Esempio n. 1
0
void PxWorld::_releaseQueues()
{
   AssertFatal( mScene, "PhysXWorld::_releaseQueues() - The scene is null!" );

   // We release joints still pending in the queue 
   // first as they depend on the actors.
   for ( S32 i = 0; i < mReleaseJointQueue.size(); i++ )
   {
      NxJoint *currJoint = mReleaseJointQueue[i];
      mScene->releaseJoint( *currJoint );
   }
   
   // All the joints should be released, clear the queue.
   mReleaseJointQueue.clear();

   // Now release any actors still pending in the queue.
   for ( S32 i = 0; i < mReleaseActorQueue.size(); i++ )
   {
      NxActor *currActor = mReleaseActorQueue[i];
      
      bool isStatic = !currActor->isDynamic();

      mScene->releaseActor( *currActor );

      if ( isStatic )
         PhysicsStatic::smDeleteSignal.trigger();
   }

   // All the actors should be released, clear the queue.
   mReleaseActorQueue.clear();

   // Now release any cloth still pending in the queue.
   for ( S32 i = 0; i < mReleaseClothQueue.size(); i++ )
   {
      NxCloth *currCloth = mReleaseClothQueue[i];
      mScene->releaseCloth( *currCloth );
   }

   // All the actors should be released, clear the queue.
   mReleaseClothQueue.clear();

   // Release heightfields that don't still have references.
   for ( S32 i = 0; i < mReleaseHeightFieldQueue.size(); i++ )
   {
      NxHeightField *currHeightfield = mReleaseHeightFieldQueue[i];
      
      if ( currHeightfield->getReferenceCount() == 0 )
      {
         gPhysicsSDK->releaseHeightField( *currHeightfield );      
         mReleaseHeightFieldQueue.erase_fast( i );
         i--;
      }
   }
}
Esempio n. 2
0
void PxWorld::releaseActor( NxActor &actor )
{
   AssertFatal( &actor.getScene() == mScene, "PhysXWorld::releaseActor() - Bad scene!" );

   // Clear the userdata.
   actor.userData = NULL;   

   // If the scene is not simulating then we have the
   // write lock and can safely delete it now.
   if ( !mIsSimulating )
   {
      bool isStatic = !actor.isDynamic();
      mScene->releaseActor( actor );
      if ( isStatic )
         PhysicsStatic::smDeleteSignal.trigger();
   }
   else
      mReleaseActorQueue.push_back( &actor );
}
Esempio n. 3
0
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);
			}
		}
	}
}
Esempio n. 4
0
void FPxSceneMain::Tick( FLOAT DeltaTime )
{
	pxguard(FPxSceneMain::Tick);

	if( mScene )
	{
		//mCharManager->updateControllers();


		// 
		// Kinematic actors move unreal actors
		//
		/*NxActor** actors = mScene->getActors();
		int nbActors = mScene->getNbActors();
		while(nbActors--)
		{
			NxActor* actor = *actors++;
			if( actor->userData && actor->isDynamic() && actor->readBodyFlag( NX_BF_KINEMATIC ) )
			{
				AActor* aptr = (AActor*)actor->userData;

				// update location and rotation
				FCheckResult Hit(1.0f);
				NxMat34 m = actor->getGlobalPose();
				aptr->GetLevel()->MoveActor( aptr, FVector(0,0,0), ToRotator(m.M), Hit );
				aptr->GetLevel()->FarMoveActor( aptr, ToFVS(m.t), 0, 1 );
			}
		}*/

		// 
		// Unreal actors move kinematic actors
		//
		/*NxActor** actors = mScene->getActors();
		int nbActors = mScene->getNbActors();
		while(nbActors--)
		{
			NxActor* actor = *actors++;
			if( actor->userData && actor->isDynamic() && actor->readBodyFlag( NX_BF_KINEMATIC ) )
			{
				AActor* aptr = (AActor*)actor->userData;

				// update location and rotation
				NxMat34 m = ToMat34(aptr->Rotation,aptr->Location);
				actor->setGlobalPose(m);
			}
		}*/

		// 
		// Dynamic actors move unreal actors
		//
		NxActor** actors = mScene->getActors();
		int nbActors = mScene->getNbActors();
		while(nbActors--)
		{
			NxActor* actor = *actors++;
			if( actor->userData && actor->isDynamic() && !actor->readBodyFlag( NX_BF_KINEMATIC ) )
			{
				AActor* aptr = (AActor*)actor->userData;

