Exemple #1
0
bool Controller::createProxyActor(PxPhysics& sdk, const PxGeometry& geometry, const PxMaterial& material)
{
    // PT: we don't disable raycasting or CD because:
    // - raycasting is needed for visibility queries (the SDK otherwise doesn't know about the CCTS)
    // - collision is needed because the only reason we create actors there is to handle collisions with dynamic shapes
    // So it's actually wrong to disable any of those.

    PxTransform globalPose;
    globalPose.p = toVec3(mPosition);	// LOSS OF ACCURACY
    globalPose.q = mUserParams.mQuatFromUp;

    mKineActor = sdk.createRigidDynamic(globalPose);
    if(!mKineActor)
        return false;

    mKineActor->createShape(geometry, material);
    mKineActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);

    PxRigidBodyExt::updateMassAndInertia(*mKineActor, mProxyDensity);
    mScene->addActor(*mKineActor);
    return true;
}
Exemple #2
0
void
PhysXRigidManager::addDynamicBody(const std::string & scene, physx::PxScene * world, physx::PxCooking * mCooking, nau::physics::IPhysics::BoundingVolume shape, physx::PxMaterial * material) {
	PxPhysics *gPhysics = &(world->getPhysics());
	PxRigidDynamic * dynamic;

	rigidBodies[scene].scalingFactor = getScalingFactor(rigidBodies[scene].info.extInfo.transform);
	PxMeshScale scale = PxMeshScale(rigidBodies[scene].scalingFactor);
	PxMat44 aux(rigidBodies[scene].info.extInfo.transform);
	PxVec3 pos(aux.getPosition());
	aux *= (1.0f / rigidBodies[scene].scalingFactor);
	PxMat44 mat(
		PxVec3(aux.column0.x, aux.column0.y, aux.column0.z),
		PxVec3(aux.column1.x, aux.column1.y, aux.column1.z),
		PxVec3(aux.column2.x, aux.column2.y, aux.column2.z),
		pos
	);

	//PxTransform trans = PxTransform(PxMat44(rigidBodies[scene].extInfo.transform));
	PxTransform trans = PxTransform(mat);

	switch (shape.sceneShape)
	{
	case nau::physics::IPhysics::BOX:
	{
		dynamic = gPhysics->createRigidDynamic(trans);
		dynamic->createShape(
			PxBoxGeometry(
				shape.max[0] * rigidBodies[scene].scalingFactor,
				shape.max[1] * rigidBodies[scene].scalingFactor,
				shape.max[2] * rigidBodies[scene].scalingFactor),
			*material);
	}
	break;
	case nau::physics::IPhysics::SPHERE:
	{
		dynamic = gPhysics->createRigidDynamic(trans);
		dynamic->createShape(PxSphereGeometry(shape.max[0] * rigidBodies[scene].scalingFactor), *material);
	}
	break;
	case nau::physics::IPhysics::CAPSULE:
	{
		dynamic = gPhysics->createRigidDynamic(trans);
		dynamic->createShape(
			PxCapsuleGeometry(
				shape.max[0] * rigidBodies[scene].scalingFactor,
				shape.max[1] * rigidBodies[scene].scalingFactor),
			*material);
	}
	break;
	default:
	{
		dynamic = gPhysics->createRigidDynamic(trans);
		PxConvexMesh * convexMesh = gPhysics->createConvexMesh(*getTriangleMeshGeo(world, mCooking, rigidBodies[scene].info.extInfo, false));
		dynamic->createShape(PxConvexMeshGeometry(convexMesh, scale), *material);
	}
	break;
	}

	dynamic->userData = static_cast<void*> (new std::string(scene));
	rigidBodies[scene].rollingFriction = -1.0f;
	rigidBodies[scene].rollingFrictionTimeStamp = 1;
	world->addActor(*dynamic);
	rigidBodies[scene].info.actor = dynamic;
}
Exemple #3
0
void
PhsXWorld::_addRigid(float mass, float friction, float restitution, std::shared_ptr<nau::scene::IScene> &aScene, std::string name, nau::math::vec3 aVec) {

    PxPhysics *gPhysics = &(m_pDynamicsWorld->getPhysics());

    if (mass == 0.0f) {
        PxRigidStatic* staticActor;
        if (name.compare("plane") == 0) {
            staticActor = PxCreatePlane(*gPhysics,
                                        PxPlane(0.0f, 1.0f, 0.0f, 0.0f),
                                        *(gPhysics->createMaterial(friction, friction, restitution))
                                       );

        }
        else {
            /*if (name.compare("box") == 0) {
            	staticActor = PxCreateStatic(*gPhysics,
            		PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))),
            		PxBoxGeometry(1.0f,1.0f,1.0f),
            		*(gPhysics->createMaterial(1.0f, 1.0f, 0.6f))
            	);
            }
            else {*/
            staticActor = gPhysics->createRigidStatic(PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))));
            PxTriangleMeshGeometry triGeom;
            triGeom.triangleMesh = gPhysics->createTriangleMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene));
            staticActor->createShape(triGeom, *(gPhysics->createMaterial(friction, friction, restitution)));
            //}
        }
        staticActor->userData = aScene.get();
        m_pDynamicsWorld->addActor(*staticActor);
    }
    else {
        PxRigidDynamic* dynamic;
        //if (name.compare("ball") == 0) {
        //	dynamic = PxCreateDynamic(*gPhysics,
        //		PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))),
        //		PxSphereGeometry(1),
        //		*(gPhysics->createMaterial(0.5f, 0.5f, 0.6f)),
        //		10.0f
        //	);
        //	//dynamic->setLinearVelocity(PxVec3(0, -50, -100));
        //}
        //else {
        PxTransform trans = PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix())));
        dynamic = gPhysics->createRigidDynamic(trans);
        PxConvexMesh * convexMesh = gPhysics->createConvexMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene, false));
        PxConvexMeshGeometry convGeom(convexMesh);
        //PxConvexMeshGeometry convGeom(convexMesh, PxMeshScale(0.5f));
        //convGeom.convexMesh = gPhysics->createConvexMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene, false));

        //PxShape *shape = dynamic->createShape(convGeom, *(gPhysics->createMaterial(0.5f, 0.5f, 0.6f)), PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE);
        PxShape *shape = dynamic->createShape(convGeom, *(gPhysics->createMaterial(friction, friction, restitution)));
        //shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
        //dynamic->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, false);
        //}
        dynamic->userData = aScene.get();
        //dynamic->setAngularDamping(0.5f);
        //dynamic->setLinearVelocity(velocity);

        m_pDynamicsWorld->addActor(*dynamic);
    }
}