void SetupTearingScene() { sprintf(gTitleString, "Tearing Demo"); // Create the objects in the scene groundPlane = CreateGroundPlane(); NxActor* bar = CreateBox(NxVec3(0,12,0), NxVec3(3,0.5,0.5), 0); NxActor* box = CreateBox(NxVec3(-2.3,4.0,0), NxVec3(0.5,0.5,0.5), 10); // Cloth NxClothDesc clothDesc; clothDesc.globalPose.t = NxVec3(2.5,12,0); clothDesc.globalPose.M.rotX(-NxHalfPiF32); clothDesc.thickness = 0.1; clothDesc.tearFactor = 2; clothDesc.flags |= NX_CLF_BENDING; clothDesc.flags |= NX_CLF_COLLISION_TWOWAY; clothDesc.flags |= NX_CLF_TEARABLE | NX_CLF_VISUALIZATION; // Tearable cloth if (gHardwareCloth) clothDesc.flags |= NX_CLF_HARDWARE; MyCloth* regularCloth = new MyCloth(gScene, clothDesc, 5, 8, 0.1, "rug512.bmp", gTearLines); gCloths.push_back(regularCloth); regularCloth->getNxCloth()->attachToShape(*bar->getShapes(), 0); regularCloth->getNxCloth()->attachToShape(*box->getShapes(), NX_CLOTH_ATTACHMENT_TWOWAY); }
bool CPhysicsManager::ReleasePhysicActor (CPhysicActor* actor) { assert(actor != NULL); assert(m_pScene != NULL); assert(m_pPhysicsSDK != NULL); bool isOk = false; NxActor* nxActor = actor->GetPhXActor(); if( nxActor != 0) { NxArray<NxCCDSkeleton*> skeletons; for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) { NxShape* shape = nxActor->getShapes()[i]; if (shape->getCCDSkeleton() != NULL) { skeletons.pushBack(shape->getCCDSkeleton()); } } for (NxU32 i = 0; i < skeletons.size(); i++) { m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]); } m_pScene->releaseActor(*nxActor); nxActor = 0; } return true; }
void DrawLanders() { // draw the landers in 2 colors NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxActor* actor = *actors++; const char *name=actor->getName(); if (strcmp(name,"~lander")==0) { NxShape*const* shapes; shapes = actor->getShapes(); NxU32 nShapes = actor->getNbShapes(); //glDisable(GL_LIGHTING); char sname[256]=""; while (nShapes--) { sprintf(sname,"%s",shapes[nShapes]->getName()); if (strcmp(sname,"upside")==0) glColor4f(0.0f,1.0f,0.0f,1.0f); else if (strcmp(sname,"downside")==0) glColor4f(1.0f,0.0f,0.0f,1.0f); else if (strcmp(sname,"U1")==0) glColor4f(1.0f,0.0f,0.0f,1.0f); else if (strcmp(sname,"U2")==0) glColor4f(0.0f,1.0f,0.0f,1.0f); else if (strcmp(sname,"U3")==0) glColor4f(0.0f,0.0f,1.0f,1.0f); DrawShape(shapes[nShapes], false); } //glEnable(GL_LIGHTING); } } }
void World::SetupFlagScene() { NxActor* capsule = MyCreateCapsule(NxVec3(0.0f,-0.2f,0.0f), 10, 0.2f, 0); // Create Cloth NxClothDesc clothDesc; clothDesc.globalPose.t = NxVec3(0,10,0); clothDesc.globalPose.M.rotX(-NxHalfPiF32); clothDesc.thickness = 0.2; clothDesc.bendingStiffness = 0.5; clothDesc.dampingCoefficient = 1; clothDesc.flags |= NX_CLF_BENDING; //clothDesc.flags |= NX_CLF_DAMPING | NX_CLF_COMDAMPING; clothDesc.flags |= NX_CLF_COLLISION_TWOWAY | NX_CLF_VISUALIZATION; clothDesc.windAcceleration = NxVec3(-20, 20, 0); // set wind MyCloth* regularCloth = new MyCloth(gScene, clothDesc, 5, 5, 0.15, "nvidia.bmp"); if (!regularCloth->getNxCloth()) { printf("Error: Cloth creation failed.\n"); delete regularCloth; } else { gCloths.push_back(regularCloth); regularCloth->getNxCloth()->attachToShape(*capsule->getShapes(), NX_CLOTH_ATTACHMENT_TWOWAY); } }
//---------------------------------------------------------------------------- // ReleaseAllActors : Alliberem tots els actors de l'escena de PhysX //---------------------------------------------------------------------------- bool CPhysicsManager::ReleaseAllActors ( void ) //EUserDataFlag _eFlags ) { assert ( m_pScene != NULL ); assert ( m_pPhysicsSDK != NULL ); bool isOk = true; NxActor** l_ppActorList = m_pScene->getActors(); NxU32 l_TotalActors = m_pScene->getNbActors(); while ( l_TotalActors -- ) { NxActor* nxActor = *l_ppActorList; if ( nxActor != 0) { NxArray<NxCCDSkeleton*> skeletons; for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) { NxShape* shape = nxActor->getShapes()[i]; if (shape->getCCDSkeleton() != NULL) { skeletons.pushBack(shape->getCCDSkeleton()); } } for (NxU32 i = 0; i < skeletons.size(); i++) { m_pPhysicsSDK->releaseCCDSkeleton(*skeletons[i]); } m_pScene->releaseActor(*nxActor); nxActor = 0; } } return isOk; }