				// update location and rotation
				FCheckResult Hit(1.0f);
				NxMat34 m = actor->getGlobalPose();
				aptr->GetLevel()->FarMoveActor( aptr, ToFVS(m.t) );
				aptr->GetLevel()->MoveActor( aptr, FVector(0,0,0), ToRotator(m.M), Hit );
			}
		}

		//
		// TODO: optimize timing
		//

		// Minimum acceptable framerate is 5fps
		if( DeltaTime > 0.2f )
		{
			DeltaTime = 0.2f;
		}

		mTime += DeltaTime;
		while( /*!mSimulating &&*/ mTime >= PX_TIMESTEP )
		{
			mTime -= PX_TIMESTEP;
			mScene->simulate(PX_TIMESTEP);
			mScene->flushStream();
			mScene->fetchResults(NX_RIGID_BODY_FINISHED, true);
			//mSimulating = true;
		}


        //renderScene();

        /*if( mSimulating && mScene->checkResults(NX_RIGID_BODY_FINISHED, false) )
        {
            mScene->fetchResults(NX_RIGID_BODY_FINISHED, true);
            mSimulating = false;

            //modifyScene(DeltaTime);
        }*/

				
		// get debug info
		if( GPxPhysics.mDrawPhysX )
			mDebugRen = mScene->getDebugRenderable();
	}

	unguard;
}
Esempio n. 5
0
void render()
{
	static Timer t;
	if(!gMyPhysX.isPaused())
	{
		for (NxU32 i = 0; i < gKinematicActors.size(); i++)
		{
			NxActor* actor = gKinematicActors[i].actor;
			NxVec3 pos = actor->getGlobalPosition();
			pos += gKinematicActors[i].vel * 1.f/60.f;
			actor->moveGlobalPosition(pos);
		}
	}	
	gMyPhysX.simulate(t.elapsed_time());
	t.reset(); 
	// Clear buffers
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

	glColor4f(0.5,0.9,0.5,1.0);
	DrawSkyBox(SKYEXTENTS);
	drawPlane(SKYEXTENTS);
	// Keep physics & graphics in sync
	for (NxU32 pass = 0; pass < 2; pass++) {
		int nbActors = gMyPhysX.getScene()->getNbActors();
		NxActor** actors = gMyPhysX.getScene()->getActors();
		actors += nbActors;
		while(nbActors--)
		{
			NxActor* actor = *--actors;

			float size;
			bool isTrigger = false;
			bool isKinematic = actor->isDynamic() && actor->readBodyFlag(NX_BF_KINEMATIC);
			NxVec3 color;
			NxF32 alpha = 1;
			if (actor->isDynamic()) {
				if (actor->readBodyFlag(NX_BF_KINEMATIC)) {
					color.set(1,0,0);
				} else {
					color.set(0,1,0);
				}
			} else {
				color.set(0.2f,0.2f,0.2f);
			}

			if (*(int *)(&actor->userData) < 0)
			{
				NxI32 triggerNumber = -(*(NxI32 *)(&actor->userData));
				NxI32 triggerIndex = triggerNumber - 1;
				// This is our trigger
				isTrigger = true;

				size = 10.0f;
				color.z = gNbTouchedBodies[triggerIndex] > 0.5f ? 1.0f:0.0f;
				alpha = 0.5f;
				if (pass == 0)
					continue;
			}
			else
			{
				// This is a normal object
				size = float(*(int *)(&actor->userData));
				if (pass == 1)
					continue;
			}
			float glmat[16];
			glPushMatrix();
			actor->getGlobalPose().getColumnMajor44(glmat);
			glMultMatrixf(glmat);
			glColor4f(color.x, color.y, color.z, 1.0f);
			glutSolidCube(size*2.0f);
			glPopMatrix();

			// Handle shadows
			if( !isTrigger)
			{
				glPushMatrix();

				const static float ShadowMat[]={ 1,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1 };

				glMultMatrixf(ShadowMat);
				glMultMatrixf(glmat);

				glDisable(GL_LIGHTING);
				glColor4f(0.1f, 0.2f, 0.3f, 1.0f);
				glutSolidCube(size*2.0f);
				glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
				glEnable(GL_LIGHTING);

				glPopMatrix();
			}
		}
	}
}