

		NxVec3 pos = pMath::getFrom(position);
		NxQuat rot = pMath::getFrom(quat);

		float density = result->getDensity();
		float radius = referenceObject->GetRadius();
		if (referenceObject->GetRadius() < 0.001f )
		{
			radius  = 1.0f;
		}


		//////////////////////////////////////////////////////////////////////////
		//create actors description
		NxActorDesc actorDesc;actorDesc.setToDefault();
		NxBodyDesc bodyDesc;bodyDesc.setToDefault();

		//////////////////////////////////////////////////////////////////////////
		NxMaterialDesc *materialDescr = NULL;
		NxMaterial *material = NULL;
		if (isFlagOn(result->getDataFlags(),EDF_MATERIAL_PARAMETER))
		{
			NxMaterialDesc  entMatNull;entMatNull.setToDefault();
			NxMaterialDesc  *entMat  = createMaterialFromEntity(referenceObject);
			material  = world->getScene()->createMaterial(entMatNull);
			material->loadFromDesc(*entMat);
			result->setMaterial(material);
		}else{
			if (world->getDefaultMaterial())
			{
				result->setMaterial(world->getDefaultMaterial());
			}
		}
		//////////////////////////////////////////////////////////////////////////

		NxBoxShapeDesc boxShape;
		if (creationFlags & E_OFC_DIMENSION )
		{
			boxShape.dimensions = pMath::getFrom(box_s)*0.5f;
		}
		boxShape.density  = descr->density;
		boxShape.materialIndex = result->getMaterial()->getMaterialIndex();
		if (result->getSkinWidth()!=-1.0f)
			boxShape.skinWidth = result->getSkinWidth();

		actorDesc.shapes.pushBack(&boxShape);

		//////////////////////////////////////////////////////////////////////////
		//dynamic object  ? 
		if (result->getFlags() & BF_Moving){
			actorDesc.body = &bodyDesc;
		}
		else
			actorDesc.body = NULL;

		//////////////////////////////////////////////////////////////////////////
		//set transformations
		actorDesc.density  = descr->density;

		if (creationFlags & E_OFC_POSITION)
		{
			actorDesc.globalPose.t = pos;	
		}

		if (creationFlags & E_OFC_POSITION)
		{
			actorDesc.globalPose.M = rot;
		}
		
				//////////////////////////////////////////////////////////////////////////
		//create the actor

		int v = actorDesc.isValid();
		NxActor *actor  = world->getScene()->createActor(actorDesc);
		if (!actor)
		{
			xLogger::xLog(ELOGERROR,E_LI_AGEIA,"Couldn't create actor");
			delete result;
			return NULL;

		}


		//////////////////////////////////////////////////////////////////////////
		//set additional settings : 
		result->setActor(actor);
		actor->setName(referenceObject->GetName());
		actor->userData= result;

		if (result->getFlags() & BF_Moving)
		{
			VxVector massOffsetOut;referenceObject->Transform(&massOffsetOut,&result->getMassOffset());
			actor->setCMassOffsetGlobalPosition(pMath::getFrom(massOffsetOut));
		}

		if (result->getFlags() & BF_Kinematic)
		{
			actor->raiseBodyFlag(NX_BF_KINEMATIC);
		}

		result->enableCollision((result->getFlags() & BF_Collision));
		if (result->getFlags() & BF_Moving)
		{
			if (!(result->getFlags() & BF_Gravity))
			{
				actor->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);
			}
		}

		NxShape *shape  = result->getShapeByIndex();
		if (shape)
		{
			pSubMeshInfo *sInfo  = new pSubMeshInfo();
			sInfo->entID = referenceObject->GetID();
			sInfo->refObject  = (CKBeObject*)referenceObject;
			shape->userData = (void*)sInfo;
			result->setMainShape(shape);
			shape->setName(referenceObject->GetName());
		}
	}
		
	return result;
}
Beispiel #4
0
pWorld*pFactory::createWorld(CK3dEntity* referenceObject, pWorldSettings *worldSettings,pSleepingSettings *sleepSettings)
{


	using namespace vtTools::AttributeTools;
	using namespace vtTools::ParameterTools;

	
	//////////////////////////////////////////////////////////////////////////
	//sanity checks : 
	if (!referenceObject || !GetPMan() )
	{
		return NULL;
	}


	if (!getPhysicSDK())
	{
		//xLogger::xLog(XL_START,ELOGWARNING,E_LI_MANAGER,"No physic sdk loaded");
		return NULL;
	}

	int worldAtt = GetPMan()->att_world_object;
	int surfaceAttribute = GetPMan()->att_surface_props;

	//exists ? Delete it !
	pWorld *w = GetPMan()->getWorld(referenceObject->GetID());
	if (w)
	{
		GetPMan()->deleteWorld(referenceObject->GetID());
	}
		
	//our new world : 
	pWorld *result  = new pWorld(referenceObject);
	GetPMan()->getWorlds()->InsertUnique(referenceObject,result);

	result->initUserReports();