void SetupAttachmentScene() { sprintf(gTitleString, "Attachment Demo"); // Create objects in scene groundPlane = CreateGroundPlane(); NxActor* box1 = CreateBox(NxVec3(-7,12.25,0), NxVec3(2.5,1,1), 0); NxActor* box2 = CreateBox(NxVec3(0,12.25,0), NxVec3(2.5,1,1), 0); NxActor* box3 = CreateBox(NxVec3(7,12.25,0), NxVec3(2.5,1,1), 0); NxActor* attachedBox = CreateBox(NxVec3(-7.2,4.5,1.6), NxVec3(1.25,1,1), 1); NxActor* attachedSphere = CreateSphere(NxVec3(-0.25,4.0,2.0), 1.3, 1); NxActor* attachedCapsule = CreateCapsule(NxVec3(9.0,5.5,2.0),2.0, 1, 1); NxReal damping = 0.3; attachedBox->setAngularDamping(damping); attachedBox->setLinearDamping(damping); attachedSphere->setAngularDamping(damping); attachedSphere->setLinearDamping(damping); attachedCapsule->setAngularDamping(damping); attachedCapsule->setLinearDamping(damping); NxQuat q; q.fromAngleAxis(90,NxVec3(0,0,1)); attachedCapsule->setGlobalOrientationQuat(q); // Cloth NxClothDesc clothDesc; clothDesc.globalPose.M.rotX(1.3); clothDesc.thickness = 0.3; clothDesc.attachmentResponseCoefficient = 1; clothDesc.flags |= NX_CLF_BENDING; clothDesc.flags |= NX_CLF_BENDING_ORTHO; clothDesc.flags |= NX_CLF_DAMPING | NX_CLF_VISUALIZATION; if (gHardwareCloth) clothDesc.flags |= NX_CLF_HARDWARE; // Cloth attaching to sphere clothDesc.globalPose.t = NxVec3(0.75,5,2); MyCloth* regularCloth1 = new MyCloth(gScene, clothDesc, 2, 8, 0.4); regularCloth1->getNxCloth()->attachToCollidingShapes(NX_CLOTH_ATTACHMENT_TWOWAY); gCloths.push_back(regularCloth1); // Cloth attaching to box clothDesc.globalPose.t = NxVec3(-6.2,5,2); MyCloth* regularCloth2 = new MyCloth(gScene, clothDesc, 2, 8, 0.4); regularCloth2->getNxCloth()->attachToCollidingShapes(NX_CLOTH_ATTACHMENT_TWOWAY); gCloths.push_back(regularCloth2); // Cloth attaching to capsule clothDesc.globalPose.t = NxVec3(8.0,5,2); clothDesc.attachmentTearFactor = 2.0; MyCloth* regularCloth3 = new MyCloth(gScene, clothDesc, 2, 8, 0.4); regularCloth3->getNxCloth()->attachToShape(box3->getShapes()[0], NX_CLOTH_ATTACHMENT_TEARABLE); regularCloth3->getNxCloth()->attachToShape(attachedCapsule->getShapes()[0], NX_CLOTH_ATTACHMENT_TWOWAY); gCloths.push_back(regularCloth3); }
//----------------------------------------------------------------------- void PhysXActorExtern::_processParticle( ParticleTechnique* particleTechnique, Particle* particle, Ogre::Real timeElapsed, bool firstParticle) { // Only update after a PhysX simulation step if (mSynchronize) { if (particle->particleType != Particle::PT_VISUAL) return; if (!particle->physicsActor) return; VisualParticle* visualParticle = static_cast<VisualParticle*>(particle); PhysXActor* physXActor = static_cast<PhysXActor*>(particle->physicsActor); NxActor* nxActor = physXActor->nxActor; if (nxActor) { // Synchronize both the particle and the pysicsActor with the nxActor particle->position = PhysXMath::convert(nxActor->getGlobalPosition()); particle->direction = PhysXMath::convert(nxActor->getLinearVelocity()); visualParticle->orientation = PhysXMath::convert(nxActor->getGlobalOrientationQuat()); physXActor->position = particle->position; physXActor->direction = particle->direction; physXActor->orientation = visualParticle->orientation; if (nxActor->getNbShapes()) { NxShape *shape = nxActor->getShapes()[0]; // Max one. switch(shape->getType()) { case NX_SHAPE_BOX: (static_cast<NxBoxShape*>(shape))->setDimensions( PhysXMath::convert(0.5 * Ogre::Vector3( visualParticle->width, visualParticle->height, visualParticle->depth))); break; case NX_SHAPE_SPHERE: (static_cast<NxSphereShape*>(shape))->setRadius(0.5f * visualParticle->width); break; case NX_SHAPE_CAPSULE: { (static_cast<NxCapsuleShape*>(shape))->setRadius(0.5f * visualParticle->width); (static_cast<NxCapsuleShape*>(shape))->setHeight(0.5f * visualParticle->height); } break; } } } } }
void World::SetupAnimalScene() { // Create the objects in the scene NxSoftBodyDesc softBodyDesc; softBodyDesc.globalPose.t = NxVec3(0.0f, 3.0f, 0.0f); softBodyDesc.particleRadius = 0.2f; softBodyDesc.volumeStiffness = 0.5f; softBodyDesc.stretchingStiffness= 1.0f; softBodyDesc.friction = 1.0f; softBodyDesc.attachmentResponseCoefficient = 0.1f; softBodyDesc.solverIterations = 5; char *fileName = "froggyNormalized"; char tetFileName[256], objFileName[256], s[256]; sprintf(tetFileName, "%s.tet", fileName); sprintf(objFileName, "%s.obj", fileName); ObjMesh *objMesh = new ObjMesh(); objMesh->loadFromObjFile(FindMediaFile(objFileName, s)); gObjMeshes.pushBack(objMesh); if(objMesh == NULL) { printf("objMesh %s\n"); } NxMat33 rot; rot.rotX(NxHalfPiF32); for (int i = 0; i < 5; i++) { softBodyDesc.globalPose.t = NxVec3(0, 3+i*3, 0); MySoftBody *softBody = new MySoftBody(gScene, softBodyDesc, FindMediaFile(tetFileName, s), objMesh); assert(softBody); if (!softBody->getNxSoftBody()) { printf("Error: unable to create the softbody for the current scene.\n"); delete softBody; } else { gSoftBodies.pushBack(softBody); NxActor *caps = MyCreateCapsule(NxVec3(0.0f, 3.0f + i*3.0f, -0.3f), 1.0f, 0.73f, 1.0f); caps->userData = (void*)&gInvisible; caps->setGlobalOrientation(rot); softBody->getNxSoftBody()->attachToShape(caps->getShapes()[0], NX_SOFTBODY_ATTACHMENT_TWOWAY); } } }
