示例#1
0
void InitNx()
{
    // Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
//	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LIMITS, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LOCAL_AXES, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
	sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
 if(!gScene){ 
		sceneDesc.simType				= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the objects in the scene
	CreateGroundPlane();

	capsule1 = CreateCapsule(NxVec3(0,5,0), 1, 0.5, 10);
	capsule1->raiseBodyFlag(NX_BF_KINEMATIC);
	capsule2 = CreateCapsule(NxVec3(0,3,0), 1, 0.5, 10);
//	capsule2->setLinearDamping(0.1);
    capsule2->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);

	NxVec3 globalAnchor = NxVec3(0,5,0);
	NxVec3 globalAxis = NxVec3(0,1,0);
	d6Joint = CreateD6Joint(capsule1, capsule2, globalAnchor, globalAxis);

	gSelectedActor = capsule2;
	gForceStrength = 50000;
	gCameraSpeed = 10;

	// Initialize HUD
	InitializeHUD();
	InitializeSpecialHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#2
0
void SetupTearingScene()
{
    sprintf(gTitleString, "Tearing Demo");

	// Create the objects in the scene
	groundPlane = CreateGroundPlane();
	NxActor* bar = CreateBox(NxVec3(0,12,0), NxVec3(3,0.5,0.5), 0);
	NxActor* box = CreateBox(NxVec3(-2.3,4.0,0), NxVec3(0.5,0.5,0.5), 10); 

	// Cloth
	NxClothDesc clothDesc;
	clothDesc.globalPose.t = NxVec3(2.5,12,0);
	clothDesc.globalPose.M.rotX(-NxHalfPiF32);
	clothDesc.thickness = 0.1;
	clothDesc.tearFactor = 2;
	clothDesc.flags |= NX_CLF_BENDING;
	clothDesc.flags |= NX_CLF_COLLISION_TWOWAY;
	clothDesc.flags |= NX_CLF_TEARABLE | NX_CLF_VISUALIZATION; // Tearable cloth

	if (gHardwareCloth)
		clothDesc.flags |= NX_CLF_HARDWARE;

	MyCloth* regularCloth = new MyCloth(gScene, clothDesc, 5, 8, 0.1, "rug512.bmp", gTearLines);
	gCloths.push_back(regularCloth);

	regularCloth->getNxCloth()->attachToShape(*bar->getShapes(), 0);
	regularCloth->getNxCloth()->attachToShape(*box->getShapes(), NX_CLOTH_ATTACHMENT_TWOWAY);
}
示例#3
0
void SetupAttachmentScene()
{
    sprintf(gTitleString, "Attachment Demo");

	// Create objects in scene
	groundPlane = CreateGroundPlane();
	NxActor* box1 = CreateBox(NxVec3(-7,12.25,0), NxVec3(2.5,1,1), 0);
	NxActor* box2 = CreateBox(NxVec3(0,12.25,0), NxVec3(2.5,1,1), 0);
	NxActor* box3 = CreateBox(NxVec3(7,12.25,0), NxVec3(2.5,1,1), 0);	

	NxActor* attachedBox = CreateBox(NxVec3(-7.2,4.5,1.6), NxVec3(1.25,1,1), 1);
	NxActor* attachedSphere = CreateSphere(NxVec3(-0.25,4.0,2.0), 1.3, 1);
	NxActor* attachedCapsule = CreateCapsule(NxVec3(9.0,5.5,2.0),2.0, 1, 1); 

	NxReal damping = 0.3;
	attachedBox->setAngularDamping(damping);
	attachedBox->setLinearDamping(damping);
	attachedSphere->setAngularDamping(damping);
	attachedSphere->setLinearDamping(damping);
	attachedCapsule->setAngularDamping(damping);
	attachedCapsule->setLinearDamping(damping);

	NxQuat q;
	q.fromAngleAxis(90,NxVec3(0,0,1));
	attachedCapsule->setGlobalOrientationQuat(q);

