NxScene* plSimulationMgr::GetScene(plKey world) { if (!world) world = GetKey(); NxScene* scene = fScenes[world]; if (!scene) { NxSceneDesc sceneDesc; sceneDesc.gravity.set(0, 0, -32.174049f); sceneDesc.userTriggerReport = &gSensorReport; sceneDesc.userContactReport = &gContactReport; scene = fSDK->createScene(sceneDesc); // See "Advancing The Simulation State" in the PhysX SDK Documentation // This will cause PhysX to only update for our step size. If we call simulate // faster than that, PhysX will return immediately. If we call it slower than that, // PhysX will do some extra steps for us (isn't that nice?). // Anyway, this should be a good way to make us independent of the framerate. // If not, I blame the usual suspects (Tye, eap, etc...) scene->setTiming(kDefaultStepSize); // Most physicals use the default friction and restitution values, so we // make them the default. NxMaterial* mat = scene->getMaterialFromIndex(0); float rest = mat->getRestitution(); float sfriction = mat->getStaticFriction(); float dfriction = mat->getDynamicFriction(); mat->setRestitution(0.5); mat->setStaticFriction(0.5); mat->setDynamicFriction(0.5); // By default we just leave all the collision groups enabled, since // PhysX already makes sure that things like statics and statics don't // collide. However, we do make it so the avatar and dynamic blockers // only block avatars and dynamics. for (int i = 0; i < plSimDefs::kGroupMax; i++) { scene->setGroupCollisionFlag(i, plSimDefs::kGroupAvatarBlocker, false); scene->setGroupCollisionFlag(i, plSimDefs::kGroupDynamicBlocker, false); scene->setGroupCollisionFlag(i, plSimDefs::kGroupLOSOnly, false); scene->setGroupCollisionFlag(plSimDefs::kGroupLOSOnly, i, false); } scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupAvatar, false); scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupAvatarBlocker, true); scene->setGroupCollisionFlag(plSimDefs::kGroupDynamic, plSimDefs::kGroupDynamicBlocker, true); scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupStatic, true); scene->setGroupCollisionFlag( plSimDefs::kGroupStatic, plSimDefs::kGroupAvatar, true); scene->setGroupCollisionFlag(plSimDefs::kGroupAvatar, plSimDefs::kGroupDynamic, true); // The dynamics are in actor group 1, everything else is in 0. Request // a callback for whenever a dynamic touches something. scene->setActorGroupPairFlags(0, 1, NX_NOTIFY_ON_TOUCH); scene->setActorGroupPairFlags(1, 1, NX_NOTIFY_ON_TOUCH); fScenes[world] = scene; } return scene; }
int PMaterialIterator(const CKBehaviorContext& behcontext) { CKBehavior* beh = behcontext.Behavior; CKContext* ctx = behcontext.Context; PhysicManager *pm = GetPMan(); pFactory *pf = pFactory::Instance(); if (beh->IsInputActive(0)) { beh->ActivateInput(0,FALSE); ////////////////////////////////////////////////////////////////////////// //we reset our session counter int sessionIndex=-1; beh->SetOutputParameterValue(0,&sessionIndex); LMaterials*sResults = NULL; beh->GetLocalParameterValue(0,&sResults); if (!sResults) { sResults = new LMaterials(); }else sResults->clear(); NxScene * scene = GetPMan()->getDefaultWorld()->getScene(); for(int i = 0 ; i < GetPMan()->getDefaultWorld()->getScene()->getNbMaterials() ; i ++) { NxMaterial *currentMaterial = scene->getMaterialFromIndex(i); sResults->push_back(currentMaterial); } beh->SetLocalParameterValue(0,&sResults); if (sResults->size()) { beh->ActivateInput(1); }else { beh->ActivateOutput(0); return 0; } } if( beh->IsInputActive(1) ) { beh->ActivateInput(1,FALSE); int currentIndex=0; CKParameterOut *pout = beh->GetOutputParameter(0); pout->GetValue(¤tIndex); currentIndex++; LMaterials *sResults = NULL; beh->GetLocalParameterValue(0,&sResults); if (!sResults) { beh->ActivateOutput(0); return 0; } if (currentIndex>=sResults->size()) { sResults->clear(); beh->ActivateOutput(0); return 0; } NxMaterial * material = sResults->at(currentIndex); if (material!