void CPhysicsManager::ReleaseActorCapsule (CPhysicActor* actor) { assert(actor != NULL); assert(m_pScene != NULL); assert(m_pPhysicsSDK != NULL); NxActor* nxActor = actor->GetPhXActor(); if( nxActor != 0) { NxArray<NxCCDSkeleton*> skeletons; for (NxU32 i = 0; i < nxActor->getNbShapes(); i++) { NxShape* shape = nxActor->getShapes()[i]; if (shape->isCapsule()) shape->setGroup(ECG_LAST_GROUP); } } }
//----------------------------------------------------------------------------- // ApplyExplosionPart //----------------------------------------------------------------------------- void CPhysicObj::ApplyExplosionPart (int nPartIdx, float fForce, const NxVec3& vPos) { assert( m_bActivated && (nPartIdx < GetNumParts()) ); // Solo podemos aplicar fuerzas a objetos físicos dinámicos if (!IsDynamic()) return; NxActor* pActor = GetActor( nPartIdx ); // Aplicamos una fuerza en cada shape, proporcional a su volumen. // NOTA: Para que fuese mas realista realmente habria que modular la // fuerza en funcion de la superficie de proyeccion de cada shape // hacia el punto de origen de la explosion, para aproximar lo que // seria la superficie de impacto. uint nNumShapes = pActor->getNbShapes(); assert( nNumShapes > 0 ); NxShape* const* pShapes = pActor->getShapes(); for (uint i = 0; i < nNumShapes; i++) { NxShape* pShape = pShapes[i]; // - Calcular BBox de la shape NxBox shapeBox = PhysicUtils::CalcOBBox( *pShape ); // - Calcular punto de impacto de la explosion NxVec3 vImpactPoint = PhysicUtils::CalcExplosionImpact( shapeBox, vPos ); //NxVec3 vImpactPoint = shapeBox.GetCenter(); // - Modular la fuerza de la explosion por el area expuesta de la shape float fVolume = (shapeBox.extents * 2.f).magnitudeSquared(); float fForceMod = fForce * fVolume; // - Modular a su vez en funcion de la distancia al centro de la explosion // usando una funcion exponencial de atenuacion NxVec3 vImpactDir = vImpactPoint - vPos; float fDist = vImpactDir.normalize(); // NOTA: vamos a marcar una zona de radio minimo donde se aplique la fuerza maxima //static float s_fMinDist = 0.1f; //fDist += s_fMinDist; static float s_fAttenuationFactor = 0.05f; fForceMod *= exp( -s_fAttenuationFactor * fDist ); // - Aplicar la fuerza en el punto de impacto pActor->addForceAtPos( vImpactDir * fForceMod, vImpactPoint, NX_IMPULSE ); } }
void Controller::move(SweptVolume& volume, const NxVec3& disp, NxU32 activeGroups, NxF32 minDist, NxU32& collisionFlags, NxF32 sharpness, const NxGroupsMask* groupsMask, bool constrainedClimbingMode) { // Dynamic-load the utility library if(!gUtilLib) gUtilLib = NxGetUtilLib(); assert(gUtilLib); if(!gUtilLib) return; SweepTest* ST = &cctModule; // Init CCT with per-controller settings ST->debugData = manager->debugData; ST->mSkinWidth = skinWidth; ST->mStepOffset = stepOffset; ST->mUpDirection = upDirection; ST->mHandleSlope = handleSlope; ST->mSlopeLimit = slopeLimit; ST->mFirstUpdate = true; /////////// Controller** boxUserData = NULL; NxExtendedBounds3* boxes = NULL; NxU32 nbBoxes = 0; Controller** capsuleUserData = NULL; NxExtendedCapsule* capsules = NULL; NxU32 nbCapsules = 0; if(1) { // Experiment - to do better NxU32 nbControllers = manager->getNbControllers(); Controller** controllers = manager->getControllers(); boxes = (NxExtendedBounds3*)NxAlloca(nbControllers*sizeof(NxExtendedBounds3)); capsules = (NxExtendedCapsule*)NxAlloca(nbControllers*sizeof(NxExtendedCapsule)); // It's evil to waste that ram boxUserData = (Controller**)NxAlloca(nbControllers*sizeof(Controller*)); capsuleUserData = (Controller**)NxAlloca(nbControllers*sizeof(Controller*)); while(nbControllers--) { Controller* currentController = *controllers++; if(currentController==this) continue; NxActor* pActor = currentController->getActor(); int nbShapes = pActor->getNbShapes(); NX_ASSERT( nbShapes == 1 ); NxShape* pCurrentShape= pActor->getShapes()[0]; // Depending on user settings the current controller can be: // - discarded // - always kept // - or tested against filtering flags NxCCTInteractionFlag interactionFlag = currentController->getInteraction(); bool keepController = true; if(interactionFlag==NXIF_INTERACTION_EXCLUDE) keepController = false; else if(interactionFlag==NXIF_INTERACTION_USE_FILTER) keepController = (activeGroups & ( 1 << pCurrentShape->getGroup()))!