	// Cloth
	NxClothDesc clothDesc;
	clothDesc.globalPose.M.rotX(1.3);
	clothDesc.thickness = 0.3;	
	clothDesc.attachmentResponseCoefficient = 1;
	clothDesc.flags |= NX_CLF_BENDING;
	clothDesc.flags |= NX_CLF_BENDING_ORTHO;
	clothDesc.flags |= NX_CLF_DAMPING | NX_CLF_VISUALIZATION;

	if (gHardwareCloth)
		clothDesc.flags |= NX_CLF_HARDWARE;

	// Cloth attaching to sphere
	clothDesc.globalPose.t = NxVec3(0.75,5,2);
	MyCloth* regularCloth1 = new MyCloth(gScene, clothDesc, 2, 8, 0.4);
	regularCloth1->getNxCloth()->attachToCollidingShapes(NX_CLOTH_ATTACHMENT_TWOWAY);
	gCloths.push_back(regularCloth1);

	// Cloth attaching to box
	clothDesc.globalPose.t = NxVec3(-6.2,5,2);
	MyCloth* regularCloth2 = new MyCloth(gScene, clothDesc, 2, 8, 0.4);
	regularCloth2->getNxCloth()->attachToCollidingShapes(NX_CLOTH_ATTACHMENT_TWOWAY);
	gCloths.push_back(regularCloth2);

	// Cloth attaching to capsule
	clothDesc.globalPose.t = NxVec3(8.0,5,2);
	clothDesc.attachmentTearFactor = 2.0;
	MyCloth* regularCloth3 = new MyCloth(gScene, clothDesc, 2, 8, 0.4);
	regularCloth3->getNxCloth()->attachToShape(box3->getShapes()[0], NX_CLOTH_ATTACHMENT_TEARABLE);
	regularCloth3->getNxCloth()->attachToShape(attachedCapsule->getShapes()[0], NX_CLOTH_ATTACHMENT_TWOWAY);
	gCloths.push_back(regularCloth3);
}
示例#4
0
void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
	gPhysicsSDK = CreatePhysics();

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
	sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(!gScene){ 
		sceneDesc.simType				= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

    // Set Core Dump directory
	char buff[512];
	FindMediaFile(fnameCD, buff);
#ifdef WIN32
	SetCurrentDirectory(buff);
#elif LINUX
	chdir(buff);
#endif

	// Create the objects in the scene
	NxActor* groundPlane = CreateGroundPlane();

	NxActor* box = CreateBox(NxVec3(5,0,0), NxVec3(0.5,1,0.5), 20);
	NxActor* sphere = CreateSphere(NxVec3(0,0,0), 1, 10);
	NxActor* capsule = CreateCapsule(NxVec3(-5,0,0), 2, 0.5, 10);
//	pyramid = CreatePyramid(NxVec3(0,0,0), NxVec3(1,0.5,1.5), 10);

	AddUserDataToActors(gScene);

	gSelectedActor = capsule;
//	gSelectedActor = pyramid;

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#5
0
void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 2);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LIMITS, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
    sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
 if(!gScene){ 
		sceneDesc.simType				= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the objects in the scene
	CreateGroundPlane();

	mainBox = CreateMainObject();

	gSelectedActor = mainBox;
	gCameraPos = NxVec3(0,15,-50);
	gCameraSpeed = 20;
    gForceStrength = 50000000;

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#6
0
bool CreateScenario()
{
	DestroyScenario();

	// Create the scene
	NxSceneDesc sceneDesc;
	sceneDesc.gravity = gDefaultGravity;
	sceneDesc.simType = bHWScene? NX_SIMULATION_HW : NX_SIMULATION_SW;
	gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(0 == gScene)
	{ 
		bHWScene = !bHWScene;
		sceneDesc.simType = bHWScene? NX_SIMULATION_HW : NX_SIMULATION_SW;
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(0 == gScene) return false;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the plane in primary scene
	groundPlane = CreateGroundPlane();

