Exemplo n.º 1
0
void GravitateToGravitators()
{
	NxU32 nbActors = gScene->getNbActors();
	NxActor** actors = gScene->getActors();
	NxReal m1,m2,G=gUniversalBigG,R;
	NxVec3 r,F;
	while (nbActors--)
	{
		NxActor* actor = *actors++;
		const char* name=actor->getName();
		if (strcmp(name,"~lander")==0)
		{
			F.zero();
			m1=actor->getMass();
			for (int k=0; k<gRavitators.size(); k++)
			{
				r = (gRavitators[k]->getCMassGlobalPosition() - actor->getCMassGlobalPosition());
				R = r.magnitudeSquared();
				m2= gRavitators[k]->getMass();
				F = r;
				F.setMagnitude(G*m1*m2/R);
				actor->addForce(F);
			}
		}
	}
}
Exemplo n.º 2
0
void IdentifyGravitators()
{
	gRavitators.clear();
	NxU32 nbActors = gScene->getNbActors();
	NxActor** actors = gScene->getActors();
	while (nbActors--)
	{
		NxActor* actor = *actors++;
		if (actor->getMass()>gRavitatorThresholdMass)
			gRavitators.push_back(actor);
	}
}
Exemplo n.º 3
0
CPhysicUserData* CPhysicsManager::RaycastClosestActorShoot (const Vect3f posRay, const Vect3f& dirRay, uint32 impactMask, SCollisionInfo& info, float _fPower)
{

	//NxUserRaycastReport::ALL_SHAPES
	assert(m_pScene != NULL);

	NxRay ray; 
	ray.dir =  NxVec3(dirRay.x, dirRay.y, dirRay.z);
	ray.orig = NxVec3(posRay.x, posRay.y, posRay.z);

	NxRaycastHit hit;
	NxShape* closestShape = NULL;

	closestShape = m_pScene->raycastClosestShape(ray, NX_ALL_SHAPES, hit, impactMask);
	if (!closestShape) 
	{
		//No hemos tokado a ningún objeto físico de la escena.
		return NULL;
	}
	NxActor* actor = &closestShape->getActor();
	CPhysicUserData* impactObject =(CPhysicUserData*)actor->userData;
	//Si está petando aquí quiere decir que se ha registrado un objeto físico sin proporcionarle UserData
	assert(impactObject);

	info.m_fDistance	= hit.distance;
	info.m_Normal				= Vect3f(hit.worldNormal.x, hit.worldNormal.y, hit.worldNormal.z ); 
	info.m_CollisionPoint	= Vect3f(hit.worldImpact.x, hit.worldImpact.y, hit.worldImpact.z ); 

	Vect3f l_vDirection(dirRay.x-posRay.x,dirRay.y-posRay.y,dirRay.z-posRay.z);
	l_vDirection.Normalize();

	NxVec3 l_vDirectionVec(dirRay.x,dirRay.y,dirRay.z); 
	NxF32 coeff = actor->getMass() * _fPower;
	actor->addForceAtLocalPos(l_vDirectionVec*coeff, NxVec3(0,0,0), NX_IMPULSE,true);


	return impactObject;
}
		//-----------------------------------------------------------------------
		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;
		}
Exemplo n.º 5
0
void NxRobot::cloneRobot(int indexNewScene, int indexNewRobot, NxVec3 newPosition, int indexNewTeam)
{
    NxRobot* nxRobotSource = Simulation::gScenes[this->indexScene]->allRobots->getRobotByIdByTeam(this->id, this->idTeam);

    NxActor* robotActor = Simulation::cloneActor(nxRobotSource->getActor(),indexNewScene);
    //NxBounds3 bodyBounds;
    //robotShapes[0]->getWorldBounds(bodyBounds);

    NxVehicleDesc vehicleDesc;

    vehicleDesc.position				= NxVec3(robotActor->getGlobalPosition());
    vehicleDesc.mass					= robotActor->getMass();
    //vehicleDesc.motorForce				= 70000;
    //vehicleDesc.maxVelocity				= 300.f;
    //vehicleDesc.cameraDistance			= 8.0f;
    vehicleDesc.centerOfMass.set(robotActor->getCMassLocalPosition());
    //vehicleDesc.differentialRatio = 3.42f;
    //vehicleDesc.transmissionEfficiency
    vehicleDesc.actor = robotActor;

    //Motor descricao
    //NxVehicleMotorDesc motorsDesc[4];
    //for(NxU32 i=0;i<4;i++)
    //{
    //motorsDesc[i].setToCorvette();
    //vehicleDesc.motorsDesc.push_back(&motorsDesc[i]);
    //}

