/* ============= CMod_PhysicsInit ============= */ void CMod_PhysicsInit() { Com_Printf("----- Initializing Newton Physics Engine -----\n"); Com_Printf("Initialized with Newton Version %i.%i \n", NEWTON_MAJOR_VERSION, NEWTON_MINOR_VERSION); Com_Printf("----------------------------------------------\n"); // create the Newton World bspModels.clear(); g_world = NewtonCreate (AllocMemory, FreeMemory); // use the standard x86 floating point model // Dushan - the engine will try to use the best possible hardware setting found in the current platform this is the default configuration NewtonSetPlatformArchitecture (g_world, 2); // Set up default material properties for newton defaultMaterialGroup = NewtonMaterialGetDefaultGroupID(g_world); NewtonMaterialSetDefaultFriction (g_world, defaultMaterialGroup, defaultMaterialGroup, 0.9f, 0.5f); NewtonMaterialSetDefaultElasticity (g_world, defaultMaterialGroup, defaultMaterialGroup, 0.4f); NewtonMaterialSetDefaultSoftness (g_world, defaultMaterialGroup, defaultMaterialGroup, 0.1f); NewtonMaterialSetCollisionCallback (g_world, defaultMaterialGroup, defaultMaterialGroup, NULL, NULL, NULL); NewtonMaterialSetDefaultCollidable (g_world, defaultMaterialGroup, defaultMaterialGroup, 1 ); // configure the Newton world to use iterative solve mode 0 // this is the most efficient but the less accurate mode NewtonSetSolverModel (g_world, 8); NewtonSetFrictionModel (g_world, 0); g_collision = NULL; }
// create physics scene void PrimitiveCollision (DemoEntityManager* const scene) { // load the skybox scene->CreateSkyBox(); // customize the scene after loading // set a user friction variable in the body for variable friction demos // later this will be done using LUA script NewtonWorld* const world = scene->GetNewton(); dMatrix offsetMatrix (dGetIdentityMatrix()); int materialID = NewtonMaterialGetDefaultGroupID (world); // disable collision NewtonMaterialSetDefaultCollidable (world, materialID, materialID, 0); AddSinglePrimitive (scene, -10.0f, _SPHERE_PRIMITIVE, materialID); AddSinglePrimitive (scene, -8.0f, _BOX_PRIMITIVE, materialID); AddSinglePrimitive (scene, -6.0f, _CAPSULE_PRIMITIVE, materialID); AddSinglePrimitive (scene, -4.0f, _CYLINDER_PRIMITIVE, materialID); AddSinglePrimitive (scene, -2.0f, _CONE_PRIMITIVE, materialID); AddSinglePrimitive (scene, 4.0f, _CHAMFER_CYLINDER_PRIMITIVE, materialID); AddSinglePrimitive (scene, 6.0f, _RANDOM_CONVEX_HULL_PRIMITIVE, materialID); AddSinglePrimitive (scene, 8.0f, _REGULAR_CONVEX_HULL_PRIMITIVE, materialID); // here we will change the standard gravity force callback and apply null and add a for (NewtonBody* body = NewtonWorldGetFirstBody(world); body; body = NewtonWorldGetNextBody(world, body)) { DemoEntity* const entity = (DemoEntity*) NewtonBodyGetUserData(body); entity->SetUserData (new ShowCollisionCollide(body)); NewtonBodySetForceAndTorqueCallback(body, PhysicsSpinBody); NewtonBodySetAutoSleep (body, 0); } // place camera into position //dMatrix camMatrix (dYawMatrix(90.0f * dDegreeToRad)); dMatrix camMatrix (dGetIdentityMatrix()); dQuaternion rot (camMatrix); dVector origin (-15.0f, 0.0f, 0.0f, 0.0f); scene->SetCameraMatrix(rot, origin); }
void Physics::setupMaterials() { assert( _p_world ); // get the default material ID int defaultID = NewtonMaterialGetDefaultGroupID( _p_world ); // set default material properties NewtonMaterialSetDefaultSoftness( _p_world, defaultID, defaultID, 0.05f ); NewtonMaterialSetDefaultElasticity( _p_world, defaultID, defaultID, 0.4f ); NewtonMaterialSetDefaultCollidable( _p_world, defaultID, defaultID, 1 ); NewtonMaterialSetDefaultFriction( _p_world, defaultID, defaultID, 1.0f, 0.5f ); NewtonMaterialSetCollisionCallback( _p_world, defaultID, defaultID, &defaultCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // create all predefined materials IDs int nocolID = NewtonMaterialCreateGroupID( _p_world ); int wallID = NewtonMaterialCreateGroupID( _p_world ); int levelID = NewtonMaterialCreateGroupID( _p_world ); int woodID = NewtonMaterialCreateGroupID( _p_world ); int metalID = NewtonMaterialCreateGroupID( _p_world ); int stoneID = NewtonMaterialCreateGroupID( _p_world ); int grassID = NewtonMaterialCreateGroupID( _p_world ); _materials.insert( std::make_pair( "default", defaultID ) ); _materials.insert( std::make_pair( "wall" , wallID ) ); _materials.insert( std::make_pair( "nocol" , nocolID ) ); _materials.insert( std::make_pair( "level" , levelID ) ); _materials.insert( std::make_pair( "wood" , woodID ) ); _materials.insert( std::make_pair( "metal" , metalID ) ); _materials.insert( std::make_pair( "stone" , stoneID ) ); _materials.insert( std::make_pair( "grass" , grassID ) ); // set non-colliding pairs NewtonMaterialSetDefaultCollidable( _p_world, nocolID, defaultID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, wallID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, levelID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, woodID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, metalID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, grassID, 0 ); NewtonMaterialSetDefaultCollidable( _p_world, nocolID, stoneID, 0 ); // set the material properties for level on wood NewtonMaterialSetDefaultElasticity( _p_world, levelID, woodID, 0.5f ); NewtonMaterialSetDefaultFriction ( _p_world, levelID, woodID, 0.7f, 0.6f); NewtonMaterialSetCollisionCallback( _p_world, levelID, woodID, &level_woodCollStruct, genericContactBegin, levelContactProcess, genericContactEnd ); // set the material properties for level on metal NewtonMaterialSetDefaultElasticity( _p_world, levelID, metalID, 0.5f ); NewtonMaterialSetDefaultFriction ( _p_world, levelID, metalID, 0.8f, 0.6f ); NewtonMaterialSetCollisionCallback( _p_world, levelID, metalID, &level_metalCollStruct, genericContactBegin, levelContactProcess, genericContactEnd ); // set the material properties for level on grass NewtonMaterialSetDefaultElasticity( _p_world, levelID, grassID, 0.3f ); NewtonMaterialSetDefaultFriction ( _p_world, levelID, grassID, 0.9f, 0.7f ); NewtonMaterialSetCollisionCallback( _p_world, levelID, grassID, &level_grassCollStruct, genericContactBegin, levelContactProcess, genericContactEnd ); // set the material properties for level on stone NewtonMaterialSetDefaultElasticity( _p_world, levelID, stoneID, 0.45f ); NewtonMaterialSetDefaultFriction ( _p_world, levelID, stoneID, 0.8f, 0.7f ); NewtonMaterialSetCollisionCallback( _p_world, levelID, stoneID, &level_stoneCollStruct, genericContactBegin, levelContactProcess, genericContactEnd ); //------ // set the material properties for wood on wood NewtonMaterialSetDefaultElasticity( _p_world, woodID, woodID, 0.3f ); NewtonMaterialSetDefaultFriction ( _p_world, woodID, woodID, 1.1f, 0.7f); NewtonMaterialSetCollisionCallback( _p_world, woodID, woodID, &wood_woodCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for wood on metal NewtonMaterialSetDefaultElasticity( _p_world, woodID, metalID, 0.5f ); NewtonMaterialSetDefaultFriction ( _p_world, woodID, metalID, 0.8f, 0.6f ); NewtonMaterialSetCollisionCallback( _p_world, woodID, metalID, &wood_metalCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for wood on grass NewtonMaterialSetDefaultElasticity( _p_world, woodID, grassID, 0.2f ); NewtonMaterialSetDefaultFriction ( _p_world, woodID, grassID, 0.9f, 0.7f ); NewtonMaterialSetCollisionCallback( _p_world, woodID, grassID, &wood_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for wood on stone NewtonMaterialSetDefaultElasticity( _p_world, woodID, stoneID, 0.45f ); NewtonMaterialSetDefaultFriction ( _p_world, woodID, stoneID, 0.7f, 0.6f ); NewtonMaterialSetCollisionCallback( _p_world, woodID, stoneID, &wood_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); //------ // set the material properties for metal on metal NewtonMaterialSetDefaultElasticity( _p_world, metalID, metalID, 0.7f ); NewtonMaterialSetDefaultFriction ( _p_world, metalID, metalID, 0.5f, 0.2f ); NewtonMaterialSetCollisionCallback( _p_world, metalID, metalID, &metal_metalCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for metal on grass NewtonMaterialSetDefaultElasticity( _p_world, metalID, grassID, 0.2f ); NewtonMaterialSetDefaultFriction ( _p_world, metalID, grassID, 