Пример #1
0
void PhysX3::ApplyActionAtPoint(PintObjectHandle handle, PintActionType action_type, const Point& action, const Point& pos)
{
	PxRigidActor* RigidActor = GetActorFromHandle(handle);
	if(!RigidActor)
	{
		PxShape* Shape = GetShapeFromHandle(handle);
		ASSERT(Shape);
#ifdef SUPPORT_SHARED_SHAPES
		RigidActor = Shape->getActor();
#else
		RigidActor = &Shape->getActor();
#endif
	}

	if(RigidActor->getConcreteType()==PxConcreteType::eRIGID_DYNAMIC)
	{
		PxRigidDynamic* RigidDynamic = static_cast<PxRigidDynamic*>(RigidActor);
		if(!(RigidDynamic->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
		{
			PxForceMode::Enum mode;
			if(action_type==PINT_ACTION_FORCE)
				mode = PxForceMode::eFORCE;
			else if(action_type==PINT_ACTION_IMPULSE)
				mode = PxForceMode::eIMPULSE;
			else ASSERT(0);

			PxRigidBodyExt::addForceAtPos(*RigidDynamic, ToPxVec3(action), ToPxVec3(pos), mode);
		}
	}
}
Пример #2
0
void PhysX::AddWorldImpulseAtWorldPos(PintObjectHandle handle, const Point& world_impulse, const Point& world_pos)
{
	PxRigidActor* RigidActor = GetActorFromHandle(handle);
	if(!RigidActor)
	{
		PxShape* Shape = GetShapeFromHandle(handle);
		ASSERT(Shape);
		RigidActor = &Shape->getActor();
	}

	if(RigidActor->getConcreteType()==PxConcreteType::eRIGID_DYNAMIC)
	{
		PxRigidDynamic* RigidDynamic = static_cast<PxRigidDynamic*>(RigidActor);
		PxRigidBodyExt::addForceAtPos(*RigidDynamic, ToPxVec3(world_impulse), ToPxVec3(world_pos), PxForceMode::eIMPULSE);
	}
}
Пример #3
0
void PhysX::AddLocalTorque(PintObjectHandle handle, const Point& local_torque)
{
	PxRigidActor* RigidActor = GetActorFromHandle(handle);
	if(!RigidActor)
	{
		PxShape* Shape = GetShapeFromHandle(handle);
		ASSERT(Shape);
		RigidActor = &Shape->getActor();
	}

	if(RigidActor->getConcreteType()==PxConcreteType::eRIGID_DYNAMIC)
	{
		PxRigidDynamic* RigidDynamic = static_cast<PxRigidDynamic*>(RigidActor);
		const PxVec3 GlobalTorque = RigidDynamic->getGlobalPose().rotate(ToPxVec3(local_torque));
		RigidDynamic->addTorque(GlobalTorque, PxForceMode::eACCELERATION, true);
	}
}
void NpShapeManager::setupAllSceneQuery(NpScene* scene, const PxRigidActor& actor, bool hasPrunerStructure, const PxBounds3* bounds)
{ 
	PX_ASSERT(scene);		// shouldn't get here unless we're in a scene
	SceneQueryManager& sqManager = scene->getSceneQueryManagerFast();

	const PxU32 nbShapes = getNbShapes();
	NpShape*const *shapes = getShapes();

	const PxType actorType = actor.getConcreteType();
	const bool isDynamic = actorType == PxConcreteType::eRIGID_DYNAMIC || actorType == PxConcreteType::eARTICULATION_LINK;

	for(PxU32 i=0;i<nbShapes;i++)
	{
		if(isSceneQuery(*shapes[i]))
			setPrunerData(i, sqManager.addPrunerShape(*shapes[i], actor, isDynamic, bounds ? bounds + i : NULL, hasPrunerStructure));
	}
}
void NpShapeManager::setupSceneQuery(SceneQueryManager& sqManager, const PxRigidActor& actor, PxU32 index)
{ 
	const PxType actorType = actor.getConcreteType();
	const bool isDynamic = actorType == PxConcreteType::eRIGID_DYNAMIC || actorType == PxConcreteType::eARTICULATION_LINK;
	setPrunerData(index, sqManager.addPrunerShape(*(getShapes()[index]), actor, isDynamic));
}