=0; if(keepController) { if(currentController->type==NX_CONTROLLER_BOX) { currentController->getWorldBox(boxes[nbBoxes]); boxUserData[nbBoxes++] = currentController; } else if(currentController->type==NX_CONTROLLER_CAPSULE) { CapsuleController* CC = static_cast<CapsuleController*>(currentController); NxExtendedVec3 p0 = CC->position; NxExtendedVec3 p1 = CC->position; p0[ST->mUpDirection] -= CC->height*0.5f; p1[ST->mUpDirection] += CC->height*0.5f; capsules[nbCapsules].p0 = p0; capsules[nbCapsules].p1 = p1; capsules[nbCapsules].radius = CC->radius; capsuleUserData[nbCapsules++] = currentController; } else ASSERT(0); } } } /////////// ST->mWalkExperiment = false; NxExtendedVec3 Backup = volume.mCenter; ST->MoveCharacter(scene, (Controller*)this, volume, disp, nbBoxes, nbBoxes ? boxes : NULL, nbBoxes ? (const void**)boxUserData : NULL, nbCapsules, nbCapsules ? capsules : NULL, nbCapsules ? (const void**)capsuleUserData : NULL, activeGroups, minDist, collisionFlags, groupsMask, constrainedClimbingMode); if(ST->mHitNonWalkable) { // A bit slow, but everything else I tried was less convincing... ST->mWalkExperiment = true; volume.mCenter = Backup; ST->MoveCharacter(scene, (Controller*)this, volume, disp, nbBoxes, nbBoxes ? boxes : NULL, nbBoxes ? (const void**)boxUserData : NULL, nbCapsules, nbCapsules ? capsules : NULL, nbCapsules ? (const void**)capsuleUserData : NULL, activeGroups, minDist, collisionFlags, groupsMask, constrainedClimbingMode); ST->mWalkExperiment = false; } if(sharpness<0.0f) volume.mCenter = Backup; // Copy results back position = volume.mCenter; NxVec3 Delta = Backup - volume.mCenter; NxF32 deltaM2 = Delta.magnitudeSquared(); if(deltaM2!=0.0f) { // Update kinematic actor if(kineActor) kineActor->moveGlobalPosition(NxVec3((float)position.x, (float)position.y, (float)position.z)); } filteredPosition = position; sharpness = fabsf(sharpness); // Apply feedback filter if needed if(sharpness<1.0f) filteredPosition[upDirection] = feedbackFilter(position[upDirection], memory, sharpness); // if(manager->debugData) // manager->debugData->addAABB(cctModule.mCachedTBV, NX_ARGB_YELLOW); }
void Part::render() { assert(act && "partrender: physics equivalent invalid"); glPushMatrix(); float glMat[16]; NxActor* actor; actor=act; if(NULL==actor) return; actor->getGlobalPose().getColumnMajor44(glMat); glMultMatrixf(glMat); if(actor->userData!=NULL && gRenderUserData) { glPushMatrix(); ((GraphicsObject*)actor->userData)->render(); glPopMatrix(); } else { //render according to shape descriptions in actor for(unsigned s=0; s < actor->getNbShapes(); s++) { NxShape *shape = actor->getShapes()[s]; glPushMatrix(); shape->getLocalPose().getColumnMajor44(glMat); glMultMatrixf(glMat); //render shapes if(shape->getFlag(NX_TRIGGER_ENABLE)) { //do nothing, triggers are not to be rendered and have different userdata } else if(shape->userData!=NULL) { ((GraphicsObject*)shape->userData)->render(); } else { NxShapeType type=shape->getType(); if(NX_SHAPE_BOX==type) { NxBoxShape *sh=(NxBoxShape *)shape; NxVec3 dim=sh->getDimensions(); BoxGraphicsObject g(dim.x,dim.z,dim.y); //wrond dimensions g.render(); } else if(NX_SHAPE_CAPSULE==type) { NxCapsuleShape *sh=(NxCapsuleShape *)shape; float radius=sh->getRadius(); float height=sh->getHeight(); CapsuleGraphicsObject g(radius,height); g.render(); } else if(NX_SHAPE_SPHERE==type) { NxSphereShape *sh=(NxSphereShape *)shape; float radius=sh->getRadius(); SphereGraphicsObject g(radius); g.render(); } else { //render a default sphere if shape type unknown SphereGraphicsObject sg(1); sg.render(); } } glPopMatrix(); } } glPopMatrix(); }
void NxRobot::cloneRobot(int indexNewScene, int indexNewRobot, NxVec3 newPosition, int indexNewTeam) { NxRobot* nxRobotSource = Simulation::gScenes[this->indexScene]->allRobots->getRobotByIdByTeam(this->id, this->idTeam); NxActor* robotActor = Simulation::cloneActor(nxRobotSource->getActor(),indexNewScene); //NxBounds3 bodyBounds; //robotShapes[0]->getWorldBounds(bodyBounds); NxVehicleDesc vehicleDesc; vehicleDesc.position = NxVec3(robotActor->getGlobalPosition()); vehicleDesc.mass = robotActor->getMass(); //vehicleDesc.motorForce = 70000; //vehicleDesc.maxVelocity = 300.f; //vehicleDesc.cameraDistance = 8.0f; vehicleDesc.centerOfMass.set(robotActor->getCMassLocalPosition()); //vehicleDesc.differentialRatio = 3.42f; //vehicleDesc.transmissionEfficiency vehicleDesc.actor = robotActor; //Motor descricao //NxVehicleMotorDesc motorsDesc[4]; //for(NxU32 i=0;i<4;i++) //{ //motorsDesc[i].setToCorvette(); //vehicleDesc.motorsDesc.push_back(&motorsDesc[i]); //} //Roda (Wheel) descricao int numberWheels = nxRobotSource->getNbWheels(); NxWheelDesc* wheelDesc = new NxWheelDesc[numberWheels]; for(NxU32 i=0; i<numberWheels; i++) { //NxActor* wheelModel = Simulation::getActorWheel(indexSourceScene,indexNewRobot,i); //NxActorDesc wheelActorDesc; //wheelModel->saveToDesc(wheelActorDesc); //Simulation::gScenes[0]->releaseActor(*wheelModel); //NxShape*const* wheelShapes = actorWheel->getShapes(); //NxBounds3 wheelBounds; //wheelShapes[0]->getWorldBounds(wheelBounds); const NxWheel* wheel = nxRobotSource->getWheel(i); NxWheelShape* wheelShape = ((NxWheel2*)wheel)->getWheelShape(); //wheelDesc[i].wheelApproximation = 10; wheelDesc[i].wheelOrientation = wheelShape->getGlobalOrientation(); wheelDesc[i].position.set(wheelShape->getGlobalPosition()-robotActor->getGlobalPosition()); //wheelDesc[i].position.z = 0; wheelDesc[i].id = i; wheelDesc[i].wheelFlags = ((NxWheel*)wheel)->getWheelFlags(); wheelDesc[i].wheelRadius = wheel->getRadius(); //wheelDesc[i].wheelWidth = 100; wheelDesc[i].wheelSuspension = wheelShape->getSuspensionTravel(); wheelDesc[i].springRestitution = 0; wheelDesc[i].springDamping = 0; wheelDesc[i].springBias = 0.0f; wheelDesc[i].maxBrakeForce = 100; wheelDesc[i].frictionToFront = 0.1f;//0.1f; wheelDesc[i].frictionToSide = 0;//0.02f;// wheelDesc[i].inverseWheelMass = wheelShape->getInverseWheelMass(); //TODO: CONFIGURAR PARÂMETRO //Angulo das Rodas (Omni) wheelDesc[i].angWheelRelRobot = ((NxWheel2*)wheel)->angWheelRelRobot; vehicleDesc.robotWheels.pushBack(&wheelDesc[i]); } //Criar robot, vehicle base NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexNewScene], &vehicleDesc); //NxRobot* robot = (NxRobot*)NxRobot::createVehicle(gScenes[indexSourceScene], &vehicleDesc); robot->setId(indexNewRobot); robot->setIdTeam(indexNewTeam); robot->indexScene = indexNewScene; robot->bodyRadius = nxRobotSource->bodyRadius; //Dribbler and Kicker NxShape*const* robotShapes = robotActor->getShapes(); for(int i=0; i<robotActor->getNbShapes(); i++) { const char* shapeName = robotShapes[i]->getName(); if(shapeName) { char* dribblerName = new char[10];//"Driblador\0" dribblerName[9] = 0; memcpy(dribblerName, shapeName, strlen(dribblerName)); if(strcmp(dribblerName, "Driblador") == 0) { robot->dribbler->dribblerShapes.push_back(robotShapes[i]); } delete dribblerName; } } robot->kicker->kickerShapeDesc = new NxBoxShapeDesc(); NxShapeDesc* shapeDesc = nxRobotSource->kicker->kickerShapeDesc; robot->kicker->kickerShapeDesc->localPose = shapeDesc->localPose; ((NxBoxShapeDesc*)(robot->kicker->kickerShapeDesc))->dimensions = ((NxBoxShapeDesc*)shapeDesc)->dimensions; //Initial Pose robot->setInitialPose(robotActor->getGlobalPose()); robotActor->putToSleep(); //Transladando o robo robot->getActor()->setGlobalPosition(newPosition); string label; string plabel = "Robo"; stringstream out; out << indexNewRobot; out << "-"; out << indexNewTeam; //out << "-"; //out << indexNewScene; label.append(plabel); label.append(out.str()); char* arrayLabel = new char[label.size()+1]; arrayLabel[label.size()]=0; memcpy(arrayLabel, label.c_str(), label.size()); robotActor->setName(arrayLabel); //delete arrayLabel; }
void plPXPhysicalControllerCore::ICreateController(const hsPoint3& pos) { NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey); NxCapsuleControllerDesc desc; desc.position.x = pos.fX; desc.position.y = pos.fY; desc.position.z = pos.fZ; desc.upDirection = NX_Z; desc.slopeLimit = kSLOPELIMIT; desc.skinWidth = kPhysxSkinWidth; desc.stepOffset = STEP_OFFSET; desc.callback = &gMyReport; desc.userData = this; desc.radius = fRadius; desc.height = fHeight; desc.interactionFlag = NXIF_INTERACTION_EXCLUDE; //desc.interactionFlag = NXIF_INTERACTION_INCLUDE; fController = (NxCapsuleController*)gControllerMgr.createController(scene, desc); // Change the avatars shape groups. The avatar doesn't actually use these when // it's determining collision, but if you're standing still and an object runs // into you, it'll pass through without this. NxActor* actor = fController->getActor(); NxShape* shape = actor->getShapes()[0]; shape->setGroup(plSimDefs::kGroupAvatar); // need to create the non-bouncing object that can be used to trigger things while the avatar is doing behaviors. NxActorDesc actorDesc; NxCapsuleShapeDesc capDesc; capDesc.radius = fRadius; capDesc.height = fHeight; capDesc.group = plSimDefs::kGroupAvatar; actorDesc.shapes.pushBack(&capDesc); capDesc.materialIndex= plSimulationMgr::GetInstance()->GetMaterialIdx(scene, 0.0,0.0); actorDesc.globalPose=actor->getGlobalPose(); NxBodyDesc bodyDesc; bodyDesc.mass = kAvatarMass; actorDesc.body = &bodyDesc; bodyDesc.flags = NX_BF_KINEMATIC; bodyDesc.flags |=NX_BF_DISABLE_GRAVITY ; actorDesc.name = "AvatarTriggerKinematicGuy"; fSeeking=false; try { fKinematicActor = scene->createActor(actorDesc); } catch (...) { hsAssert(false, "Actor creation crashed"); } // set the matrix to be the same as the controller's actor... that should orient it to be the same //fKinematicActor->setGlobalPose(actor->getGlobalPose()); // the proxy for the debug display //hsAssert(!fProxyGen, "Already have proxy gen, double read?"); hsColorRGBA physColor; float opac = 1.0f; // local avatar is light purple and transparent physColor.Set(.2f, .1f, .2f, 1.f); opac = 0.8f; /* // the avatar proxy doesn't seem to work... not sure why? fProxyGen = new plPhysicalProxy(hsColorRGBA().Set(0,0,0,1.f), physColor, opac); fProxyGen->Init(this); */ }
