Ejemplo n.º 1
0
		PrismaticJointX::PrismaticJointX(PhysXManager *pMan , kge::ph::Actor *a1, kge::ph::Actor *a2, kge::math::Vector *Anchor, kge::math::Vector *axis)
		{
			NxActor				*nxA1,*nxA2;
			NxPrismaticJointDesc nxPrismaticJointDesc;

			if( !a1 )
				return;

			nxPrismaticJointDesc.setToDefault();

			if( a1->getType() == EATP_DYNAMIC || a1->getType() == EATP_KINEMATIC )
				nxA1 = ((ActorDynamicX*)(a1))->getPhActor();

			if( a2 && ( a2->getType() == EATP_DYNAMIC || a2->getType() == EATP_KINEMATIC ) )
				nxA2 = ((ActorDynamicX*)(a1))->getPhActor();

			nxPrismaticJointDesc.actor[0] = nxA1;

			if( a2 )
				nxPrismaticJointDesc.actor[1] = nxA2;

			nxPrismaticJointDesc.setGlobalAnchor( NxVec3( Anchor->x , Anchor->y , Anchor->z ) );

			if( axis )
				nxPrismaticJointDesc.setGlobalAxis( NxVec3( axis->x , axis->y , axis->z ) );

			m_pPrismaticJoint = ((NxPrismaticJoint*)(pMan->getPhysxScene()->createJoint( nxPrismaticJointDesc )));
		}
Ejemplo n.º 2
0
		void create(NxScene& scene, const NxVec3& pos, float rad, NxActor* holder)
		{
			NxActorDesc actorDesc;
			NxBodyDesc bodyDesc;
			NxSphereShapeDesc sphereDesc;
			
			bodyDesc.solverIterationCount = 20;

			// wheel
			sphereDesc.radius = rad;
			sphereDesc.materialIndex = wheelMaterialIndex;
			actorDesc.shapes.pushBack(&sphereDesc);
			bodyDesc.mass = 400;
			actorDesc.body = &bodyDesc;
			actorDesc.globalPose.t = pos;
			wheel = scene.createActor(actorDesc);

			// roll axis
			bodyDesc.mass = 50;
			bodyDesc.massSpaceInertia = NxVec3(1,1,1);
			actorDesc.body = &bodyDesc;
			actorDesc.shapes.clear();
			actorDesc.globalPose.t  = pos;
			rollAxis = scene.createActor(actorDesc);
			
			// revolute joint connecting wheel with rollAxis
			NxRevoluteJointDesc revJointDesc;
			revJointDesc.projectionMode = NX_JPM_POINT_MINDIST;
			revJointDesc.actor[0] = wheel;
			revJointDesc.actor[1] = rollAxis;
			revJointDesc.setGlobalAnchor(pos);
			revJointDesc.setGlobalAxis(NxVec3(0,0,1));
			rollJoint = (NxRevoluteJoint*)scene.createJoint(revJointDesc);

			// prismatic joint connecting rollAxis with holder
			NxPrismaticJointDesc prisJointDesc;
			prisJointDesc.actor[0] = rollAxis;
			prisJointDesc.actor[1] = holder;
			prisJointDesc.setGlobalAnchor(pos);
			prisJointDesc.setGlobalAxis(NxVec3(0,1,0));
			scene.createJoint(prisJointDesc);

			// add springs and dampers to the suspension (i.e. the related actors)
			float springLength = 0.1f;
			NxSpringAndDamperEffector * springNdamp = scene.createSpringAndDamperEffector(NxSpringAndDamperEffectorDesc());

			springNdamp->setBodies(rollAxis, pos, holder, pos + NxVec3(0,springLength,0));
			springNdamp->setLinearSpring(0, springLength, 2*springLength, 100000, 100000);
			springNdamp->setLinearDamper(-1, 1, 1e5, 1e5);

			// disable collision detection 
			scene.setActorPairFlags(*wheel, *holder, NX_IGNORE_PAIR);
		}
Ejemplo n.º 3
0
NxPrismaticJoint* CreatePrismaticJoint(NxActor* a0, NxActor* a1, const NxVec3& globalAnchor, const NxVec3& globalAxis, NxScene* gScene)
{
	NxPrismaticJointDesc prismaticDesc;
	prismaticDesc.actor[0] = a0;
	prismaticDesc.actor[1] = a1;
	prismaticDesc.setGlobalAnchor(globalAnchor);
	prismaticDesc.setGlobalAxis(globalAxis);

	NxJoint* joint = gScene->createJoint(prismaticDesc);
	
//	joint->setLimitPoint(globalAnchor);
//	joint->addLimitPlane(-globalAxis, globalAnchor + 1.5*globalAxis);
//	joint->addLimitPlane(globalAxis, globalAnchor - 1.5*globalAxis);

	return static_cast<NxPrismaticJoint*>(joint);
}
Ejemplo n.º 4
0
NxPrismaticJoint* World::CreatePrismaticJoint(NxActor* a0, NxActor* a1, NxVec3 globalAnchor, NxVec3 globalAxis)
{
	NxPrismaticJointDesc prismaticDesc;
	prismaticDesc.actor[0] = a0;
	prismaticDesc.actor[1] = a1;
	prismaticDesc.setGlobalAnchor(globalAnchor);		// 0 7 0
	prismaticDesc.setGlobalAxis(globalAxis);			// 0 1 0

	NxJoint* joint = gScene->createJoint(prismaticDesc);

	joint->setLimitPoint(globalAnchor);
	joint->addLimitPlane(-globalAxis, globalAnchor + 1*globalAxis, 0.5f);
	joint->addLimitPlane(globalAxis, globalAnchor - 1*globalAxis, 0.5f);

	return (NxPrismaticJoint*)joint;
}