//assumes that the Vectors are normalized
hsBool ThreePlaneIntersect(const NxVec3& norm0, const NxVec3& point0, 
                         const NxVec3& norm1, const NxVec3& point1, 
                         const NxVec3& norm2, const NxVec3& point2, NxVec3& loc)
{
    //need to make sure these planes aren't parallel
    hsBool suc=0;
    NxVec3 cross=norm1.cross( norm2);
    float denom=norm0.dot(cross);
    if(abs(denom)<0.0001) return 0;//basically paralell
    // if we are here there must be a point in 3 space
    try{
        float d1,d2,d3;
        d1=norm0.dot(point0);
        d2=norm1.dot(point1);
        d3=norm2.dot(point2);
        NxVec3 n1Xn2=norm1.cross(norm2);
        NxVec3 n2Xn0=norm2.cross(norm0);
        NxVec3 n0Xn1=norm0.cross(norm1);
        NxVec3 pos=(d1*n1Xn2+ d2*n2Xn0  + d3*n0Xn1)/(denom);
        loc.x=pos.x;
        loc.y=pos.y;
        loc.z=pos.z;
        suc= 1;
    }
    catch(...)
    {
        suc=0;
    }

    return suc;

}
void MotionCallback(int x, int y)
{
	int dx = mx - x;
	int dy = my - y;

	if (gMouseSphere) // Move the mouse sphere
	{
		NxVec3 pos;
		ViewUnProject(x,y, gMouseDepth, pos);
		gMouseSphere->setGlobalPosition(pos);
		gHitActor->wakeUp();
	}
	else if (gHitCloth) // Attach the cloth vertex
	{
		NxVec3 pos; 
		ViewUnProject(x,y, gMouseDepth, pos);
		gHitCloth->attachVertexToGlobalPosition(gHitClothVertex, pos);
	}
	else if (bLeftMouseButtonPressed) // Set camera
	{   
		gCameraForward.normalize();
		gCameraRight.cross(gCameraForward,NxVec3(0,1,0));

		NxQuat qx(NxPiF32 * dx * 20 / 180.0f, NxVec3(0,1,0));
		qx.rotate(gCameraForward);
		NxQuat qy(NxPiF32 * dy * 20 / 180.0f, gCameraRight);
		qy.rotate(gCameraForward);
	}

    mx = x;
    my = y;
}
Exemple #3
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void DXApp::Frame()
{
    UINT64 CurrentTime;
    UINT64 DeltaCount;
    QueryPerformanceCounter((LARGE_INTEGER*)&CurrentTime);
    DeltaCount = CurrentTime - OldCount;
    OldCount = CurrentTime;

    DeltaTime = (double)DeltaCount/(double)Frequency;

    {
        NxVec3 Temp;
        Cam.location+=Cam.ViewDir*40*fFoward;

        Temp = Cam.ViewDir;
        Temp.y = 0;
        Temp.normalize();
        Temp = Temp.cross(NxVec3(0.0f, 1.0f, 0.0f));
        Cam.location+=Temp*40*fStrafe;;
    }

    if(!bPaused)
    {
        DoParticles();
        _p_scene->simulate(_time_step);
        _p_scene->flushStream();
    }
    RenderFrame();
    if(!bPaused)
        _p_scene->fetchResults(NX_RIGID_BODY_FINISHED, true);

}
Exemple #4
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static void MotionCallback(int x, int y)
{
    int dx = gMouseX - x;
    int dy = gMouseY - y;

    gDir.normalize();		//カメラの視線ベクトルを正規化
    gViewY.cross(gDir, NxVec3(0,1,0));	//

    if( gMouseButton[0] && gMouseButton[1] ) {
        //Zoom: Left + Center Buttons Drag
        gEye -= gDir * 0.5f * dy;
    } else {
        if( gMouseButton[0] ) {
            //Rotate: Left Button Drag
            NxQuat qx(NxPiF32 * dx * 10/ 180.0f, NxVec3(0,1,0));
            qx.rotate(gDir);
            NxQuat qy(NxPiF32 * dy * 10/ 180.0f, gViewY);
            qy.rotate(gDir);
        } else if( gMouseButton[1] ) {
            //Move: Center Button Drag
            gEye += 0.1f * (gViewY * dx - NxVec3(0, 1, 0) * dy);
        }
    }
    gMouseX = x;
    gMouseY = y;
    glutPostRedisplay();
}
void MotionCallback(int x, int y)
{
	int dx = mx - x;
	int dy = my - y;

	gCameraForward.normalize();
	gCameraRight.cross(gCameraForward,NxVec3(0,1,0));