void ReCreateExperiment() { gScene->simulate(0); gScene->checkResults(NX_ALL_FINISHED,true); // make sure time step is done // Re-set the crucial SDK parameters if (gPhysicsSDK) { gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES,0); gPhysicsSDK->setParameter(NX_VISUALIZE_WORLD_AXES,0); if (gBounceEps>0) gPhysicsSDK->setParameter(NX_BOUNCE_THRESHOLD,-gBounceEps); if (gSkinWidth>0) gPhysicsSDK->setParameter(NX_SKIN_WIDTH, gSkinWidth); } if (gScene) { if (bVarTimeStep) gScene->setTiming(gDeltaTime/4.0,4,NX_TIMESTEP_VARIABLE); else gScene->setTiming(gDeltaTime/4.0,4,NX_TIMESTEP_FIXED); gScene->setGravity(gDefaultGravity*bGravity); } // Next get to cleaning up the scene that was maybe loaded from file. if (gScene) { // Get rid of defined materials (who knows where they've been...) NxMaterial* mats[20]; // I hardly think we'll have more than 20 NxU32 iter=0; // don't worry about it int nmats = gScene->getMaterialArray(mats,20,iter); while (nmats--) { gScene->releaseMaterial(*(mats[nmats])); } gCellMaterial=NULL; gLanderUpMaterial=NULL; gLanderDownMaterial=NULL; CreateExperimentMaterials(); // make shiny new materials // Now, look over all the actors, who knows where they've been. Find out then. NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxActor* actor = *actors++; const char *name=actor->getName(); NxShape*const* shapes; shapes = actor->getShapes(); NxU32 nShapes = actor->getNbShapes(); // If it's a rubble grain, make sure it uses the default material if (strcmp(name,"rubble")==0 || strcmp(name,"boulder")==0) while (nShapes--) shapes[nShapes]->setMaterial(0); // If it's a cell container, make sure it uses the cell material, and remember its pointer else if (strcmp(name,"left wall")==0) { shapes[0]->setMaterial(gCellMaterial->getMaterialIndex()); gContainerCell[0]=actor; } else if (strcmp(name,"right wall")==0) { shapes[0]->setMaterial(gCellMaterial->getMaterialIndex()); gContainerCell[1]=actor; } else if (strcmp(name,"in wall")==0) { shapes[0]->setMaterial(gCellMaterial->getMaterialIndex()); gContainerCell[2]=actor; } else if (strcmp(name,"out wall")==0) { shapes[0]->setMaterial(gCellMaterial->getMaterialIndex()); gContainerCell[3]=actor; } // If it's the ground plane it also uses default material else if (strcmp(name,"ground")==0) { shapes[0]->setMaterial(0); groundPlane=actor; } // If it's the lander, it has two shapes made of different material, but the lander will be recreated elsewhere... // Anything else, get rid of else gScene->releaseActor(*actor); } // If the container is damaged, recreate it for (int k=0; k<4; k++) { if (gContainerCell[k]==NULL) { for (int j=0; j<4; j++) { if (gContainerCell[j]) { gScene->releaseActor(*gContainerCell[j]); gContainerCell[j]=NULL; } } CreateContainerCell(gCellSize); break; } } } // OK, all clean, now create the experiment as needed. switch (gExperimentType) { case LANDER: gLander=CreateLander(NxVec3(0.0f,gCellSize/2,0.0f)); IdentifyGravitators(); if (gLander) { ReOrientActor(gLander); SpinActor(gLander,gLandingRoughness*sqrt(gCellSize*gDefaultGravity.magnitude()/(gLander->getMassSpaceInertiaTensor().magnitude()))); LaunchActor(gLander,gLandingRoughness*sqrt(gCellSize*gDefaultGravity.magnitude())); gSelectedActor=gLander; //gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES,gLanderSize.magnitude()); // not sure why this is a problem when reading from previous xml isRunning=true; } else { printf("Error: Unable to create lander\a\n"); isRunning=false; } break; case LAY_SUBSTRATE: { isRunning=true; break; } default: printf("Error: Unknown experiment type\a\n"); isRunning=false; break; } if (!isManualControl){bPause=false;} }
void PhysicsLib::updateVisualization(const VC3 &cameraPosition, float range, bool forceUpdate) { bool visualizeCollisionShapes = data->featureMap[PhysicsLib::VISUALIZE_COLLISION_SHAPES]; bool visualizeDynamic = data->featureMap[PhysicsLib::VISUALIZE_DYNAMIC]; bool visualizeStatic = data->featureMap[PhysicsLib::VISUALIZE_STATIC]; bool visualizeCollisionContacts = data->featureMap[PhysicsLib::VISUALIZE_COLLISION_CONTACTS]; bool visualizeFluids = data->featureMap[PhysicsLib::VISUALIZE_FLUIDS]; bool visualizeJoints = data->featureMap[PhysicsLib::VISUALIZE_JOINTS]; bool visualizeCCD = data->featureMap[PhysicsLib::VISUALIZE_CCD]; if (forceUpdate || visualizeCollisionShapes || visualizeDynamic || visualizeStatic || visualizeCollisionContacts || visualizeFluids || visualizeJoints || visualizeCCD) { // (do the update) } else { // do not unnecessarily do this stuff! return; } float