    //Roda (Wheel) descricao
    int numberWheels = nxRobotSource->getNbWheels();
    NxWheelDesc* wheelDesc = new NxWheelDesc[numberWheels];
    for(NxU32 i=0; i<numberWheels; i++)
    {
        //NxActor* wheelModel = Simulation::getActorWheel(indexSourceScene,indexNewRobot,i);
        //NxActorDesc wheelActorDesc;
        //wheelModel->saveToDesc(wheelActorDesc);
        //Simulation::gScenes[0]->releaseActor(*wheelModel);

        //NxShape*const* wheelShapes = actorWheel->getShapes();
        //NxBounds3 wheelBounds;
        //wheelShapes[0]->getWorldBounds(wheelBounds);

        const NxWheel* wheel = nxRobotSource->getWheel(i);
        NxWheelShape* wheelShape = ((NxWheel2*)wheel)->getWheelShape();
        //wheelDesc[i].wheelApproximation = 10;
        wheelDesc[i].wheelOrientation = wheelShape->getGlobalOrientation();
        wheelDesc[i].position.set(wheelShape->getGlobalPosition()-robotActor->getGlobalPosition());
        //wheelDesc[i].position.z = 0;
        wheelDesc[i].id = i;
        wheelDesc[i].wheelFlags = ((NxWheel*)wheel)->getWheelFlags();
        wheelDesc[i].wheelRadius = wheel->getRadius();
        //wheelDesc[i].wheelWidth = 100;
        wheelDesc[i].wheelSuspension = wheelShape->getSuspensionTravel();
        wheelDesc[i].springRestitution = 0;
        wheelDesc[i].springDamping = 0;
        wheelDesc[i].springBias = 0.0f;
        wheelDesc[i].maxBrakeForce = 100;
        wheelDesc[i].frictionToFront = 0.1f;//0.1f;
        wheelDesc[i].frictionToSide = 0;//0.02f;//
        wheelDesc[i].inverseWheelMass = wheelShape->getInverseWheelMass(); //TODO: CONFIGURAR PARÂMETRO

        //Angulo das Rodas (Omni)
        wheelDesc[i].angWheelRelRobot = ((NxWheel2*)wheel)->angWheelRelRobot;

        vehicleDesc.robotWheels.pushBack(&wheelDesc[i]);
    }

    //Criar robot, vehicle base
    NxRobot* robot = (NxRobot*)NxRobot::createVehicle(Simulation::gScenes[indexNewScene], &vehicleDesc);
    //NxRobot* robot = (NxRobot*)NxRobot::createVehicle(gScenes[indexSourceScene], &vehicleDesc);
    robot->setId(indexNewRobot);
    robot->setIdTeam(indexNewTeam);
    robot->indexScene = indexNewScene;
    robot->bodyRadius = nxRobotSource->bodyRadius;

    //Dribbler and Kicker
    NxShape*const* robotShapes = robotActor->getShapes();
    for(int i=0; i<robotActor->getNbShapes(); i++) {
        const char* shapeName = robotShapes[i]->getName();
        if(shapeName) {
            char* dribblerName = new char[10];//"Driblador\0"
            dribblerName[9] = 0;
            memcpy(dribblerName, shapeName, strlen(dribblerName));

            if(strcmp(dribblerName, "Driblador") == 0) {
                robot->dribbler->dribblerShapes.push_back(robotShapes[i]);
            }
            delete dribblerName;
        }
    }
    robot->kicker->kickerShapeDesc = new NxBoxShapeDesc();
    NxShapeDesc* shapeDesc = nxRobotSource->kicker->kickerShapeDesc;
    robot->kicker->kickerShapeDesc->localPose = shapeDesc->localPose;
    ((NxBoxShapeDesc*)(robot->kicker->kickerShapeDesc))->dimensions = ((NxBoxShapeDesc*)shapeDesc)->dimensions;

    //Initial Pose
    robot->setInitialPose(robotActor->getGlobalPose());

    robotActor->putToSleep();

    //Transladando o robo
    robot->getActor()->setGlobalPosition(newPosition);

    string label;
    string plabel = "Robo";
    stringstream out;
    out << indexNewRobot;
    out << "-";
    out << indexNewTeam;
    //out << "-";
    //out << indexNewScene;
    label.append(plabel);
    label.append(out.str());
    char* arrayLabel = new char[label.size()+1];
    arrayLabel[label.size()]=0;
    memcpy(arrayLabel, label.c_str(), label.size());
    robotActor->setName(arrayLabel);
    //delete arrayLabel;
}