Пример #1
0
void NpRigidDynamic::setGlobalPose(const PxTransform& pose, bool autowake)
{
    NpScene* scene = NpActor::getAPIScene(*this);

#ifdef PX_CHECKED
    if(scene)
        scene->checkPositionSanity(*this, pose, "PxRigidDynamic::setGlobalPose");
#endif

    PX_CHECK_AND_RETURN(pose.isSane(), "NpRigidDynamic::setGlobalPose: pose is not valid.");
    NP_WRITE_CHECK(NpActor::getOwnerScene(*this));

    PxTransform p = pose.getNormalized();

    if(scene)
    {
        updateDynamicSceneQueryShapes(mShapeManager, scene->getSceneQueryManagerFast());
    }

    PxTransform newPose = p;
    newPose.q.normalize(); //AM: added to fix 1461 where users read and write orientations for no reason.

    Scb::Body& b = getScbBodyFast();
    PxTransform body2World = newPose * b.getBody2Actor();
    b.setBody2World(body2World, false);

    if(scene && autowake && !(b.getActorFlags() & PxActorFlag::eDISABLE_SIMULATION))
        wakeUpInternal();
}
Пример #2
0
PX_FORCE_INLINE void NpRigidDynamic::setKinematicTargetInternal(const PxTransform& targetPose)
{
    // The target is actor related. Transform to body related target
    PxTransform bodyTarget = targetPose * getScbBodyFast().getBody2Actor();

    Scb::Body& b = getScbBodyFast();
    b.setKinematicTarget(bodyTarget);

    NpScene* scene = NpActor::getAPIScene(*this);
    if ((b.getFlags() & PxRigidBodyFlag::eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES) && scene)
    {
        updateDynamicSceneQueryShapes(mShapeManager, scene->getSceneQueryManagerFast());
    }
}
void NpShapeManager::attachShape(NpShape& shape, PxRigidActor& actor)
{
	PX_ASSERT(!mPruningStructure);

	Cm::PtrTableStorageManager& sm = NpFactory::getInstance().getPtrTableStorageManager();

	const PxU32 index = getNbShapes();
	mShapes.add(&shape, sm);	
	mSceneQueryData.add(reinterpret_cast<void*>(size_t(SQ_INVALID_PRUNER_DATA)), sm);

	NpScene* scene = NpActor::getAPIScene(actor);		
	if(scene && isSceneQuery(shape))
		setupSceneQuery(scene->getSceneQueryManagerFast(), actor, index);

	Scb::RigidObject& ro = static_cast<Scb::RigidObject&>(NpActor::getScbFromPxActor(actor));
	ro.onShapeAttach(shape.getScbShape());	

	PX_ASSERT(!shape.isExclusive() || shape.getActor()==NULL);
	shape.onActorAttach(actor);
}
void NpShapeManager::detachShape(NpShape& s, PxRigidActor& actor, bool wakeOnLostTouch)
{
	PX_ASSERT(!mPruningStructure);

	Cm::PtrTableStorageManager& sm = NpFactory::getInstance().getPtrTableStorageManager();

	const PxU32 index = mShapes.find(&s);
	PX_ASSERT(index!=0xffffffff);

	Scb::RigidObject& ro = static_cast<Scb::RigidObject&>(NpActor::getScbFromPxActor(actor));

	NpScene* scene = NpActor::getAPIScene(actor);
	if(scene && isSceneQuery(s))
		scene->getSceneQueryManagerFast().removePrunerShape(getPrunerData(index));

	Scb::Shape& scbShape = s.getScbShape();
	ro.onShapeDetach(scbShape, wakeOnLostTouch, (s.getRefCount() == 1));
	mShapes.replaceWithLast(index, sm);
	mSceneQueryData.replaceWithLast(index, sm);
	
	s.onActorDetach();
}