void Update() { NxMat34 mat34; NxMat33 mat; NxQuat quat(0.0f,NxVec3(0,1,0)); mat.fromQuat(quat); NxBox worldBox; worldBox.extents = NxVec3(2, 2, 2); worldBox.rot = mat; NxSphere worldSphere; NxBounds3 worldBounds; NxCapsule worldCapsule; worldCapsule.radius = 2.0f; NxU32 nbPlanes = 2; NxPlane worldPlanes[2]; worldPlanes[0].set(NxVec3(-2,0,2), NxVec3(0,0,1)); worldPlanes[1].set(NxVec3(-2,0,2), NxVec3(1,0,0)); NxU32 nbDynamicShapes = gScene->getNbDynamicShapes(); NxU32 nbStaticShapes = gScene->getNbStaticShapes(); NxU32 nbShapes = 0; NxShapesType type; int i = 0; for (i = 0; i < 3; ++ i) { if (i == 0) { nbShapes = nbDynamicShapes; type = NX_DYNAMIC_SHAPES; switch(gOverlapType) { case OVERLAP_AABB: case OVERLAP_CHECK_AABB: worldBounds.set(gMIN, gMAX); break; case OVERLAP_OBB: case OVERLAP_CHECK_OBB: worldBox.center = gBoxCenter; break; case OVERLAP_CAPSULE: case OVERLAP_CHECK_CAPSULE: worldCapsule = NxCapsule(gCapsuleSegment, gCapsuleRadius); break; case OVERLAP_SPHERE: case OVERLAP_CHECK_SPHERE: worldSphere = NxSphere(gSphereCenter, gSphereRadius); break; } } else if (i == 1) { nbShapes = nbStaticShapes; type = NX_STATIC_SHAPES; switch(gOverlapType) { case OVERLAP_AABB: case OVERLAP_CHECK_AABB: worldBounds.set(gMIN+NxVec3(-6.0f,0,0),gMAX+NxVec3(-6.0f,0,0)); break; case OVERLAP_OBB: case OVERLAP_CHECK_OBB: worldBox.center = gBoxCenter+NxVec3(-6,0,0); break; case OVERLAP_CAPSULE: case OVERLAP_CHECK_CAPSULE: worldCapsule.p0.x = gCapsuleSegment.p0.x - 6.0f; worldCapsule.p1.x = gCapsuleSegment.p1.x - 6.0f; break; case OVERLAP_SPHERE: case OVERLAP_CHECK_SPHERE: worldSphere = NxSphere(gSphereCenter + NxVec3(-6,0,0), gSphereRadius); break; } } else if (i == 2) { nbShapes = nbStaticShapes + nbDynamicShapes; type = NX_ALL_SHAPES; switch(gOverlapType) { case OVERLAP_AABB: case OVERLAP_CHECK_AABB: worldBounds.set(gMIN+NxVec3(6.0f,0,0),gMAX+NxVec3(6.0f,0,0)); break; case OVERLAP_OBB: case OVERLAP_CHECK_OBB: worldBox.center = gBoxCenter+NxVec3(6,0,0); break; case OVERLAP_CAPSULE: case OVERLAP_CHECK_CAPSULE: worldCapsule.p0.x = gCapsuleSegment.p0.x + 6.0f; worldCapsule.p1.x = gCapsuleSegment.p1.x + 6.0f; break; case OVERLAP_SPHERE: case OVERLAP_CHECK_SPHERE: worldSphere = NxSphere(gSphereCenter + NxVec3(6,0,0), gSphereRadius); break; } } NxShape** shapes = (NxShape**)NxAlloca(nbShapes*sizeof(NxShape*)); for (NxU32 j = 0; j < nbShapes; j++) shapes[j] = NULL; NxU32 activeGroups = 0xffffffff; NxGroupsMask* groupsMask = NULL; bool bResult = true; float linewidth = 1.0f; switch(gOverlapType) { case OVERLAP_AABB: gScene->overlapAABBShapes(worldBounds, type, nbShapes, shapes, &gShapeReport, activeGroups, groupsMask, true); NxCreateBox(worldBox, worldBounds, mat34); DrawWireBox(worldBox, NxVec3(1,0,0), linewidth); break; case OVERLAP_CHECK_AABB: bResult = gScene->checkOverlapAABB(worldBounds, type, activeGroups, groupsMask); NxCreateBox(worldBox, worldBounds, mat34); if (bResult == true) DrawWireBox(worldBox, NxVec3(1,0,0), linewidth); else DrawWireBox(worldBox, NxVec3(0,1,0), linewidth); break; case OVERLAP_OBB: gScene->overlapOBBShapes(worldBox, type, nbShapes, shapes, &gShapeReport, activeGroups, groupsMask); DrawWireBox(worldBox, NxVec3(1,0,0), linewidth); break; case OVERLAP_CHECK_OBB: if (gScene->checkOverlapOBB(worldBox, type, activeGroups, groupsMask) == true) DrawWireBox(worldBox, NxVec3(1,0,0), linewidth); else DrawWireBox(worldBox, NxVec3(0,1,0), linewidth); break; case OVERLAP_CAPSULE: gScene->overlapCapsuleShapes(worldCapsule, type, nbShapes, shapes, &gShapeReport, activeGroups, groupsMask); DrawWireCapsule(worldCapsule, NxVec3(1,0,0)); break; case OVERLAP_CHECK_CAPSULE: if (gScene->checkOverlapCapsule(worldCapsule, type,activeGroups, groupsMask) == true) DrawWireCapsule(worldCapsule, NxVec3(1,0,0)); else DrawWireCapsule(worldCapsule, NxVec3(0,1,0)); break; case OVERLAP_SPHERE: gScene->overlapSphereShapes(worldSphere, type, nbShapes, shapes, &gShapeReport, activeGroups, groupsMask); DrawWireSphere(&worldSphere, NxVec3(1,0,0)); break; case OVERLAP_CHECK_SPHERE: if (gScene->checkOverlapSphere(worldSphere, type,activeGroups, groupsMask) == true) DrawWireSphere(&worldSphere, NxVec3(1,0,0)); else DrawWireSphere(&worldSphere, NxVec3(0,1,0)); break; case OVERLAP_CULL: gScene->cullShapes(nbPlanes, worldPlanes, type, nbShapes, shapes, &gShapeReport, activeGroups, groupsMask); DrawLine(NxVec3(-20,0,2), NxVec3(-2,0,2),NxVec3(1,0,0), linewidth); DrawLine(NxVec3(-2,0,-20), NxVec3(-2,0,2),NxVec3(1,0,0), linewidth); break; } } }
void SampleCollision::setup() { SetTitleString(getName()); #ifdef __PPCGEKKO__ SetHelpString(" a: create rigid bodies"); #else SetHelpString(" b: create rigid bodies"); #endif gShadows = false; // Create objects in the scene if (!InitCooking(gAllocator, &gErrorStream)) { printf("\nError: Unable to initialize the cooking library, exiting the sample.\n\n"); return; } // Load ASE file CookASE("fluidSample.ase", gScene, NxVec3(1,10,0)); CookASE("coolFlow.ase", gScene, NxVec3(1,6,-0), NxVec3(1,0.2,1)); CloseCooking(); // Add a box shaped drain. NxActorDesc boxDrainActor; NxBoxShapeDesc boxDrainShape; boxDrainActor.shapes.pushBack(&boxDrainShape); boxDrainShape.dimensions.set(40,1,40); boxDrainShape.shapeFlags |= NX_SF_FLUID_DRAIN; boxDrainActor.globalPose.t.set(0, 0, 0); gScene->createActor(boxDrainActor); //Pre cook hotspots NxBounds3 precookAABB; precookAABB.set(NxVec3(-20,-20,-20), NxVec3(20,20,20)); // gScene->cookFluidMeshHotspot(precookAABB, PACKET_SIZE_MULTIPLIER, REST_PARTICLES_PER_METER, KERNEL_RADIUS_MULTIPLIER, MOTION_LIMIT_MULTIPLIER, COLLISION_DISTANCE_MULTIPLIER ); //Create a set of initial particles ParticleSDK* initParticles = new ParticleSDK[MAX_PARTICLES]; unsigned initParticlesNum = 0; NxVec3 fluidPos(0, 11.6, 0); float distance = 0.1f; unsigned sideNum = 16; float rad = sideNum*distance*0.5f; for (unsigned i=0; i<sideNum; i++) for (unsigned j=0; j<sideNum; j++) for (unsigned k=0; k<sideNum; k++) { NxVec3 p = NxVec3(i*distance,j*distance,k*distance); if (p.distance(NxVec3(rad,rad,rad)) < rad) { p += fluidPos; ParticleSDK& newParticle = initParticles[initParticlesNum++]; newParticle.position = p; newParticle.velocity = NxVec3(0,0,0); } } //Setup structure to pass initial particles. NxParticleData initParticleData; initParticleData.numParticlesPtr = &initParticlesNum; initParticleData.bufferPos = &initParticles[0].position.x; initParticleData.bufferPosByteStride = sizeof(ParticleSDK); initParticleData.bufferVel = &initParticles[0].velocity.x; initParticleData.bufferVelByteStride = sizeof(ParticleSDK); //Setup fluid descriptor NxFluidDesc fluidDesc; fluidDesc.maxParticles = initParticlesNum; fluidDesc.kernelRadiusMultiplier = KERNEL_RADIUS_MULTIPLIER; fluidDesc.restParticlesPerMeter = REST_PARTICLES_PER_METER; fluidDesc.collisionDistanceMultiplier = COLLISION_DISTANCE_MULTIPLIER; fluidDesc.stiffness = 50.0f; fluidDesc.viscosity = 22.0f; fluidDesc.damping = 0.0f; fluidDesc.restitutionForStaticShapes = 0.4f; fluidDesc.dynamicFrictionForStaticShapes = 0.03f; fluidDesc.simulationMethod = NX_F_SPH; //NX_F_NO_PARTICLE_INTERACTION; if (!gHardwareSimulation) fluidDesc.flags &= ~NX_FF_HARDWARE; fluidDesc.initialParticleData = initParticleData; //Create user fluid. //- create NxFluid in NxScene //- setup the buffers to read from data from the SDK //- set NxFluid::userData field to MyFluid instance bool trackUserData = false; bool provideCollisionNormals = false; MyFluid* fluid = new MyFluid(gScene, fluidDesc, trackUserData, provideCollisionNormals, NxVec3(0.2f,0.3f,0.7f), 0.03f); assert(fluid); gMyFluids.pushBack(fluid); delete[] initParticles; gCameraPos.set(23, 14, 23); gCameraForward = fluidPos - NxVec3(0, 3, 0) - gCameraPos; gCameraForward.normalize(); }