0.6f, 0.5f ); NewtonMaterialSetCollisionCallback( _p_world, metalID, grassID, &metal_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for metal on stone NewtonMaterialSetDefaultElasticity( _p_world, metalID, stoneID, 0.6f ); NewtonMaterialSetDefaultFriction ( _p_world, metalID, stoneID, 0.5f, 0.4f ); NewtonMaterialSetCollisionCallback( _p_world, metalID, stoneID, &metal_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); //------ // set the material properties for stone on stone NewtonMaterialSetDefaultElasticity( _p_world, stoneID, stoneID, 0.8f ); NewtonMaterialSetDefaultFriction ( _p_world, stoneID, stoneID, 0.5f, 0.2f ); NewtonMaterialSetCollisionCallback( _p_world, stoneID, stoneID, &stone_stoneCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); // set the material properties for stone on grass NewtonMaterialSetDefaultElasticity( _p_world, stoneID, grassID, 0.2f ); NewtonMaterialSetDefaultFriction ( _p_world, stoneID, grassID, 0.7f, 0.6f ); NewtonMaterialSetCollisionCallback( _p_world, stoneID, grassID, &stone_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); //------ // set the material properties for grass on grass ( may we need this!? ) NewtonMaterialSetDefaultElasticity( _p_world, grassID, grassID, 0.1f ); NewtonMaterialSetDefaultFriction ( _p_world, grassID, grassID, 0.9f, 0.8f ); NewtonMaterialSetCollisionCallback( _p_world, grassID, grassID, &grass_grassCollStruct, genericContactBegin, genericContactProcess, genericContactEnd ); }
void tContact::SetCollidable(int state) { NewtonMaterialSetDefaultCollidable(tWorld::Instance()->_getNewtonWorld(), mId0->GetId(), mId1->GetId(), state); }
static void BuildFloorAndSceneRoot (SceneManager& system) { NewtonWorld* world; RenderPrimitive* floor; NewtonBody* floorBody; NewtonCollision* floorCollision; OGLMesh* meshInstance; world = system.m_world; // ///////////////////////////////////////////////////////////////////// // // create the sky box, system.AddModel (new SkyBox ()); // create the the floor graphic objects dVector floorSize (100.0f, 2.0f, 100.0f); dMatrix location (GetIdentityMatrix()); location.m_posit.m_y = -5.0f; // create a box for floor floorCollision = NewtonCreateBox (world, floorSize.m_x, floorSize.m_y, floorSize.m_z, 0, NULL); // meshInstance = OGLMesh::MakeBox (world, size.m_x, size.m_y, size.m_z, "GrassAndDirt.tga"); meshInstance = new OGLMesh (floorCollision, "GrassAndDirt.tga", "metal_30.tga", "metal_30.tga"); floor = new RenderPrimitive (location, meshInstance); system.AddModel (floor); meshInstance->Release(); // create the the floor collision, and body with default values floorBody = NewtonCreateBody (world, floorCollision); NewtonReleaseCollision (world, floorCollision); // set the transformation for this rigid body NewtonBodySetMatrix (floorBody, &location[0][0]); // save the pointer to the graphic object with the body. NewtonBodySetUserData (floorBody, floor); // set a destructor for this rigid body NewtonBodySetDestructorCallback (floorBody, PhysicsBodyDestructor); // get the default material ID int defaultID; defaultID = NewtonMaterialGetDefaultGroupID (world); // set default material properties NewtonMaterialSetDefaultSoftness (world, defaultID, defaultID, 0.05f); NewtonMaterialSetDefaultElasticity (world, defaultID, defaultID, 0.4f); NewtonMaterialSetDefaultCollidable (world, defaultID, defaultID, 1); NewtonMaterialSetDefaultFriction (world, defaultID, defaultID, 1.0f, 0.5f); NewtonMaterialSetCollisionCallback (world, defaultID, defaultID, NULL, NULL, GenericContactProcess); // NewtonMaterialSetSurfaceThickness(world, materialID, materialID, 0.1f); NewtonMaterialSetSurfaceThickness(world, defaultID, defaultID, 0.0f); // set the island update callback NewtonSetIslandUpdateEvent (world, PhysicsIslandUpdate); // save the callback SetDemoCallbacks (system); InitEyePoint (dVector (1.0f, 0.0f, 0.0f), dVector (-40.0f, 10.0f, 0.0f)); }
void PhysWorld3D::SetMaterialDefaultCollidable(int firstMaterial, int secondMaterial, bool collidable) { NewtonMaterialSetDefaultCollidable(m_world, firstMaterial, secondMaterial, collidable); }