// 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();
}
PxRigidDynamic* PxCreateKinematic(PxPhysics& sdk, 
								  const PxTransform& transform, 
								  PxShape& shape,
								  PxReal density)
{
	PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateKinematic: transform is not valid.");

	bool isDynGeom = isDynamicGeometry(shape.getGeometryType());
	if(isDynGeom && density <= 0.0f)
	    return NULL;

	PxRigidDynamic* actor = sdk.createRigidDynamic(transform);	
	if(actor)
	{
		actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
		if(!isDynGeom)
			shape.setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);

		actor->attachShape(shape);

		if(isDynGeom)
			PxRigidBodyExt::updateMassAndInertia(*actor, density);
		else		
		{
			actor->setMass(1.f);
			actor->setMassSpaceInertiaTensor(PxVec3(1.f,1.f,1.f));
		}
	}

	return actor;
}
// add a bullet in the scene
void AddBullet(const PxVec3& pos, const PxVec3& v)
{
	PxShape *shape = gPhysics->createShape(PxSphereGeometry(0.3f), *gMaterial);
	PxTransform localTmS(pos);
	PxRigidDynamic *body = gPhysics->createRigidDynamic(localTmS);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 100.0f);
	body->setLinearVelocity(v);
	gScene->addActor(*body);

	shape->release();
}
PxRigidDynamic* PxCreateDynamic(PxPhysics& sdk, 
								const PxTransform& transform, 
								PxShape& shape,
								PxReal density)
{
	PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateDynamic: transform is not valid.");

	PxRigidDynamic* actor = sdk.createRigidDynamic(transform);
	if(actor)
	{
		actor->attachShape(shape);
		PxRigidBodyExt::updateMassAndInertia(*actor, density);
	}
	return actor;
}
Beispiel #5
0
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
	PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
	for (PxU32 i = 0; i < size; i++)
	{
		for (PxU32 j = 0; j < size - i; j++)
		{
			PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
			PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
			body->attachShape(*shape);
			PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
			gScene->addActor(*body);
		}
	}
	shape->release();
}