	// Create compartment(HSM, managed hardware scene) attached to this scene
	NxCompartmentDesc desc;
	desc.type = NX_SCT_RIGIDBODY;
	desc.deviceCode = NxU32(NX_DC_PPU_0);
	gCompartmentHW = gScene->createCompartment(desc);

	desc.deviceCode = NxU32(NX_DC_CPU);
	gCompartmentSW = gScene->createCompartment(desc);

	// Create objects
	boxHW = CreateManagedBox(NxVec3(6, 0, 0), NxVec3(0.5, 1, 0.5), 20, gCompartmentHW);
	boxSW = CreateManagedBox(NxVec3(3, 0, 0), NxVec3(0.5, 1, 0.5), 20, gCompartmentSW);
	sphereHW = CreateManagedSphere(NxVec3(-6,0,0), 1, 10, gCompartmentHW);
	sphereHW = CreateManagedSphere(NxVec3(-3,0,0), 1, 10, gCompartmentSW);
	capsule = CreateManagedCapsule(NxVec3(0,0,0), 2, 1, 5, 0);

	gSelectedActor = boxHW;

	// Initialize HUD
	InitializeHUD();

	// Start the first frame of the simulation
	StartPhysics();
	return true;
}
示例#7
0
void InitNx()
{
	// Create a memory allocator
	gAllocator = new UserAllocator;

	// Create the physics SDK
	gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator);
	if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	//gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	//gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	//gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_FNORMALS, 1);

	// Create the scene
	NxSceneDesc sceneDesc;
	sceneDesc.simType				= NX_SIMULATION_SW;
	sceneDesc.gravity               = gDefaultGravity;
	gScene = gPhysicsSDK->createScene(sceneDesc);	

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	groundPlane	= CreateGroundPlane();
	//groundPlane->getShapes()[0]->setFlag(NX_SF_FLUID_DRAIN,true);

	// Create drain actors
	CreateDrainActors();

	fluidEmitter = CreateFluidEmitter(0.35, 0.35);

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#8
0
void InitNx()
{
    // Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
    if (!gPhysicsSDK)  return;

	// Set the debug visualization parameters for forcefield visualization
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_FORCE_FIELDS, 1.0f);

    // Create the scene
    NxSceneDesc sceneDesc;
 	sceneDesc.simType = NX_SIMULATION_HW;
    sceneDesc.gravity = gDefaultGravity;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(!gScene)
	{ 
		sceneDesc.simType = NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the objects in the scene
	groundPlane = CreateGroundPlane();
	box1 = CreateBox(NxVec3(5,3.5,0));

	// Create a Custome kernel and a Linear kernel
	CreateFFCustomKernel();
	CreateFFLinearKernel();

	//Create the forcefield in the scene
	gForceField = CreateForcefield();

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#9
0
// Experiment specific functions called from ARSS.cpp
void CreateExperiment()
{
	// This is how you turn on the grid display. (There is also an XY Grid.)
	gDebug.bXZGridOn=true;

	// This is how you create a ground plane (and save its address in gExp.VIPs).
	CreateGroundPlane();

	// This is how you create a compound, multi-shape, static actor.
	PxRigidStatic* basket = gPhysX.mPhysics->createRigidStatic(PxTransform(PxVec3(0)));
	if (!basket)
		ncc__error("basket fail!");
	PxMaterial* defmat=gPhysX.mDefaultMaterial;
	PxBoxGeometry base(0.5,0.1,0.5);
	PxBoxGeometry pole(0.05,1,0.05);
	PxBoxGeometry board(0.5,0.5,0.01);
	PxBoxGeometry hoopel(0.01,0.01,0.15);
	basket->createShape(base,*defmat,PxTransform(PxVec3(0,0.1,0)));
	basket->createShape(pole,*defmat,PxTransform(PxVec3(0,1,0)));
	PxShape* sboard = basket->createShape(board,*defmat,PxTransform(PxVec3(0,2,0.05)));
	PxShape* shoopel1 = basket->createShape(hoopel,*defmat,PxTransform(PxVec3(-0.15,2,0.15+0.06)));
	PxShape* shoopel2 = basket->createShape(hoopel,*defmat,PxTransform(PxVec3(+0.15,2,0.15+0.06)));
	PxShape* shoopel3 = basket->createShape(hoopel,*defmat,PxTransform(PxVec3(+0.00,2,0.30+0.05),PxQuat(PxPi/2,PxVec3(0,1,0))));

