PxActor* World::createRigidBody(const PxGeometry& geometry, float mass, const ofVec3f& pos, const ofQuaternion& rot, float density) { assert(inited); PxTransform transform; toPx(pos, transform.p); toPx(rot, transform.q); PxActor *actor; if (mass > 0) { PxRigidDynamic* rigid = PxCreateDynamic(*physics, transform, geometry, *defaultMaterial, density); rigid->setMass(mass); rigid->setLinearDamping(0.25); rigid->setAngularDamping(0.25); actor = rigid; } else { PxRigidStatic *rigid = PxCreateStatic(*physics, transform, geometry, *defaultMaterial); actor = rigid; } scene->addActor(*actor); return actor; }
PxRigidDynamic* PxCloneDynamic(PxPhysics& physicsSDK, const PxTransform& transform, const PxRigidDynamic& from) { PxRigidDynamic* to = physicsSDK.createRigidDynamic(transform); if(!to) return NULL; copyStaticProperties(*to, from); to->setRigidDynamicFlags(from.getRigidDynamicFlags()); to->setMass(from.getMass()); to->setMassSpaceInertiaTensor(from.getMassSpaceInertiaTensor()); to->setCMassLocalPose(from.getCMassLocalPose()); to->setLinearVelocity(from.getLinearVelocity()); to->setAngularVelocity(from.getAngularVelocity()); to->setLinearDamping(from.getAngularDamping()); to->setAngularDamping(from.getAngularDamping()); to->setMaxAngularVelocity(from.getMaxAngularVelocity()); PxU32 posIters, velIters; from.getSolverIterationCounts(posIters, velIters); to->setSolverIterationCounts(posIters, velIters); to->setSleepThreshold(from.getSleepThreshold()); to->setContactReportThreshold(from.getContactReportThreshold()); return to; }
PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0)) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); gScene->addActor(*dynamic); return dynamic; }
void PhysXInterface::createSphere( int id, double radius, double density ) { PxSphereGeometry geometry( radius ); PxRigidDynamic* actor = PxCreateDynamic( *_physicsSDK, PxTransform::createIdentity(), geometry, *_material, density ); if ( actor ) { actor->setAngularDamping( 0.75 ); _scene->addActor( *actor ); _actors[id] = actor; } }
void PhysXInterface::createBox( int id, const osg::Vec3& dim, double density ) { PxBoxGeometry geometry( PxVec3(dim[0], dim[1], dim[2]) ); PxRigidDynamic* actor = PxCreateDynamic( *_physicsSDK, PxTransform::createIdentity(), geometry, *_material, density ); if ( actor ) { actor->setAngularDamping( 0.75 ); _scene->addActor( *actor ); _actors[id] = actor; } }
void PhysXPhysics::AddShape(Actor* pActor, PxGeometry* geometry, float density, const std::string& physicsMaterial, bool gravityEnabled, float linearDamping, float angularDamping, const std::string& bodyType) { BE_ASSERT(pActor); ActorId actorId = pActor->GetId(); BE_ASSERTf(m_actorRigidBodyMap.find(actorId) == m_actorRigidBodyMap.end(), "Actor with more than one rigidbody"); Mat4x4 transform = Mat4x4::g_Identity; TransformComponent* pTransformComponent = pActor->GetComponent<TransformComponent>(TransformComponent::g_Name); if (pTransformComponent) { transform = pTransformComponent->GetTransform(); } else { //Doesnt work without transform BE_ERROR("Actor %s PhysicsComponent requires Shape to have Transform Component: %d", actorId); return; } PhysicsMaterialData material(LookupMaterialData(physicsMaterial)); PxMaterial* mat = m_pPhysicsSdk->createMaterial(material.m_friction, material.m_friction, material.m_restitution); Vec3 translation, scale; Quaternion rotation; bool ok = transform.Decompose(translation, rotation, scale); PxQuat pxRot; PxVec3 pxLoc; Vec3ToPxVec(translation, &pxLoc); QuaternionToPxQuat(rotation, &pxRot); PxTransform