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() );
}
예제 #2
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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;
		}