=NULL) { int sIndex = currentIndex+1; beh->SetOutputParameterValue(0,&sIndex); //SetOutputParameterValue<int>(beh,O_XML,material->xmlLinkID); SetOutputParameterValue<float>(beh,O_DFRICTION,material->getDynamicFriction()); SetOutputParameterValue<float>(beh,O_SFRICTION,material->getStaticFriction()); SetOutputParameterValue<float>(beh,O_RES,material->getRestitution()); SetOutputParameterValue<float>(beh,O_DFRICTIONV,material->getDynamicFrictionV()); SetOutputParameterValue<float>(beh,O_SFRICTIONV,material->getStaticFrictionV()); SetOutputParameterValue<VxVector>(beh,O_ANIS,getFrom(material->getDirOfAnisotropy())); SetOutputParameterValue<int>(beh,O_FCMODE,material->getFrictionCombineMode()); SetOutputParameterValue<int>(beh,O_RCMODE,material->getFrictionCombineMode()); SetOutputParameterValue<int>(beh,O_FLAGS,material->getFlags()); } if(material->userData ) { pMaterial *bMaterial = static_cast<pMaterial*>(material->userData); if (bMaterial && bMaterial->xmlLinkID ) { int xid = bMaterial->xmlLinkID; XString nodeName = vtAgeia::getEnumDescription(GetPMan()->GetContext()->GetParameterManager(),VTE_XML_MATERIAL_TYPE,xid); CKParameterOut *nameStr = beh->GetOutputParameter(O_NAME); nameStr->SetStringValue(nodeName.Str()); } } //pFactory::Instance()->copyTo(beh->GetOutputParameter(O_MATERIAL),material); beh->ActivateOutput(0); } return 0; }
void plPXPhysical::Write(hsStream* stream, hsResMgr* mgr) { plPhysical::Write(stream, mgr); hsAssert(fActor, "nil actor"); hsAssert(fActor->getNbShapes() == 1, "Can only write actors with one shape. Writing first only."); NxShape* shape = fActor->getShapes()[0]; NxMaterialIndex matIdx = shape->getMaterial(); NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); NxMaterial* mat = scene->getMaterialFromIndex(matIdx); float friction = mat->getStaticFriction(); float restitution = mat->getRestitution(); stream->WriteLEScalar(fActor->getMass()); stream->WriteLEScalar(friction); stream->WriteLEScalar(restitution); stream->WriteByte(fBoundsType); stream->WriteByte(fGroup); stream->WriteLE32(fReportsOn); stream->WriteLE16(fLOSDBs); mgr->WriteKey(stream, fObjectKey); mgr->WriteKey(stream, fSceneNode); mgr->WriteKey(stream, fWorldKey); mgr->WriteKey(stream, fSndGroup); hsPoint3 pos; hsQuat rot; IGetPositionSim(pos); IGetRotationSim(rot); pos.Write(stream); rot.Write(stream); fProps.Write(stream); if (fBoundsType == plSimDefs::kSphereBounds) { const NxSphereShape* sphereShape = shape->isSphere(); stream->WriteLEScalar(sphereShape->getRadius()); hsPoint3 localPos = plPXConvert::Point(sphereShape->getLocalPosition()); localPos.Write(stream); } else if (fBoundsType == plSimDefs::kBoxBounds) { const NxBoxShape* boxShape = shape->isBox(); hsPoint3 dim = plPXConvert::Point(boxShape->getDimensions()); dim.Write(stream); hsPoint3 localPos = plPXConvert::Point(boxShape->getLocalPosition()); localPos.Write(stream); } else { if (fBoundsType == plSimDefs::kHullBounds) hsAssert(shape->isConvexMesh(), "Hull shape isn't a convex mesh"); else hsAssert(shape->isTriangleMesh(), "Exact shape isn't a trimesh"); // We hide the stream we used to create this mesh away in the shape user data. // Pull it out and write it to disk. hsVectorStream* vecStream = (hsVectorStream*)shape->userData; stream->Write(vecStream->GetEOF(), vecStream->GetData()); delete vecStream; } }
/// Retrieves the coefficient of restitution. virtual Scalar GetRestitution () const { return m_pNxMaterial->getRestitution(); }