t(pxLoc, pxRot); if (bodyType == "Dynamic") { PxRigidDynamic* body = PxCreateDynamic(*m_pPhysicsSdk, t, *geometry, *mat, density); body->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, !gravityEnabled); PxRigidBodyExt::updateMassAndInertia(*body, density); body->setLinearDamping(linearDamping); body->setAngularDamping(angularDamping); m_pScene->addActor(*body); m_actorRigidBodyMap[actorId] = body; m_rigidBodyActorMap[body] = actorId; } else { BE_ERROR("[Physics] BodyType not supported: %s", bodyType.c_str()); return; } }
PxRigidDynamic* CreateSphere(const PxVec3& pos, const PxReal radius, const PxReal density) { // Add a single-shape actor to the scene PxTransform transform(pos, PxQuat::createIdentity()); PxSphereGeometry geometry(radius); PxMaterial* mMaterial = gPhysicsSDK->createMaterial(0.5, 0.5, 0.5); PxRigidDynamic *actor = PxCreateDynamic(*gPhysicsSDK, transform, geometry, *mMaterial, density); if(!actor) cerr<<"create actor failed!"<<endl; actor->setAngularDamping(0.75); actor->setLinearVelocity(PxVec3(0, 0, 0)); gScene->addActor(*actor); return actor; }
// add some physics objects into the scene void AddPhyObjects() { PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial); gScene->addActor(*groundPlane); PxShape* shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial); PxTransform localTm(PxVec3(-3.0f, 5.0f, 0.f)); PxRigidDynamic* body = gPhysics->createRigidDynamic(localTm); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); shape->release(); shape = gPhysics->createShape(PxSphereGeometry(1.0f), *gMaterial); PxTransform localTmS(PxVec3(3.0f, 5.0f, 0.f)); body = gPhysics->createRigidDynamic(localTmS); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); shape->release(); PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(0, 20, 20)), PxSphereGeometry(1), *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(PxVec3(0, -5, -10)); gScene->addActor(*dynamic); // add capsule into the scene shape = gPhysics->createShape(PxCapsuleGeometry(1.0f, 3.0f), *gMaterial); PxTransform localTmC(PxVec3(3.0f, 5.0f, -3.f)); body = gPhysics->createRigidDynamic(localTmC); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); // add a static box as the trigger shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial); PxTransform localTmTrigger(PxVec3(0.0f, 1.0f, -10.f)); body = gPhysics->createRigidDynamic(localTmTrigger); shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false); shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, true); body->attachShape(*shape); body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); gScene->addActor(*body); shape->release(); }
bool Collider::Init(bool isDynamic) { bool ret = false; const Transform& transform = mOwner.GetTransform(); mTransform.position = transform.position; mTransform.rotation = transform.rotation; PxVec3 pos = ConvertPxVec3(transform.position); PxQuat rot = ConvertPxQuat(transform.rotation); PxScene* scene = mOwner.GetScene().GetPxScene(); CHECK(scene); if (isDynamic) { PxRigidDynamic* dyn = gPhysics->createRigidDynamic(PxTransform(pos, rot)); dyn->setLinearDamping(0.25); dyn->setAngularDamping(0.25); mActor = dyn; mRigidBody = new RigidBody(*dyn); } else { mActor = gPhysics->createRigidStatic(PxTransform(pos, rot)); } CHECK(mActor); mActor->userData = &mOwner; OnInitShape(); CHECK(mGizmo); mOwner.GetScene().AddGizmo(mGizmo); mGizmo->SetColor(Color(0, 1, 0, 1)); scene->addActor(*mActor); SetLocalPose(Vector3(), Quat()); ret = true; Exit0: return ret; }
