コード例 #1
0
void PhysicsEngine::createVehicle(Vehicle* vehicle, PxTransform transform)
{
	VehicleTuning* tuning = &vehicle->tuning;
	tuningFromUserTuning(vehicle);
	
	PxVehicleDrive4W* physVehicle = vehCreator->createVehicle4W(vehicle);
	//PxTransform startTransform(PxVec3(0, (tuning->chassisDims.y*0.5f + tuning->wheelRadius + 1.0f), 0), PxQuat(PxIdentity));
	PxRigidDynamic* actor = physVehicle->getRigidDynamicActor();

	actor->setGlobalPose(transform);
	scene->addActor(*actor);

	physVehicle->setToRestState();
	physVehicle->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
	physVehicle->mDriveDynData.setUseAutoGears(true);
	
	vehicle->setActor(actor);
	vehicle->setPhysicsVehicle(physVehicle);
	actor->userData = vehicle;

	vehicles.push_back(physVehicle);
}
コード例 #2
0
void initPhysics()
{
	/////////////////////////////////////////////
	//Initialise the sdk and scene
	/////////////////////////////////////////////

	gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
	PxProfileZoneManager* profileZoneManager = &PxProfileZoneManager::createProfileZoneManager(gFoundation);
	gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true, profileZoneManager);

	if(gPhysics->getPvdConnectionManager())
	{
		gPhysics->getVisualDebugger()->setVisualizeConstraints(true);
		gPhysics->getVisualDebugger()->setVisualDebuggerFlag(PxVisualDebuggerFlag::eTRANSMIT_CONTACTS, false);
		gPhysics->getVisualDebugger()->setVisualDebuggerFlag(PxVisualDebuggerFlag::eTRANSMIT_SCENEQUERIES, false);	
		gPhysics->getVisualDebugger()->setVisualDebuggerFlag(PxVisualDebuggerFlag::eTRANSMIT_CONSTRAINTS, false);
		gConnection = PxVisualDebuggerExt::createConnection(gPhysics->getPvdConnectionManager(), PVD_HOST, 5425, 10, gConnectionFlags);
	}

	PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
	sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
	
	gDispatcher = PxDefaultCpuDispatcherCreate(NUM_WORKER_THREADS);

	sceneDesc.cpuDispatcher	= gDispatcher;
	sceneDesc.filterShader	= VehicleFilterShader;
	gScene = gPhysics->createScene(sceneDesc);

	gCooking = 	PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));	

	/////////////////////////////////////////////
	//Create a task manager that will be used to 
	//update the vehicles concurrently across 
	//multiple threads.
	/////////////////////////////////////////////

	gTaskManager = physx::PxTaskManager::createTaskManager(gDispatcher, NULL, NULL);

	/////////////////////////////////////////////
	//Initialise the vehicle sdk and create 
	//vehicles that will drive on a plane
	/////////////////////////////////////////////

	PxInitVehicleSDK(*gPhysics);
	PxVehicleSetBasisVectors(PxVec3(0,1,0), PxVec3(0,0,1));
	PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE);

	//Create the batched scene queries for the suspension raycasts.
	gVehicleSceneQueryData = VehicleSceneQueryData::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, 1, gAllocator);
	for(PxU32 i = 0; i < NUM_VEHICLES; i++)
	{
		gBatchQueries[i] = VehicleSceneQueryData::setUpBatchedSceneQuery(i, *gVehicleSceneQueryData, gScene);
	}

	//Create the friction table for each combination of tire and surface type.
	//For simplicity we only have a single surface type.
	gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
	gFrictionPairs = createFrictionPairs(gMaterial);
	
	//Create a plane to drive on.
	gGroundPlane = createDrivablePlane(gMaterial, gPhysics);
	gScene->addActor(*gGroundPlane);

	//Create vehicles that will drive on the plane.
	for(PxU32 i = 0; i < NUM_VEHICLES; i++)
	{
		VehicleDesc vehicleDesc = initVehicleDesc();
		PxVehicleDrive4W* vehicle = createVehicle4W(vehicleDesc, gPhysics, gCooking);
		PxTransform startTransform(PxVec3(vehicleDesc.chassisDims.x*3.0f*i, (vehicleDesc.chassisDims.y*0.5f + vehicleDesc.wheelRadius + 1.0f), 0), PxQuat(PxIdentity));
		vehicle->getRigidDynamicActor()->setGlobalPose(startTransform);
		gScene->addActor(*vehicle->getRigidDynamicActor());

		//Set the vehicle to rest in first gear.
		//Set the vehicle to use auto-gears.
		vehicle->setToRestState();
		vehicle->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
		vehicle->mDriveDynData.setUseAutoGears(true);
	
		//Set each car to accelerate forwards
		vehicle->mDriveDynData.setAnalogInput(PxVehicleDrive4WControl::eANALOG_INPUT_ACCEL, 1.0f);

		gVehicles[i] = vehicle;
	}

	//Set up the wheel query results that are used to query the state of the vehicle after calling PxVehicleUpdates
	gVehicleWheelQueryResults = VehicleWheelQueryResults::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, gAllocator);

	//Set up the data required for concurrent calls to PxVehicleUpdates
	gVehicleConcurrency = VehicleConcurrency::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, gAllocator);

	//Set up the profile zones so that the advantages of parallelism can be measured in pvd.
#ifdef PX_PROFILE
	gProfiler = VehicleProfiler::allocate(gProfileZoneNames, eMAX_NUM_PROFILES, profileZoneManager, gAllocator);
#endif
}