	//////////////////////////////////////////////////////////////////////////

	//there is no world settings attribute  : 
	if (!referenceObject->HasAttribute(worldAtt) )
	{
		referenceObject->SetAttribute(worldAtt);
		using namespace vtTools;
		VxVector grav = worldSettings->getGravity();
		float sWith  = worldSettings->getSkinWith();
		AttributeTools::SetAttributeValue<VxVector>(referenceObject,worldAtt,0,&grav);
		AttributeTools::SetAttributeValue<float>(referenceObject,worldAtt,1,&sWith);
	}


	if (!worldSettings)
	{
		worldSettings = pFactory::Instance()->createWorldSettings(XString("Default"),GetPMan()->getDefaultConfig());
	}
	if (!worldSettings)
	{
		worldSettings = new pWorldSettings();
	}

	//////////////////////////////////////////////////////////////////////////
	//pSDK Scene creation  : 

	// Create a scene
	NxSceneDesc sceneDesc;
	sceneDesc.gravity				= pMath::getFrom(worldSettings->getGravity());
	sceneDesc.upAxis = 1;
	sceneDesc.flags |=NX_SF_ENABLE_ACTIVETRANSFORMS;
	sceneDesc.userNotify =&myNotify;
	sceneDesc.userContactReport = result->contactReport;
    
	NxScene *scene = NULL;
	if (getPhysicSDK())
	{
		scene  = getPhysicSDK()->createScene(sceneDesc);
		if(scene == NULL) 
		{
            xLogger::xLog(XL_START,ELOGERROR,E_LI_MANAGER,"Couldn't create scene!");
			return NULL;
		}
	}

	result->setScene(scene);
	scene->setUserContactReport(result->contactReport);
	scene->setUserTriggerReport(result->triggerReport);

	NxMaterialDesc *materialDescr = NULL;
	NxMaterial *material = NULL;
	if (referenceObject->HasAttribute(surfaceAttribute))
	{
		materialDescr  = createMaterialFromEntity(referenceObject);
		material =  result->getScene()->createMaterial(*materialDescr);
		material->userData = (void*)GetValueFromParameterStruct<int>(referenceObject->GetAttributeParameter(surfaceAttribute) ,E_MS_XML_TYPE);
	}else{
		
		if (getDefaultDocument())
		{
			
			materialDescr = createMaterialFromXML("Default",getDefaultDocument());
		}
		
		if (materialDescr)
		{
			material = result->getScene()->createMaterial(*materialDescr);
		}

		if (!material)
		{
			materialDescr = new NxMaterialDesc();
			materialDescr->setToDefault();
			material = result->getScene()->getMaterialFromIndex(0); 
			material->loadFromDesc(*materialDescr);
		}
	}
	
	int z = (int)material->userData;
	NxMaterial *zeroMaterial  = result->getScene()->getMaterialFromIndex(0);
	zeroMaterial->setDirOfAnisotropy(material->getDirOfAnisotropy());
	zeroMaterial->setStaticFriction(material->getStaticFriction());
	zeroMaterial->setDynamicFriction(material->getDynamicFriction());
	zeroMaterial->setStaticFrictionV(material->getStaticFrictionV());
	zeroMaterial->setDynamicFrictionV(material->getDynamicFrictionV());
	zeroMaterial->setFrictionCombineMode(material->getFrictionCombineMode());
	zeroMaterial->setRestitutionCombineMode(material->getRestitutionCombineMode());
	zeroMaterial->setFlags(material->getFlags());
	zeroMaterial->userData = material->userData;




	if (!material)
	{
		xLogger::xLog(XL_START,ELOGERROR,E_LI_MANAGER,"Couldn't create default material!");
	}
	result->setDefaultMaterial(material);

	scene->userData = result;

	
	//NxConstraintDominance testDom(1.0, 1.0f);
	//result->getScene()->setDominanceGroupPair(1, 2,testDom );	//board - debris



	//////////////////////////////////////////////////////////////////////////
	//there is no world settings attribute  : 
	/*
	if (!referenceObject->HasAttribute(GetPMan()->att_sleep_settings) )
	{
		referenceObject->SetAttribute(GetPMan()->att_sleep_settings);
		using namespace vtTools;
		AttributeTools::SetAttributeValue<int>(referenceObject,GetPMan()->att_sleep_settings,0,&sSettings->m_SleepSteps);
		AttributeTools::SetAttributeValue<float>(referenceObject,GetPMan()->att_sleep_settings,1,&sSettings->m_AngularThresold);
		AttributeTools::SetAttributeValue<float>(referenceObject,GetPMan()->att_sleep_settings,2,&sSettings->m_LinearThresold);
		AttributeTools::SetAttributeValue<int>(referenceObject,GetPMan()->att_sleep_settings,3,&sSettings->m_AutoSleepFlag);
	}	
	*/
	

	/*
	result->SleepingSettings(sSettings);
	//////////////////////////////////////////////////////////////////////////

	result->Reference(referenceObject);
	
	result->Init();
*/


	result->_checkForDominanceConstraints();
	result->_construct();






	return result;
	

	//return NULL;

}