PxRigidDynamic* CloneDynamic(PxPhysics& physicsSDK, const PxTransform& transform, const PxRigidDynamic& from, NxMirrorScene::MirrorFilter &mirrorFilter) { PxRigidDynamic* to = physicsSDK.createRigidDynamic(transform); if(!to) return NULL; if ( !copyStaticProperties(*to, from, mirrorFilter) ) { to->release(); to = NULL; return NULL; } to->setRigidDynamicFlags(from.getRigidDynamicFlags()); to->setMass(from.getMass()); to->setMassSpaceInertiaTensor(from.getMassSpaceInertiaTensor()); to->setCMassLocalPose(from.getCMassLocalPose()); if ( !(to->getRigidDynamicFlags() & PxRigidDynamicFlag::eKINEMATIC) ) { to->setLinearVelocity(from.getLinearVelocity()); to->setAngularVelocity(from.getAngularVelocity()); } to->setLinearDamping(from.getAngularDamping()); to->setAngularDamping(from.getAngularDamping()); to->setMaxAngularVelocity(from.getMaxAngularVelocity()); PxU32 posIters, velIters; from.getSolverIterationCounts(posIters, velIters); to->setSolverIterationCounts(posIters, velIters); to->setSleepThreshold(from.getSleepThreshold()); to->setContactReportThreshold(from.getContactReportThreshold()); return to; }
void initPhysX() { foundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback, gDefaultErrorCallback); physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale()); PxInitExtensions(*physics); PxSceneDesc sceneDesc(physics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f,-9.8f,0.0f); if(!sceneDesc.cpuDispatcher) { PxDefaultCpuDispatcher* mCpuDispatcher = PxDefaultCpuDispatcherCreate(1); sceneDesc.cpuDispatcher = mCpuDispatcher; } if(!sceneDesc.filterShader) sceneDesc.filterShader = gDefaultFilterShader; dxScene = physics->createScene(sceneDesc); //get objects from sceene graph and create the physics bodys. PxMaterial* mMaterial = physics->createMaterial(0.5,0.5,0.5); PxReal d = 0.0f; PxTransform pose = PxTransform(PxVec3(0.0f, 0, 0.0f),PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f))); PxRigidStatic* plane = physics->createRigidStatic(pose); dxScene->addActor(*plane); PxReal density = 1.0f; PxTransform transform(PxVec3(0.0f, 10.0f, 0.0f), PxQuat::createIdentity()); PxVec3 dimensions(0.5,0.5,0.5); PxBoxGeometry geometry(dimensions); PxRigidDynamic *actor = PxCreateDynamic(*physics, transform, geometry, *mMaterial, density); actor->setAngularDamping(0.75); actor->setLinearVelocity(PxVec3(0,0,0)); dxScene->addActor(*actor); box = actor; }
void SampleSubmarine::explode(PxRigidActor* actor, const PxVec3& explosionPos, const PxReal explosionStrength) { size_t numRenderActors = mRenderActors.size(); for(PxU32 i = 0; i < numRenderActors; i++) { if(&(mRenderActors[i]->getPhysicsShape()->getActor()) == actor) { PxShape* shape = mRenderActors[i]->getPhysicsShape(); PxTransform pose = PxShapeExt::getGlobalPose(*shape); PxGeometryHolder geom = shape->getGeometry(); // create new actor from shape (to split compound) PxRigidDynamic* newActor = mPhysics->createRigidDynamic(pose); if(!newActor) fatalError("createRigidDynamic failed!"); PxShape* newShape = newActor->createShape(geom.any(), *mMaterial); newShape->userData = mRenderActors[i]; mRenderActors[i]->setPhysicsShape(newShape); newActor->setActorFlag(PxActorFlag::eVISUALIZATION, true); newActor->setLinearDamping(10.5f); newActor->setAngularDamping(0.5f); PxRigidBodyExt::updateMassAndInertia(*newActor, 1.0f); mScene->addActor(*newActor); mPhysicsActors.push_back(newActor); PxVec3 explosion = pose.p - explosionPos; PxReal len = explosion.normalize(); explosion *= (explosionStrength / len); newActor->setLinearVelocity(explosion); newActor->setAngularVelocity(PxVec3(1,2,3)); } } removeActor(actor); }