	gPhysX.mScene->addActor(*basket);
	
	// We saved the pointers to the shapes we wish to color separately, with a call to the convenience function...
	ColorShape(sboard, ncc::rgb::yLightYellow);

	// ... or manually (in case we wish to be efficient with duplicate colors).
	gColors.colorBucket.push_back(vector<GLubyte>(3));
	gColors.colorBucket.back()[0]=ncc::rgb::grBlack[0];
	gColors.colorBucket.back()[1]=ncc::rgb::grBlack[1];
	gColors.colorBucket.back()[2]=ncc::rgb::grBlack[2];
	shoopel1->userData=&(gColors.colorBucket.back()[0]);
	shoopel2->userData=&(gColors.colorBucket.back()[0]);
	shoopel3->userData=&(gColors.colorBucket.back()[0]);

	// We signal that the experiment is ready for simulation by setting this flag.
	gSim.isRunning = true;
}
示例#10
0
void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LIMITS, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LOCAL_AXES, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
    sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
 if(!gScene){ 
		sceneDesc.simType				= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the objects in the scene
	CreateGroundPlane();

	// Slider Joint
	capsule1 = CreateCapsule(NxVec3(0,5,0), 1, 0.5, 10);
	capsule1->raiseBodyFlag(NX_BF_KINEMATIC);
	capsule2 = CreateCapsule(NxVec3(0,3,0), 1, 0.5, 10);
    capsule2->raiseBodyFlag(NX_BF_DISABLE_GRAVITY);

	NxVec3 globalAnchor = gJointStartPos;
	NxVec3 globalAxis = NxVec3(0,1,0);
	d6Joint = CreateD6Joint(capsule1, capsule2, globalAnchor, globalAxis);

	ball = CreateFollowBall(gBallStartPos,0.25,1);
	ball->raiseBodyFlag(NX_BF_KINEMATIC);

	NxMat33 orient = ball->getGlobalOrientation();
	NxMat33 controlOrient;
	controlOrient.setRow(0, orient.getRow(2));
	controlOrient.setRow(1, orient.getRow(0));
	controlOrient.setRow(2, orient.getRow(1));
	ball->setGlobalOrientation(controlOrient);

	gSelectedActor = ball;
	gForceStrength = 1500;
	gCameraSpeed = 10;

	box = CreateBox(NxVec3(3,0,0), NxVec3(0.5,1,0.5), 20);
	sphere = CreateSphere(NxVec3(0,0,3), 1, 10);
	capsule = CreateCapsule(NxVec3(-3,0,0), 2, 0.5, 10);
	pyramid = CreatePyramid(NxVec3(0,0,-3), NxVec3(0.75,1.5,0.75), 10);

	box->setLinearDamping(0.5);
	sphere->setLinearDamping(0.5);
	capsule->setLinearDamping(0.5);
	pyramid->setLinearDamping(0.5);

	AddUserDataToActors(gScene);

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
BenchmarkSuiteDemo::BenchmarkSuiteDemo(hkDemoEnvironment* env)
	:	hkDefaultPhysicsDemo(env)
{
	const BenchmarkSuiteVariant& variant =  g_variants[m_variantId];

	// Disable warnings:									
	hkError::getInstance().setEnabled(0x7dd65995, false); //'The system has requested a heap allocation on stack overflow.'
	hkError::getInstance().setEnabled(0xaf55adde, false); //'No runtime block of size 637136 currently available. Allocating new block from unmanaged memory.'