rangeSq = range * range; int actorAmount = data->scene->getNbActors(); NxActor **actorArray = data->scene->getActors(); if(visualizeCollisionShapes || visualizeStatic || visualizeCollisionContacts) data->sdk->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1); else data->sdk->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 0); if(visualizeDynamic) data->sdk->setParameter(NX_VISUALIZE_BODY_MASS_AXES, 1); else data->sdk->setParameter(NX_VISUALIZE_BODY_MASS_AXES, 0); data->sdk->setParameter(NX_VISUALIZE_CONTACT_NORMAL, visualizeCollisionContacts); data->sdk->setParameter(NX_VISUALIZE_CONTACT_FORCE, visualizeCollisionContacts); data->sdk->setParameter(NX_VISUALIZE_CONTACT_POINT, visualizeCollisionContacts); data->sdk->setParameter(NX_VISUALIZE_COLLISION_SKELETONS, visualizeCCD); for(int i = 0; i < actorAmount; ++i) { NxActor *actor = actorArray[i]; if(!actor) continue; NxVec3 nxpos = actor->getGlobalPosition(); VC3 pos(nxpos.x, nxpos.y, nxpos.z); VC3 diff = (pos - cameraPosition); diff.y = 0; // ignore height bool inRange = false; if (diff.GetSquareLength() < rangeSq) inRange = true; if(actor->isDynamic()) { //if(visualizeDynamic && inRange) if(visualizeDynamic) actor->raiseBodyFlag(NX_BF_VISUALIZATION); else actor->clearBodyFlag(NX_BF_VISUALIZATION); } int shapeAmount = actor->getNbShapes(); NxShape *const*shapes = actor->getShapes(); while(shapeAmount--) { NxShape *shape = shapes[shapeAmount]; if(actor->isDynamic()) { //if(visualizeCollisionShapes && inRange) if(visualizeCollisionShapes) shape->setFlag(NX_SF_VISUALIZATION, true); else shape->setFlag(NX_SF_VISUALIZATION, false); } else { if(visualizeStatic && !shape->isHeightField() && inRange) shape->setFlag(NX_SF_VISUALIZATION, true); else shape->setFlag(NX_SF_VISUALIZATION, false); } } } }
/*********************************************************** Render actors ***********************************************************/ void PhysXEngine::RenderActors() { glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glLineWidth(2.0f); // Render all the actors in the scene NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxActor* actor = *actors++; glPushMatrix(); glScalef(1, 0.5f, 1); NxMat34 pose = actor->getShapes()[0]->getGlobalPose(); //glTranslated(pose.t.x, pose.t.y/2. + 0.5, pose.t.z); float glmat[16]; //4x4 column major matrix for OpenGL. pose.M.getColumnMajorStride4(&(glmat[0])); pose.t.get(&(glmat[12])); //clear the elements we don't need: glmat[3] = glmat[7] = glmat[11] = 0.0f; glmat[15] = 1.0f; glMultMatrixf(&(glmat[0])); NxBoxShape* boxshap = actor->getShapes()[0]->isBox(); if(boxshap) { glColor4f(0.0f,0.0f,1.0f, 1.f); NxVec3 boxDim = boxshap->getDimensions(); glScalef(boxDim.x, boxDim.y, boxDim.z); float _sizeX = 1, _sizeY = 1, _sizeZ = 1; glBegin(GL_LINES); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glEnd(); } else { for(int i=1; i<100; ++i) { glColor4f(1.0f,0.0f,0.0f, 1.f); float _sizeX = (float)i, _sizeY = 0, _sizeZ = (float)i; glBegin(GL_LINES); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glEnd(); } } glPopMatrix(); } for(unsigned int i=0; i<gManager->getNbControllers(); ++i) { NxController* ctrl = gManager->getController(i); NxExtendedVec3 vec = ctrl->getPosition(); glPushMatrix(); glTranslated(vec.x, vec.y, vec.z); glColor4f(1.0f,1.0f,0.0f, 1.f); float _sizeX = 1, _sizeY = 3, _sizeZ = 1; glBegin(GL_LINES); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(-_sizeX,-_sizeY,-_sizeZ); glVertex3f(-_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,-_sizeZ); glVertex3f(_sizeX,_sizeY,-_sizeZ); glVertex3f(_sizeX,-_sizeY,_sizeZ); glVertex3f(_sizeX,_sizeY,_sizeZ); glVertex3f(-_sizeX,-_sizeY,_sizeZ); glVertex3f(-_sizeX,_sizeY,_sizeZ); glEnd(); glPopMatrix(); } glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); }
void Simulation::buildModelRobot(int indexRobot, int indexScene, int indexTeam) { //Veiculo descricao //Body Descricao NxActor* robotActor = Simulation::getActorRobot(indexScene, indexRobot); //NxBounds3 bodyBounds; //robotShapes[0]->getWorldBounds(bodyBounds); NxVehicleDesc vehicleDesc; vehicleDesc.position = NxVec3(robotActor->getGlobalPosition()); float mass = 5.; vehicleDesc.mass = mass;//robotActor->getMass(); //PLUGIN TAH COM PROBLEMA XML ERRADO //vehicleDesc.motorForce = 70000; //vehicleDesc.maxVelocity = 300.f; //vehicleDesc.cameraDistance = 8.0f; vehicleDesc.centerOfMass.set(NxVec3(0,0,0));//robotActor->getCMassLocalPosition()); //vehicleDesc.differentialRatio = 3.42f; //vehicleDesc.transmissionEfficiency vehicleDesc.actor = robotActor; vehicleDesc.actor->setMaxAngularVelocity(6.2); vehicleDesc.actor->setMass(mass); //TODO: LEVANTAR DAMPING float t = vehicleDesc.actor->getLinearDamping(); float b = vehicleDesc.actor->getAngularDamping(); //vehicleDesc.actor->setAngularDamping(0.5); //vehicleDesc.actor->setLinearDamping(0.5); //TODO: LEVANTAR CMASS E INERTIA TENSOR //vehicleDesc.actor->setCMassOffsetGlobalPosition(NxVec3(0, 0, 0)); NxMat33 inertiaTensor = NxMat33(NxVec3(1294.4362, 3.14502, -66.954), NxVec3(3.14502, 1094.42351, -0.24279), NxVec3(-66.954, -0.24279, 1754.80511)); vehicleDesc.actor->setCMassOffsetLocalPose( NxMat34( inertiaTensor, NxVec3(0,0,0) ) ); //TODO: Diagonalizar inertiaTensor e passar para setMassSpaceInertiaTensor vehicleDesc.actor->setMassSpaceInertiaTensor(/*vehicleDesc.actor->getMassSpaceInertiaTensor()*1000.