void SampleParticles::Raygun::update(float dtime) { if(!isEnabled()) return; PX_ASSERT(mSample && mForceSmokeCapsule && mForceWaterCapsule && mRenderActor); // access properties from sample PxScene& scene = mSample->getActiveScene(); PxVec3 position = mSample->getCamera().getPos(); PxTransform cameraPose = mSample->getCamera().getViewMatrix(); PxMat33 cameraBase(cameraPose.q); PxVec3 cameraForward = -cameraBase[2]; PxVec3 cameraUp = -cameraBase[1]; // perform raycast here and update impact point PxRaycastHit hit; mIsImpacting = scene.raycastSingle(cameraPose.p, cameraForward, 500.0f, PxSceneQueryFlags(0xffffffff), hit); float impactParam = mIsImpacting ? (hit.impact - position).magnitude() : FLT_MAX; PxTransform rayPose(position + cameraUp * 0.5f, cameraPose.q*PxQuat(PxHalfPi, PxVec3(0,1,0))); updateRayCapsule(mForceSmokeCapsule, rayPose, 1.0f); updateRayCapsule(mForceWaterCapsule, rayPose, 0.3f); mRenderActor->setTransform(rayPose); // if we had an impact if (impactParam < FLT_MAX) { PxVec3 impactPos = position + cameraForward*impactParam; // update emitter with new impact point and direction if(mSmokeEmitter.emitter) mSmokeEmitter.emitter->setLocalPose(PxTransform(impactPos, directionToQuaternion(-cameraForward))); if(mDebrisEmitter.emitter) mDebrisEmitter.emitter->setLocalPose(PxTransform(impactPos, directionToQuaternion(-cameraForward))); // spawn new RB debris if(mRbDebrisTimer < 0.0f && impactParam < FLT_MAX) { mRbDebrisTimer = RAYGUN_RB_DEBRIS_RATE; PxVec3 randDir(getSampleRandom().rand(-1.0f, 1.0f), getSampleRandom().rand(-1.0f, 1.0f), getSampleRandom().rand(-1.0f, 1.0f)); PxVec3 vel = -7.0f * (cameraForward + RAYGUN_RB_DEBRIS_ANGLE_RANDOMNESS * randDir.getNormalized()); PxVec3 dim(getSampleRandom().rand(0.0f, RAYGUN_RB_DEBRIS_SCALE), getSampleRandom().rand(0.0f, RAYGUN_RB_DEBRIS_SCALE), getSampleRandom().rand(0.0f, RAYGUN_RB_DEBRIS_SCALE)); // give spawn position, initial velocity and dimensions, spawn convex // which will not act in scene queries PxConvexMesh* convexMesh = generateConvex(mSample->getPhysics(), mSample->getCooking(), RAYGUN_RB_DEBRIS_SCALE); mSample->runtimeAssert(convexMesh, "Error generating convex for debris.\n"); PxRigidDynamic* debrisActor = PxCreateDynamic( mSample->getPhysics(), PxTransform(impactPos - cameraForward * 0.5f), PxConvexMeshGeometry(convexMesh), mSample->getDefaultMaterial(), 1.f); mSample->getActiveScene().addActor(*debrisActor); PX_ASSERT(debrisActor->getNbShapes() == 1); PxShape* debrisShape; debrisActor->getShapes(&debrisShape, 1); debrisShape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, false); debrisActor->setLinearVelocity(vel); debrisActor->setActorFlag(PxActorFlag::eVISUALIZATION, true); debrisActor->setAngularDamping(0.5f); // default material is green for debris RenderMaterial* debriMaterial = mSample->getMaterial(MATERIAL_HEIGHTFIELD); if(!debriMaterial) { debriMaterial = mSample->mRenderMaterials[MATERIAL_GREEN]; } mSample->createRenderObjectsFromActor(debrisActor, debriMaterial); mDebrisLifetime[debrisShape] = RAYGUN_RB_DEBRIS_LIFETIME; } } // update debris lifetime, remove if life ends DebrisLifetimeMap::iterator it = mDebrisLifetime.begin(); while(it != mDebrisLifetime.end()) { (*it).second -= dtime; if((*it).second < 0.0f) { PxShape* debrisShape = (*it).first; PX_ASSERT(debrisShape); // remove convex mesh PxConvexMeshGeometry geometry; bool isConvex = debrisShape->getConvexMeshGeometry(geometry); PX_ASSERT(isConvex); PX_UNUSED(isConvex); geometry.convexMesh->release(); // remove render and physics actor PxRigidActor& actorToRemove = debrisShape->getActor(); mSample->removeActor(&actorToRemove); actorToRemove.release(); // remove actor from lifetime map mDebrisLifetime.erase(it); it = mDebrisLifetime.begin(); continue; } ++it; } }