	//
	// Setup the camera
	//
	{
		hkVector4 from(55.0f, 50.0f, 55.0f);
		hkVector4 to  ( 0.0f,  0.0f,   0.0f);
		hkVector4 up  ( 0.0f,  1.0f,   0.0f);
		setupDefaultCameras(env, from, to, up, 0.1f, 20000.0f);
	}

	//
	// Create the world
	//
	{
		hkpWorldCinfo worldInfo;
		{
			worldInfo.m_gravity.set(-0.0f, -9.81f, -0.0f);
			worldInfo.setBroadPhaseWorldSize(500.0f);
			worldInfo.setupSolverInfo( hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM );

			if (variant.m_type == TYPE_3000_BODY_PILE)
			{
				worldInfo.m_enableSimulationIslands = false;
			}
			worldInfo.m_enableDeactivation = false;
		}
		m_world = new hkpWorld(worldInfo);
		m_world->lock();

		// Register ALL agents (though some may not be necessary)
		hkpAgentRegisterUtil::registerAllAgents(m_world->getCollisionDispatcher());

		setupGraphics();

		// enable instancing (if present on platform). Call this after setup graphics (as it makes the local viewers..)
		hkpShapeDisplayViewer* shapeViewer = (hkpShapeDisplayViewer*)getLocalViewerByName( hkpShapeDisplayViewer::getName() );
		if (shapeViewer)
		{
			shapeViewer->setInstancingEnabled( true );
		}
	}

	//
	// Setup the camera
	//
	{
		hkVector4 from(15.0f, 15.0f, 15.0f);
		hkVector4 to  (0.0f, 0.0f, 0.0f);
		hkVector4 up  (0.0f, 1.0f, 0.0f);
		setupDefaultCameras( env, from, to, up );
	}




	switch (variant.m_type)
	{
	case TYPE_10x10x1_ON_BOX:
		{
			CreateGroundPlane( m_world );
			CreateStack(m_world, 10);
			break;
		}
	case TYPE_5x5x5_ON_BOX:
		{
			CreateGroundPlane(m_world);
			for (int q = -3; q <= 2; q++  )
			{
				CreateStack(m_world,5, q * 10.0f);
			}
			break;
		}
	case TYPE_300_BODY_PILE:
		{
			CreateGroundPlane(m_world);
			CreateFall(m_world, 5);
			break;
		}
	case TYPE_OBJECTS_ON_MOPP_SMALL:
		{
			CreatePhysicsTerrain(m_world, 16, 1.0f);
			CreateFlatCubeGrid(m_world,8);
			break;
		}
	case TYPE_LIST_PILE_SMALL:
		{
			int side = 16;
			CreatePhysicsTerrain(m_world, side, 1.0f);
			CreateListGrid(m_world, hkReal(side), 3, 3);
			break;
		}
	case TYPE_30x30x1_ON_BOX:
		{
			CreateGroundPlane( m_world );
			CreateStack(m_world, 30);
			break;
		}
	case TYPE_20x20x5_ON_BOX:
		{
			CreateGroundPlane(m_world);
			for (int q = -3; q <= 2; q++  )
			{
				CreateStack(m_world,20, q * 10.0f);
			}
			break;
		}
	case TYPE_12x12x10_ON_BOX:
		{
			CreateGroundPlane(m_world);
			for (int q = -5; q <= 4; q++  )
			{
				CreateStack(m_world,12, q * 2.5f);
			}
			break;
		}
	case TYPE_3000_BODY_PILE:
		{
			CreateGroundPlane(m_world);
			CreateFall(m_world, 50);
			break;
		}
	case TYPE_OBJECTS_ON_MOPP_LARGE:
		{
			CreatePhysicsTerrain(m_world, 64, 1.0f);
			CreateFlatCubeGrid(m_world,30);
			break;
		}
	case TYPE_LIST_PILE_LARGE:
		{
			int side = 16;
			CreatePhysicsTerrain(m_world, side, 1.0f);
			CreateListGrid(m_world, hkReal(side), 5, 5);
			break;
		}
	default:
		{
			CreateGroundPlane(m_world);
			CreateStack(m_world, 20);
			break;
		}
	}