*/NxVec3(1764.3, 1284.9, 1094.4) ); //Motor descricao //NxVehicleMotorDesc motorsDesc[4]; //for(NxU32 i=0;i<4;i++) //{ //motorsDesc[i].setToCorvette(); //vehicleDesc.motorsDesc.push_back(&motorsDesc[i]); //} //Roda (Wheel) descricao int numberWheels = Simulation::getNumberWheels(indexScene, indexRobot); NxWheelDesc* wheelDesc = new NxWheelDesc[numberWheels]; for(NxU32 i=0; i<numberWheels; i++) { //NxActor* wheelModel = Simulation::getActorWheel(indexScene,indexRobot,i); //NxActorDesc wheelActorDesc; //wheelModel->saveToDesc(wheelActorDesc); //Simulation::gScenes[0]->releaseActor(*wheelModel); NxActor* actorWheel = Simulation::getActorWheel(indexScene,indexRobot,i);//wheelModel;//Simulation::gScenes[0]->createActor(wheelActorDesc); //NxShape*const* wheelShapes = actorWheel->getShapes(); //NxBounds3 wheelBounds; //wheelShapes[0]->getWorldBounds(wheelBounds); //Para exportar modelo da roda do 3ds Max // NxWhee //wheelDesc[i] //robot1Shapes[0]->isConvexMesh()->getConvexMesh().saveToDesc(convexMesh); //NxWheelShape* wheelShape = (NxWheelShape*)wheel; //NxTriangleMeshDesc meshDesc = *((NxTriangleMeshDesc*)(mesh->userData)); //robot1Shapes[0]->isWheel()-> //wheelDesc[i].wheelApproximation = 10; wheelDesc[i].wheelOrientation = actorWheel->getGlobalOrientation(); wheelDesc[i].position.set(actorWheel->getGlobalPosition()-robotActor->getGlobalPosition()); //wheelDesc[i].position.z = 0; wheelDesc[i].id = i; wheelDesc[i].wheelRadius = 27.6; //wheelDesc[i].wheelWidth = 100; wheelDesc[i].wheelSuspension = 0; wheelDesc[i].springRestitution = 0; wheelDesc[i].springDamping = 0; wheelDesc[i].springBias = 0.0f; wheelDesc[i].maxBrakeForce = 100; wheelDesc[i].frictionToFront = 0.1f;//0.1f; //TODO: CONFIGURAR PARÂMETRO wheelDesc[i].frictionToSide = 0;//0.02f; //TODO: CONFIGURAR PARÂMETRO wheelDesc[i].inverseWheelMass = 0.1; //TODO: CONFIGURAR PARÂMETRO //Angulo das Rodas (Omni) NxVec3 wheelPosRel = actorWheel->getGlobalPosition() - robotActor->getGlobalPosition(); wheelDesc[i].angWheelRelRobot = NxMath::atan2( wheelPosRel.y, wheelPosRel.x ); vehicleDesc.robotWheels.pushBack(&wheelDesc[i]); Simulation::gScenes[indexScene]->scene->releaseActor(*actorWheel); //NxU32 flags = NX_WF_BUILD_LOWER_HALF; wheelDesc[i].wheelFlags = NX_WF_ACCELERATED | NX_WF_AFFECTED_BY_HANDBRAKE | NX_WF_USE_WHEELSHAPE | NX_WF_BUILD_LOWER_HALF;// |/*NX_WF_STEERABLE_INPUT |*/ flags; } //NxBall* teste = Simulation::gScenes[indexScene]->ball; //Criar robot, vehicle base NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexScene], &vehicleDesc); if(robot) { robot->setId(indexRobot); robot->setIdTeam(indexTeam); robot->indexScene = indexScene; //Dribbler and Kicker for(int i=0; i<robotActor->getNbShapes(); i++) { NxShape*const* robotShapes = robotActor->getShapes(); const char* shapeName = robotShapes[i]->getName(); if(shapeName) { char* dribblerName = new char[10];//"Driblador\0" dribblerName[9] = 0; memcpy(dribblerName, shapeName, strlen(dribblerName)); char* kickerName = new char[9];//"Chutador\0" kickerName[8] = 0; memcpy(kickerName, shapeName, strlen(kickerName)); if(strcmp(dribblerName, "Driblador") == 0) { robot->dribbler->dribblerShapes.push_back(robotShapes[i]); } else if(strcmp(kickerName, "Chutador") == 0) { robot->kicker->kickerShapeDesc = Simulation::copyShapeDesc(robotShapes[i]); robotActor->releaseShape(*(robotShapes[i])); } delete dribblerName; delete kickerName; } } //Initial Pose robot->setInitialPose(robotActor->getGlobalPose()); robotActor->putToSleep(); //Mudar pose do robo //NxQuat q; //q. //q.fromAngleAxis(180.0f, NxVec3(0.0f, 1.0f, 0.0f)); //robot->getActor()->setGlobalPose(pose); //Release no actor importado do 3ds Max //gScenes[0]->releaseActor(*robotActor); string label; string plabel = "Robo"; stringstream out; out << indexRobot; out << "-"; out << indexTeam; //out << "-"; //out << indexScene; label.append(plabel); label.append(out.str()); char* arrayLabel = new char[label.size()+1]; arrayLabel[label.size()]=0; memcpy(arrayLabel, label.c_str(), label.size()); robotActor->setName(arrayLabel); //delete arrayLabel; } }