// Creates an physics entity from an entity info structure and a starting transform void PhysicsEngine::createEntity(PhysicsEntity* entity, PhysicsEntityInfo* info, PxTransform transform) { transform.p.y += info->yPosOffset; // Set static/dynamic info for actor depending on its type PxRigidActor* actor; if (info->type == PhysicsType::DYNAMIC) { DynamicInfo* dInfo = info->dynamicInfo; PxRigidDynamic* dynamicActor = physics->createRigidDynamic(transform); dynamicActor->setLinearDamping(dInfo->linearDamping); dynamicActor->setAngularDamping(dInfo->angularDamping); dynamicActor->setMaxAngularVelocity(dInfo->maxAngularVelocity); actor = dynamicActor; } else if (info->type == PhysicsType::STATIC) { PxRigidStatic* staticActor = physics->createRigidStatic(transform); actor = staticActor; } // All shapes in actor for (auto sInfo : info->shapeInfo) { // Create material and geometry for shape and add it to actor PxGeometry* geometry; PxMaterial* material; if (sInfo->geometry == Geometry::SPHERE) { SphereInfo* sphInfo = (SphereInfo*)sInfo; geometry = new PxSphereGeometry(sphInfo->radius); } else if (sInfo->geometry == Geometry::BOX) { BoxInfo* boxInfo = (BoxInfo*)sInfo; geometry = new PxBoxGeometry(boxInfo->halfX, boxInfo->halfY, boxInfo->halfZ); } else if (sInfo->geometry == Geometry::CAPSULE) { CapsuleInfo* capInfo = (CapsuleInfo*)sInfo; geometry = new PxCapsuleGeometry(capInfo->radius, capInfo->halfHeight); } else if (sInfo->geometry == Geometry::CONVEX_MESH) { ConvexMeshInfo* cmInfo = (ConvexMeshInfo*)sInfo; PxConvexMesh* mesh = helper->createConvexMesh(cmInfo->verts.data(), cmInfo->verts.size()); geometry = new PxConvexMeshGeometry(mesh); } // Not working until index drawing is set up else if (sInfo->geometry == Geometry::TRIANGLE_MESH) { TriangleMeshInfo* tmInfo = (TriangleMeshInfo*)sInfo; PxTriangleMesh* mesh = helper->createTriangleMesh(tmInfo->verts.data(), tmInfo->verts.size(), tmInfo->faces.data(), tmInfo->faces.size()/3); geometry = new PxTriangleMeshGeometry(mesh); } material = (sInfo->isDrivable) ? drivingSurfaces[0] : physics->createMaterial(sInfo->dynamicFriction, sInfo->staticFriction, sInfo->restitution); PxShape* shape = actor->createShape(*geometry, *material); // TODO support shape flags shape->setLocalPose(sInfo->transform); material->release(); delete geometry; // Set up querry filter data for shape PxFilterData qryFilterData; qryFilterData.word3 = (sInfo->isDrivable) ? (PxU32)Surface::DRIVABLE : (PxU32)Surface::UNDRIVABLE; shape->setQueryFilterData(qryFilterData); // Set up simulation filter data for shape PxFilterData simFilterData; simFilterData.word0 = (PxU32)sInfo->filterFlag0; simFilterData.word1 = (PxU32)sInfo->filterFlag1; simFilterData.word2 = (PxU32)sInfo->filterFlag2; simFilterData.word3 = (PxU32)sInfo->filterFlag3; shape->setSimulationFilterData(simFilterData); if (info->type == PhysicsType::DYNAMIC) { DynamicInfo* dInfo = info->dynamicInfo; PxRigidBodyExt::updateMassAndInertia(*(PxRigidBody*)actor, dInfo->density, &dInfo->cmOffset); PxRigidBody* body = (PxRigidBody*)actor; } } // Add actor to scene, set actor for entity, and set user data for actor. Creates one to one between entities and phyX scene->addActor(*actor); entity->setActor(actor); actor->userData = entity; }