	//
	//	Some values
	//

	m_world->unlock();
}
示例#12
0
void InitNx()
{
	// Initialize Camera Parameters
	gCameraAspectRatio	= 1.0f;
	gCameraPos			= NxVec3(0,5,-15);
	gCameraForward		= NxVec3(0,0,1);
	gCameraRight		= NxVec3(-1,0,0);	
	
	// Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);
	gPhysicsSDK->setParameter(NX_DEFAULT_SLEEP_LIN_VEL_SQUARED, 0.15*0.15);
	gPhysicsSDK->setParameter(NX_DEFAULT_SLEEP_ANG_VEL_SQUARED, 0.14*0.14);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_AABBS, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
	sceneDesc.simType				= NX_SIMULATION_SW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(!gScene)
	{ 
		sceneDesc.simType			= NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the objects in the scene
	groundPlane = CreateGroundPlane();

	// Create dynamic actors
	CreateSphere(NxVec3(6.0f, 0.0f, 24.0f), 0);
	CreateBox(NxVec3(6.0f, 0.0f, 16.0f), 0);
	CreateCapsule(NxVec3(6.0f, 0.0f, 6.0f), 0);
	gSelectedActor = CreateConvex(NxVec3(6.0f, 0.0f, 0.0f), 0);
	
	// Create static actors
	CreateSphere(NxVec3(0.0f, 0.0f, 24.0f), 0);
	CreateBox(NxVec3(0.0f, 0.0f, 16.0f), 0);
	CreateCapsule(NxVec3(0.0f, 0.0f, 6.0f), 0);
	CreateConvex(NxVec3(0.0f, 0.0f, 0.0f), 0);

	// Create kinematic actors
	CreateSphere(NxVec3(-6.0f, 0.0f, 24.0f), 0);
	CreateBox(NxVec3(-6.0f, 0.0f, 16.0f), 0);
	CreateCapsule(NxVec3(-6.0f, 0.0f, 6.0f), 0);
	CreateConvex(NxVec3(-6.0f, 0.0f, 0.0f), 0);

	bPause = false;

	gCapsuleSegment.p0 = NxVec3(0, 1.2f, 0.5f);
	gCapsuleSegment.p1 = NxVec3(0, 3.2f, 0.5f);

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#13
0
void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
    gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator);
    if (!gPhysicsSDK)  return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LIMITS, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity               = gDefaultGravity;
    sceneDesc.simType				= NX_SIMULATION_HW;
    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(!gScene)
	{ 
		sceneDesc.simType = NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(!gScene) return;
	}

//	gScene->setTiming(0.01);  // timeStep, maxIter, TIMESTEP_FIXED

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);

	// Create the objects in the scene
	CreateGroundPlane();

	NxU32 r;
	NxI32 x, z;
	NxReal fRX, fRZ;

	// create grass block
	for (x = -patchsize; x < patchsize; x++)
	{
		for (z = -patchsize; z < patchsize; z++)
		{
			fRX = NxMath::rand(-45,45)*0.01;
			fRZ = NxMath::rand(-45,45)*0.01;

			r = NxMath::rand(0,4);