	NxQuat qx(NxPiF32 * dx * 20 / 180.0f, NxVec3(0,1,0));
	qx.rotate(gCameraForward);
	NxQuat qy(NxPiF32 * dy * 20 / 180.0f, gCameraRight);
	qy.rotate(gCameraForward);

	mx = x;
	my = y;
}
static void MotionCallback(int x, int y)
{
	int dx = mx - x;
	int dy = my - y;
	
	Dir.normalize();
	N.cross(Dir,NxVec3(0,1,0));

	NxQuat qx(NxPiF32 * dx * 20/ 180.0f, NxVec3(0,1,0));
	qx.rotate(Dir);
	NxQuat qy(NxPiF32 * dy * 20/ 180.0f, N);
	qy.rotate(Dir);

	mx = x;
	my = y;
}
Exemple #7
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void MouseMotion(int x, int y )
{
	if(g_isButtonDown[0] || g_isButtonDown[2])
	{
		int dx = g_last_x - x;
		int dy = g_last_y - y;

		g_CameraForward.normalize();
		g_CameraRight.cross(g_CameraForward, NxVec3(0,1,0));

		NxQuat qx(NxPiF32 * dx * 20/ 180.0f, NxVec3(0,1,0));
		qx.rotate(g_CameraForward);
		NxQuat qy(NxPiF32 * dy * 20/ 180.0f, g_CameraRight);
		qy.rotate(g_CameraForward);

		g_last_x = x;
		g_last_y = y;
	}

	if (g_isButtonDown[1])
	{
		float dt = 0.1f;

		if ((float) (x-g_last_x)>0)
		{
			g_CameraPos -= g_CameraRight*g_Speed*dt;
		}
		else if ((float) (x-g_last_x)<0)
		{
			g_CameraPos += g_CameraRight*g_Speed*dt;
		}

		if ((float) (y-g_last_y)>0)
		{
			g_CameraPos +=NxVec3(0.0f,1.0f,0.0f)*g_Speed*dt;
		}
		else if ((float) (y-g_last_y)<0)
		{
			g_CameraPos -=NxVec3(0.0f,1.0f,0.0f)*g_Speed*dt;
		}

		g_last_x = x;
		g_last_y = y;
	}
	glutPostRedisplay();
}
Exemple #8
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void DXApp::HandleMouseMove(bool bMouseDown, int X, int Y)
{
    if(bMouseDown)
    {
        NxVec3 Temp;
        Temp = Cam.location;
        Temp.y = 0;
        Temp.normalize();
        Temp = Temp.cross(NxVec3(0.0f, 1.0f, 0.0f));
        NxQuat(((float)(Y-OldMY))/20.0f, Temp).rotate(Cam.ViewDir);

        Temp = NxVec3(0.0f, 1.0f, 0.0f);
        NxQuat(((float)(X-OldMX))/20.0f, Temp).rotate(Cam.ViewDir);
    }
    OldMX = X;
    OldMY = Y;
}
Exemple #9
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// ----------------------------------------------------------------------
void ObjMesh::updateNormals()
{
	mNormals.resize(mVertices.size());
	int i;
	for (i = 0; i < (int)mNormals.size(); i++) 
		mNormals[i].zero();
	NxVec3 n;
	for (i = 0; i < (int)mTriangles.size(); i++) {
		ObjMeshTriangle &mt = mTriangles[i];
		mt.normalNr[0] = mt.vertexNr[0];
		mt.normalNr[1] = mt.vertexNr[1];
		mt.normalNr[2] = mt.vertexNr[2];
		n.cross(mVertices[mt.vertexNr[1]] - mVertices[mt.vertexNr[0]], 
			mVertices[mt.vertexNr[2]] - mVertices[mt.vertexNr[0]]);
		mNormals[mt.normalNr[0]] += n;
		mNormals[mt.normalNr[1]] += n;
		mNormals[mt.normalNr[2]] += n;
	}
	for (i = 0; i < (int)mNormals.size(); i++) 
		mNormals[i].normalize();
}
Exemple #10
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void NxRobot::handleContactPair(NxContactPair& pair, NxU32 robotIndex)
{
    NxContactStreamIterator i(pair.stream);

    while(i.goNextPair())
    {
        NxShape * s = i.getShape(robotIndex); //umas das partes do robo (o robo eh um unico actor com as MESHs: rodas, driblador, corpo)
        NxShape * s1 = i.getShape(1-robotIndex); //corpo que o robo esta colidindo

        while(i.goNextPatch())
        {
            const NxVec3& contactNormal = i.getPatchNormal();

            while(i.goNextPoint())
            {
                //user can also call getPoint() and getSeparation() here

                const NxVec3& contactPoint = i.getPoint();