Seamine* SampleSubmarine::createSeamine(const PxVec3& inPosition, PxReal inHeight) { static const PxReal chainLinkLength = 2.0f; static const PxReal linkSpacing = 0.05f; static const PxReal mineHeadRadius = 1.5f; const PxVec3 mineStartPos = inPosition; static const PxVec3 linkOffset = PxVec3(0, chainLinkLength + linkSpacing, 0); static const PxVec3 halfLinkOffset = linkOffset * 0.5f; static const PxVec3 linkDim = PxVec3(chainLinkLength*0.125f, chainLinkLength*0.5f, chainLinkLength*0.125f); PxU32 numLinks = PxU32((inHeight - 2.0f*mineHeadRadius) / (chainLinkLength + linkSpacing)); numLinks = numLinks ? numLinks : 1; Seamine* seamine = SAMPLE_NEW(Seamine); mSeamines.push_back(seamine); // create links from floor PxVec3 linkPos = mineStartPos + halfLinkOffset; PxRigidActor* prevActor = NULL; for(PxU32 i = 0; i < numLinks; i++) { // create the link actor PxRigidDynamic* link = createBox(linkPos, linkDim, NULL, mSeamineMaterial, 1.0f)->is<PxRigidDynamic>(); if(!link) fatalError("createBox failed!"); // back reference to mineHead link->userData = seamine; seamine->mLinks.push_back(link); setupFiltering(link, FilterGroup::eMINE_LINK, FilterGroup::eSUBMARINE); link->setLinearDamping(0.5f); link->setAngularDamping(0.5f); link->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true); // create distance joint between link and prevActor PxTransform linkFrameA = prevActor ? PxTransform(halfLinkOffset, PxQuat::createIdentity()) : PxTransform(mineStartPos, PxQuat::createIdentity()); PxTransform linkFrameB = PxTransform(-halfLinkOffset, PxQuat::createIdentity()); PxDistanceJoint *joint = PxDistanceJointCreate(getPhysics(), prevActor, linkFrameA, link, linkFrameB); if(!joint) fatalError("PxDistanceJointCreate failed!"); // set min & max distance to 0 joint->setMaxDistance(0.0f); joint->setMinDistance(0.0f); // setup damping & spring joint->setDamping(1.0f * link->getMass()); joint->setSpring(400.0f * link->getMass()); joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED); // add to joints array for cleanup mJoints.push_back(joint); prevActor = link; linkPos += linkOffset; } // create mine head linkPos.y += mineHeadRadius - (chainLinkLength*0.5f); PxRigidDynamic* mineHead = createSphere(linkPos, mineHeadRadius, NULL, mSeamineMaterial, 1.0f)->is<PxRigidDynamic>(); mineHead->userData = seamine; seamine->mMineHead = mineHead; mineHead->setLinearDamping(0.5f); mineHead->setAngularDamping(0.5f); mineHead->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true); // setup filtering to trigger contact reports when submarine touches the minehead setupFiltering(mineHead, FilterGroup::eMINE_HEAD, FilterGroup::eSUBMARINE); // create distance joint between mine head and prevActor PxTransform linkFrameA = PxTransform(halfLinkOffset, PxQuat::createIdentity()); PxTransform linkFrameB = PxTransform(PxVec3(0, -mineHeadRadius - linkSpacing*0.5f, 0), PxQuat::createIdentity()); PxDistanceJoint *joint = PxDistanceJointCreate(getPhysics(), prevActor, linkFrameA, mineHead, linkFrameB); if(!joint) fatalError("PxDistanceJointCreate failed!"); // set min & max distance to 0 joint->setMaxDistance(0.0f); joint->setMinDistance(0.0f); // setup damping & spring joint->setDamping(1.0f * mineHead->getMass()); joint->setSpring(400.0f * mineHead->getMass()); joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED); // add to joints array for cleanup mJoints.push_back(joint); return seamine; }
