NxPhysicsCapsuleShape::NxPhysicsCapsuleShape( NxPhysicsActor * Actor, const NxCapsuleDesc & Desc ) : NxPhysicsShape( Actor, Desc ) { NxCapsuleShapeDesc ShapeDesc; ShapeDesc.setToDefault(); ShapeDesc.radius = Desc.Radius; ShapeDesc.height = Desc.Height-(Desc.Radius*2) ;//Desc.Height; ShapeDesc.name = std::string( "Capsule" + Ogre::StringConverter::toString( instance_count() )).c_str(); ShapeDesc.density = 1000.0f; mShape = Actor->GetNxActor()->createShape( ShapeDesc ); mShape->setFlag( NX_SF_DYNAMIC_DYNAMIC_CCD, true ); //mShape->setFlag( NX_TRIGGER_ENABLE, IsTrigger ); Actor->SetBodyProperties( Actor->GetBodyProperty() ); }
void PhysXCapsule::createCapsule(const CapsuleInfo& info) { NxCapsuleShapeDesc capsuleDesc; capsuleDesc.setToDefault(); capsuleDesc.height = info.mHeight; capsuleDesc.radius = info.mRadius; NxMat33 rot0, rot1,rot2; rot0.rotX(info.mLocalPose.x); rot1.rotY(info.mLocalPose.y); rot2.rotZ(info.mLocalPose.z); rot0 = rot0 * rot1 * rot2; capsuleDesc.localPose.M = rot0; NxActorDesc actorDesc; actorDesc.setToDefault(); actorDesc.shapes.pushBack(&capsuleDesc); actorDesc.density = 1.0; actorDesc.globalPose.t = info.mGlobalPose; mCapsule = mScene->createActor(actorDesc); mCapsule->userData = (void*) &mInvisible; }
//----------------------------------------------------------------------- PhysicsActor* PhysXActorExtern::createPhysicsActor(PhysicsActorDesc* physicsActorDesc, PhysicsShapeDesc* physicsShapeDesc) { if (!PhysXBridge::getSingletonPtr()->getScene() || !physicsActorDesc || !physicsShapeDesc) return 0; NxBodyDesc bodyDesc; bodyDesc.setToDefault(); NxReal angularDamping = bodyDesc.angularDamping; NxVec3 angularVelocity = bodyDesc.angularVelocity; NxVec3 linearVelocity = bodyDesc.linearVelocity; bodyDesc.angularDamping = physicsShapeDesc->mAngularDamping; bodyDesc.angularVelocity = PhysXMath::convert(physicsShapeDesc->mAngularVelocity); bodyDesc.linearVelocity = PhysXMath::convert(physicsActorDesc->direction); NxActorDesc actorDesc; NxActorDesc defaultActorDesc; actorDesc.setToDefault(); defaultActorDesc.setToDefault(); switch (physicsShapeDesc->mPhysicsShapeType) { case ST_BOX: { PhysicsBoxDesc* physicsBoxDesc = static_cast<PhysicsBoxDesc*>(physicsShapeDesc); NxBoxShapeDesc boxDesc; boxDesc.setToDefault(); boxDesc.dimensions = PhysXMath::convert(physicsBoxDesc->mDimensions); boxDesc.group = physicsBoxDesc->mCollisionGroup; boxDesc.groupsMask = PhysXMath::convert(physicsBoxDesc->mGroupMask); boxDesc.materialIndex = physicsBoxDesc->mMaterialIndex; actorDesc.density = NxComputeBoxDensity(2 * boxDesc.dimensions, physicsActorDesc->mass); actorDesc.shapes.pushBack(&boxDesc); } break; case ST_SPHERE: { PhysicsSphereDesc* physicsSphereDesc = static_cast<PhysicsSphereDesc*>(physicsShapeDesc); NxSphereShapeDesc sphereDec; sphereDec.setToDefault(); sphereDec.radius = physicsSphereDesc->mRadius; sphereDec.group = physicsSphereDesc->mCollisionGroup; sphereDec.groupsMask = PhysXMath::convert(physicsSphereDesc->mGroupMask); sphereDec.materialIndex = physicsSphereDesc->mMaterialIndex; actorDesc.density = NxComputeSphereDensity(sphereDec.radius, physicsActorDesc->mass); actorDesc.shapes.pushBack(&sphereDec); } break; case ST_CAPSULE: { PhysicsCapsuleDesc* physicsCapsuleDesc = static_cast<PhysicsCapsuleDesc*>(physicsShapeDesc); NxCapsuleShapeDesc capsuleDec; capsuleDec.setToDefault(); capsuleDec.radius = physicsCapsuleDesc->mRadius; capsuleDec.height = physicsCapsuleDesc->mHeight; capsuleDec.group = physicsCapsuleDesc->mCollisionGroup; capsuleDec.groupsMask = PhysXMath::convert(physicsCapsuleDesc->mGroupMask); capsuleDec.materialIndex = physicsCapsuleDesc->mMaterialIndex; actorDesc.density = NxComputeCylinderDensity(capsuleDec.radius, capsuleDec.height, physicsActorDesc->mass); actorDesc.shapes.pushBack(&capsuleDec); } break; } actorDesc.globalPose.t = PhysXMath::convert(physicsActorDesc->position); actorDesc.body = &bodyDesc; actorDesc.group = physicsActorDesc->collisionGroup; PhysXActor* physXActor = 0; if (!actorDesc.isValid()) { actorDesc = defaultActorDesc; Ogre::LogManager::getSingleton().logMessage("ParticleUniverse PhysXActor: Cannot create actor; use default attributes."); } NxActor* nxActor = PhysXBridge::getSingletonPtr()->getScene()->createActor(actorDesc); if (nxActor) { physXActor = OGRE_NEW_T(PhysXActor, Ogre::MEMCATEGORY_SCENE_OBJECTS)(); physXActor->position = PhysXMath::convert(nxActor->getGlobalPosition()); physXActor->direction = PhysXMath::convert(nxActor->getLinearVelocity()); nxActor->setGlobalOrientationQuat(PhysXMath::convert(physicsActorDesc->orientation)); physXActor->orientation = physicsActorDesc->orientation; physXActor->mass = nxActor->getMass(); physXActor->collisionGroup = nxActor->getGroup(); physXActor->nxActor = nxActor; } return physXActor; }