                //add forces:

                /*//assuming front wheel drive we need to apply a force at the wheels.
                if (s->is(NX_SHAPE_CAPSULE) && s->userData != NULL) {
                	//assuming only the wheels of the car are capsules, otherwise we need more checks.
                	//this branch can't be pulled out of loops because we have to do a full iteration through the stream

                	NxQuat local2global = s->getActor().getGlobalOrientationQuat();
                	NxWheel* w = (NxWheel*)s->userData;
                	if (!w->getWheelFlag(NX_WF_USE_WHEELSHAPE))
                	{
                		NxWheel1 * wheel = static_cast<NxWheel1*>(w);
                		wheel->contactInfo.otherActor = pair.actors[1-robotIndex];
                		wheel->contactInfo.contactPosition = contactPoint;

                		wheel->contactInfo.contactPositionLocal = contactPoint;
                		wheel->contactInfo.contactPositionLocal -= this->getActor()->getGlobalPosition();
                		local2global.inverseRotate(wheel->contactInfo.contactPositionLocal);

                		wheel->contactInfo.contactNormal = contactNormal;
                		if (wheel->contactInfo.otherActor->isDynamic())
                		{
                			NxVec3 globalV = s->getActor().getLocalPointVelocity(wheel->getWheelPos());
                			globalV -= wheel->contactInfo.otherActor->getLinearVelocity();
                			local2global.inverseRotate(globalV);
                			wheel->contactInfo.relativeVelocity = globalV.x;
                			//printf("%2.3f (%2.3f %2.3f %2.3f)\n", wheel->contactInfo.relativeVelocity,
                			//	globalV.x, globalV.y, globalV.z);
                		}
                		else
                		{
                			NxVec3 vel = s->getActor().getLocalPointVelocity(wheel->getWheelPos());
                			local2global.inverseRotate(vel);
                			wheel->contactInfo.relativeVelocity = vel.x;
                			wheel->contactInfo.relativeVelocitySide = vel.z;
                		}
                		NX_ASSERT(wheel->hasGroundContact());
                		//printf(" Wheel %x is touching\n", wheel);
                	}
                }*/
                const char* name = s->getName();
                if(name) {
                    const char* name1 = s1->getName();
                    if(name1) {
                        char* dribblerName = new char[10]; //"Driblador\0"
                        dribblerName[9] = 0;
                        memcpy(dribblerName, name, strlen(dribblerName));

                        char* ballName = new char[5]; //"Bola\0"
                        ballName[4] = 0;
                        memcpy(ballName, name1, strlen(ballName));

                        if(strcmp(dribblerName, "Driblador")==0 && strcmp(ballName, "Bola")==0) {
                            float angle = this->getAngle2DFromVehicle();
                            angle += NxPi/2.;
                            NxActor& ball = s1->getActor();
                            NxVec3 dribblerGlobalPosition = this->dribbler->getLocalPosition() + this->getPos();
                            NxVec3 r = contactPoint - dribblerGlobalPosition;
                            NxVec3 w = NxVec3(cos(angle), sin(angle), 0);
                            NxVec3 force = w.cross(r);
                            force.setMagnitude(1);
                            NxReal coefKinect = 0.5;
                            NxReal normalMagnitude = contactNormal.magnitude();
                            NxVec3 resultForce = this->dribbler->speedToExecute * 20. * coefKinect * normalMagnitude * force;
                            //NxReal teste =  resultForce.magnitude();
                            //SimulationView::DrawForce(&ball, resultForce, NxVec3(1,1,1));
                            ball.addForceAtPos(/*NxVec3(sin(angle)*this->dribbler->speedToExecute*1000000.,cos(angle)*this->dribbler->speedToExecute*1000000.,0)*/resultForce, contactPoint, NX_IMPULSE);
                            this->dribbler->speedToExecute = 0;
                        }

                        delete dribblerName;
                        delete ballName;
                    }
                }
            }
        }
    }
    //printf("----\n");
}