/** * Method is used to add new dynamic actor to physics scene. * @param entity is pointer to scene entity which will be added to physics simulation. * @param type is enumeration of shape type. * @param filterGroup is actor own id. * @param filterMask is mask to filter pairs that trigger a contact callback. */ void PhysicsManager::addDynamicActor(SceneEntity* entity, ShapeType type, PxU32 filterGroup, PxU32 filterMask) { PxRigidDynamic* actor = nullptr; PxVec3 position = PxVec3(entity->entityState.position[0],entity->entityState.position[1],entity->entityState.position[2]); PxQuat orientation = PxQuat(entity->entityState.orientation[0],entity->entityState.orientation[1],entity->entityState.orientation[2],entity->entityState.orientation[3]); PxReal density = 1.0f; PxTransform transformation = PxTransform(position,orientation); if(type == BOX) { float x = (entity->entityGeometry.geometryBox->max.x() - entity->entityGeometry.geometryBox->min.x())*entity->entityState.scale.x()*0.5f; float y = (entity->entityGeometry.geometryBox->max.y() - entity->entityGeometry.geometryBox->min.y())*entity->entityState.scale.y()*0.5f; float z = (entity->entityGeometry.geometryBox->max.z() - entity->entityGeometry.geometryBox->min.z())*entity->entityState.scale.z()*0.5f; PxVec3 dimensions(x,y,z); actor = PxCreateDynamic(*physicsSDK,transformation,PxBoxGeometry(dimensions),*materials[0].second,density); PxRigidBodyExt::updateMassAndInertia(*actor, density); } else if(type == SPHERE) { float radius = entity->entityGeometry.geometrySphere->sphereRadius; actor = PxCreateDynamic(*physicsSDK,transformation,PxSphereGeometry(radius),*materials[0].second,density); } else if(type == CAPSULE) { float radius = entity->entityGeometry.geometrySphere->sphereRadius; actor = PxCreateDynamic(*physicsSDK,transformation,PxCapsuleGeometry(radius/2, radius),*materials[0].second,density); } else if(type == CONVEX) { /*int vertsCount = entity->entityGeometry.geometryMesh->getVerticesAmount(); AyumiUtils::Vertex<>* verts = entity->entityGeometry.geometryMesh->getVertices(); PxVec3* convexVerts = new PxVec3[vertsCount]; for(int i = 0; i < vertsCount; ++i) convexVerts[i] = PxVec3(verts[i].x,verts[i].y,verts[i].z); PxConvexMeshDesc convexDesc; convexDesc.points.count = entity->entityGeometry.geometryMesh->getVerticesAmount(); convexDesc.points.stride = sizeof(PxVec3); convexDesc.points.data = convexVerts; convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; MemoryWriteBuffer buf; if(cooking->cookConvexMesh(convexDesc, buf)) { PxConvexMesh* convexMesh = physicsSDK->createConvexMesh(MemoryReadBuffer(buf.data)); actor = PxCreateDynamic(*physicsSDK,transformation,PxConvexMeshGeometry(convexMesh,PxMeshScale()),*materials[0].second,density); } else { Logger::getInstance()->saveLog(Log<string>("Convex Mesh creation error occurred!")); return; }*/ //delete[] convexVerts; } else { Logger::getInstance()->saveLog(Log<string>("Dynamic Actor shape creation error occurred!")); return; } if(!actor) Logger::getInstance()->saveLog(Log<string>("Static Actor creation error occurred!")); PxRigidBodyExt::updateMassAndInertia(*actor, density); actor->setAngularDamping(0.75); actor->setLinearVelocity(PxVec3(0,0,0)); actor->setName(entity->entityName.c_str()); setupFiltering(actor,filterGroup,filterMask); scene->addActor(*actor); DynamicActor* d = new DynamicActor(); d->entityLogic = entity; d->entityPhysics = actor; d->shapesAmount = actor->getNbShapes(); d->shapes = new PxShape*[d->shapesAmount]; dynamicActors.push_back(d); }