Example #1
0
void AddRadialForceToPxRigidDynamic(PxRigidDynamic& PRigidDynamic, const FVector& Origin, float Radius, float Strength, uint8 Falloff)
{
#if WITH_PHYSX
	if (!(PRigidDynamic.getRigidDynamicFlags() & PxRigidDynamicFlag::eKINEMATIC))
	{
		float Mass = PRigidDynamic.getMass();
		PxTransform PCOMTransform = PRigidDynamic.getGlobalPose().transform(PRigidDynamic.getCMassLocalPose());
		PxVec3 PCOMPos = PCOMTransform.p; // center of mass in world space
		PxVec3 POrigin = U2PVector(Origin); // origin of radial impulse, in world space
		PxVec3 PDelta = PCOMPos - POrigin; // vector from

		float Mag = PDelta.magnitude(); // Distance from COM to origin, in Unreal scale : @todo: do we still need conversion scale?

		// If COM is outside radius, do nothing.
		if (Mag > Radius)
		{
			return;
		}

		PDelta.normalize();

		// If using linear falloff, scale with distance.
		float ForceMag = Strength;
		if (Falloff == RIF_Linear)
		{
			ForceMag *= (1.0f - (Mag / Radius));
		}

		// Apply force
		PxVec3 PImpulse = PDelta * ForceMag;
		PRigidDynamic.addForce(PImpulse, PxForceMode::eFORCE);
	}
#endif // WITH_PHYSX
}
Example #2
0
void AddRadialImpulseToPxRigidDynamic(PxRigidDynamic& PRigidDynamic, const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bVelChange)
{
#if WITH_PHYSX
	if (!(PRigidDynamic.getRigidDynamicFlags() & PxRigidDynamicFlag::eKINEMATIC))
	{
		float Mass = PRigidDynamic.getMass();
		PxTransform PCOMTransform = PRigidDynamic.getGlobalPose().transform(PRigidDynamic.getCMassLocalPose());
		PxVec3 PCOMPos = PCOMTransform.p; // center of mass in world space
		PxVec3 POrigin = U2PVector(Origin); // origin of radial impulse, in world space
		PxVec3 PDelta = PCOMPos - POrigin; // vector from origin to COM

		float Mag = PDelta.magnitude(); // Distance from COM to origin, in Unreal scale : @todo: do we still need conversion scale?

		// If COM is outside radius, do nothing.
		if (Mag > Radius)
		{
			return;
		}

		PDelta.normalize();

		// Scale by U2PScale here, because units are velocity * mass. 
		float ImpulseMag = Strength;
		if (Falloff == RIF_Linear)
		{
			ImpulseMag *= (1.0f - (Mag / Radius));
		}

		PxVec3 PImpulse = PDelta * ImpulseMag;

		PxForceMode::Enum Mode = bVelChange ? PxForceMode::eVELOCITY_CHANGE : PxForceMode::eIMPULSE;
		PRigidDynamic.addForce(PImpulse, Mode);
	}
#endif // WITH_PHYSX
}
void PxScaleRigidActor(PxRigidActor& actor, PxReal scale, bool scaleMassProps)
{
	PX_CHECK_AND_RETURN(scale > 0,
		"PxScaleRigidActor requires that the scale parameter is greater than zero");

	Ps::InlineArray<PxShape*, 64> shapes;
	shapes.resize(actor.getNbShapes());
	actor.getShapes(shapes.begin(), shapes.size());

	for(PxU32 i=0;i<shapes.size();i++)
	{
		shapes[i]->setLocalPose(scalePosition(shapes[i]->getLocalPose(), scale));		
		PxGeometryHolder h = shapes[i]->getGeometry();

		switch(h.getType())
		{
		case PxGeometryType::eSPHERE:	
			h.sphere().radius *= scale;			
			break;
		case PxGeometryType::ePLANE:
			break;
		case PxGeometryType::eCAPSULE:
			h.capsule().halfHeight *= scale;
			h.capsule().radius *= scale;
			break;
		case PxGeometryType::eBOX:
			h.box().halfExtents *= scale;
			break;
		case PxGeometryType::eCONVEXMESH:
			h.convexMesh().scale.scale *= scale;
			break;
		case PxGeometryType::eTRIANGLEMESH:
			h.triangleMesh().scale.scale *= scale;
			break;
		case PxGeometryType::eHEIGHTFIELD:
			h.heightField().heightScale *= scale;
			h.heightField().rowScale *= scale;
			h.heightField().columnScale *= scale;
			break;
		case PxGeometryType::eINVALID:
		case PxGeometryType::eGEOMETRY_COUNT:
		default:
			PX_ASSERT(0);
		}
		shapes[i]->setGeometry(h.any());
	}

	if(!scaleMassProps)
		return;

	PxRigidDynamic* dynamic = (&actor)->is<PxRigidDynamic>();
	if(!dynamic)
		return;

	PxReal scale3 = scale*scale*scale;
	dynamic->setMass(dynamic->getMass()*scale3);
	dynamic->setMassSpaceInertiaTensor(dynamic->getMassSpaceInertiaTensor()*scale3*scale*scale);
	dynamic->setCMassLocalPose(scalePosition(dynamic->getCMassLocalPose(), scale));
}