void create(NxScene& scene, const NxVec3& pos, float rad, NxActor* holder) { NxActorDesc actorDesc; NxBodyDesc bodyDesc; bodyDesc.solverIterationCount = 20; // steer axis bodyDesc.mass = 50; bodyDesc.massSpaceInertia = NxVec3(1,1,1); actorDesc.body = &bodyDesc; actorDesc.shapes.clear(); actorDesc.globalPose.t = pos; steerAxis = scene.createActor(actorDesc); wheel.create(scene, pos, rad, steerAxis); // revolute joint connecting steerAxis with the holder NxRevoluteJointDesc revJointDesc; revJointDesc.projectionMode = NX_JPM_POINT_MINDIST; revJointDesc.actor[0] = steerAxis; revJointDesc.actor[1] = holder; revJointDesc.setGlobalAnchor(pos); revJointDesc.setGlobalAxis(NxVec3(0,1,0)); steerJoint = (NxRevoluteJoint*)scene.createJoint(revJointDesc); // disable collision detection scene.setActorPairFlags(*wheel.wheel, *holder, NX_IGNORE_PAIR); }
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); }