			if (r == 0) 
			{
				grassBlade[x+patchsize][z+patchsize] = new Blade(NxVec3(scale*(x+fRX),0,scale*(z+fRZ)),3,4);
			} 
			else if (r == 1) 
			{ 
				grassBlade[x+patchsize][z+patchsize] = new Blade(NxVec3(scale*(x+fRX),0,scale*(z+fRZ)),1.8,2);
			} 
			else if (r == 1) 
			{ 
				grassBlade[x+patchsize][z+patchsize] = new Blade(NxVec3(scale*(x+fRX),0,scale*(z+fRZ)),2,3);
			} 
			else if (r == 1) 
			{ 
				grassBlade[x+patchsize][z+patchsize] = new Blade(NxVec3(scale*(x+fRX),0,scale*(z+fRZ)),1.5,2);
			} 
			else 
			{ 
				grassBlade[x+patchsize][z+patchsize] = new Blade(NxVec3(scale*(x+fRX),0,scale*(z+fRZ)),2.1,3);
			}
		}
	}

	gScene->setGroupCollisionFlag(1,1,false);

	ball = CreateBall(NxVec3(0,10,0),1.5,350);

	SetActorCollisionGroup(ball, 3);
	
	gSelectedActor = ball;
	gCameraSpeed = 20;
	gForceStrength = 850000;

	// Initialize HUD
	InitializeHUD();

	// Get the current time
	getElapsedTime();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}
示例#14
0
void InitNx()
{
	// Create a memory allocator
    gAllocator = new UserAllocator;

    // Create the physics SDK
	gPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, gAllocator, &gErrorStream);
	if (0 == gPhysicsSDK) return;

	// Set the physics parameters
	gPhysicsSDK->setParameter(NX_SKIN_WIDTH, 0.01);

	// Set the debug visualization parameters
	gPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
	gPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);

    // Create the scene
    NxSceneDesc sceneDesc;
    sceneDesc.gravity = gDefaultGravity;
    sceneDesc.simType = NX_SIMULATION_HW;
	
	if (gbThreadScheduler)
	{
		sceneDesc.flags |= NX_SF_ENABLE_MULTITHREAD;
		sceneDesc.customScheduler = &gCustomScheduler;
		gCustomScheduler.CreateThreads(2);
	}
	else if (gbThreadPolling)
	{
		sceneDesc.flags |= NX_SF_ENABLE_MULTITHREAD;
	}
	else if (gbThreadSDKManage)
	{
		sceneDesc.flags |= NX_SF_ENABLE_MULTITHREAD;
		sceneDesc.internalThreadCount = 2;
	}
	else if (gbNoThread)
	{
		sceneDesc.flags &= ~NX_SF_SIMULATE_SEPARATE_THREAD;
	}
	else
		assert(0);

    gScene = gPhysicsSDK->createScene(sceneDesc);	
	if(0 == gScene)
	{ 
		sceneDesc.simType = NX_SIMULATION_SW; 
		gScene = gPhysicsSDK->createScene(sceneDesc);  
		if(0 == gScene) return;
	}
	if (gbThreadPolling)
	{
		gPollingThreads.CreateThreads(2, gScene);
		// We must reset the polling threads so they are ready for the next run
		gPollingThreads.ResetPollForWork();
	}

	// Create the default material
	NxMaterial* defaultMaterial = gScene->getMaterialFromIndex(0); 
	defaultMaterial->setRestitution(0.5);
	defaultMaterial->setStaticFriction(0.5);
	defaultMaterial->setDynamicFriction(0.5);	

	// Create the objects in the scene
	groundPlane = CreateGroundPlane();

	box = CreateBox(NxVec3(5,0,0), NxVec3(0.5,1,0.5), 20);
	sphere = CreateSphere(NxVec3(0,0,5), 1, 10);
	capsule = CreateCapsule(NxVec3(-5,0,0), 2, 0.5, 10);
	pyramid = CreateHalfPyramid(NxVec3(0,0,0), NxVec3(1,0.5,1.5), 10);
	gSelectedActor = pyramid;

	AddUserDataToActors(gScene);

	// Initialize HUD
	InitializeHUD();

	// Start the first frame of the simulation
	if (gScene)  StartPhysics();
}