Example #1
0
void PhysX3::ApplyActionAtPoint(PintObjectHandle handle, PintActionType action_type, const Point& action, const Point& pos)
{
	PxRigidActor* RigidActor = GetActorFromHandle(handle);
	if(!RigidActor)
	{
		PxShape* Shape = GetShapeFromHandle(handle);
		ASSERT(Shape);
#ifdef SUPPORT_SHARED_SHAPES
		RigidActor = Shape->getActor();
#else
		RigidActor = &Shape->getActor();
#endif
	}

	if(RigidActor->getConcreteType()==PxConcreteType::eRIGID_DYNAMIC)
	{
		PxRigidDynamic* RigidDynamic = static_cast<PxRigidDynamic*>(RigidActor);
		if(!(RigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
		{
			PxForceMode::Enum mode;
			if(action_type==PINT_ACTION_FORCE)
				mode = PxForceMode::eFORCE;
			else if(action_type==PINT_ACTION_IMPULSE)
				mode = PxForceMode::eIMPULSE;
			else ASSERT(0);

			PxRigidBodyExt::addForceAtPos(*RigidDynamic, ToPxVec3(action), ToPxVec3(pos), mode);
		}
	}
}
Example #2
0
        int RayCastManagerImpl::CastSweep(const XMFLOAT3& p_origin, XMFLOAT3& p_direction, float p_width, const float& p_range, int& o_flag)
        {
            if(p_range <= 0.0f)
            {
                cout << "Physcs. Raytracer. Sweep. Range of sweep was zero or below" << endl;
                return -1;
            }
            // Cast directx things to physx
            PxVec3 origin = PxVec3(p_origin.x, p_origin.y, p_origin.z);
            PxVec3 direction = PxVec3(p_direction.x, p_direction.y, p_direction.z);
            direction.normalize();
            PxSweepBuffer hit; // Used to save the hit
            /// Paramters for the sweep
            // PxGeometry* geometry
            bool status = m_utils.m_worldScene->sweep(PxSphereGeometry(p_width), PxTransform(origin), direction, p_range, hit, PxHitFlag::eMESH_BOTH_SIDES);
            // hit.block.position;
            if(!status && !hit.hasBlock)
            {
                // No hit detected, return -1 TODOKO Maybee i should return something better?
                return -1;
            }

            // Start with checking static and dynamic rigid bodies
            unordered_map<PxRigidActor*, int> idsByRigidBody = m_utils.m_rigidBodyManager->GetIDsByBodies();
            if(idsByRigidBody.find(hit.block.actor) != idsByRigidBody.end())
            {
                PxRigidActor* actorAsRigic = (PxRigidActor*)hit.block.actor;
                if(actorAsRigic->isRigidDynamic())
                {
                    PxRigidDynamic* actorsAsDynamic = (PxRigidDynamic*)hit.block.actor;
                    if(actorsAsDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)
                    {
                        o_flag = 0;
                    }
                }
                else if(actorAsRigic->isRigidStatic())
                {
                    o_flag = 3;
                }
                return idsByRigidBody.find(hit.block.actor)->second;
            }
            else
            {
                // Nothing
            }
            // Now comes the difficult task of checking vs character controllers
            unordered_map<PxController*, int> idsByCharacterController = m_utils.m_characterControlManager->GetIdsByControllers();
            for(auto pairs : idsByCharacterController) // Loop through every pair in the list
            {
                if(pairs.first->getActor() == hit.block.actor) // The first part contains the actor pointer
                {
                    o_flag = 1;
                    return pairs.second; // If this is true we found a hit vs character controller, second contains ID
                }
            }

            return -1;
        }
void defaultCCTInteraction(const PxControllerShapeHit& hit)
{
	PxRigidDynamic* actor = hit.shape->getActor()->is<PxRigidDynamic>();
	if(actor)
	{
		if(actor->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC)
			return;

		if(0)
		{
			const PxVec3 p = actor->getGlobalPose().p + hit.dir * 10.0f;

			PxShape* shape;
			actor->getShapes(&shape, 1);
			PxRaycastHit newHit;
			PxU32 n = PxShapeExt::raycast(*shape, *shape->getActor(), p, -hit.dir, 20.0f, PxHitFlag::ePOSITION, 1, &newHit, false);
			if(n)
			{
				// We only allow horizontal pushes. Vertical pushes when we stand on dynamic objects creates
				// useless stress on the solver. It would be possible to enable/disable vertical pushes on
				// particular objects, if the gameplay requires it.
				const PxVec3 upVector = hit.controller->getUpDirection();
				const PxF32 dp = hit.dir.dot(upVector);
		//		shdfnd::printFormatted("%f\n", fabsf(dp));
				if(fabsf(dp)<1e-3f)
		//		if(hit.dir.y==0.0f)
				{
					const PxTransform globalPose = actor->getGlobalPose();
					const PxVec3 localPos = globalPose.transformInv(newHit.position);
					::addForceAtLocalPos(*actor, hit.dir*hit.length*1000.0f, localPos, PxForceMode::eACCELERATION);
				}
			}
		}

		// We only allow horizontal pushes. Vertical pushes when we stand on dynamic objects creates
		// useless stress on the solver. It would be possible to enable/disable vertical pushes on
		// particular objects, if the gameplay requires it.
		const PxVec3 upVector = hit.controller->getUpDirection();
		const PxF32 dp = hit.dir.dot(upVector);
//		shdfnd::printFormatted("%f\n", fabsf(dp));
		if(fabsf(dp)<1e-3f)
//		if(hit.dir.y==0.0f)
		{
			const PxTransform globalPose = actor->getGlobalPose();
			const PxVec3 localPos = globalPose.transformInv(toVec3(hit.worldPos));
			::addForceAtLocalPos(*actor, hit.dir*hit.length*1000.0f, localPos, PxForceMode::eACCELERATION);
		}
	}
}