示例#1
0
PxActor* World::createRigidBody(const PxGeometry& geometry, float mass, const ofVec3f& pos, const ofQuaternion& rot, float density)
{
	assert(inited);
	
	PxTransform transform;
	toPx(pos, transform.p);
	toPx(rot, transform.q);
	
	PxActor *actor;
	
	if (mass > 0)
	{
		PxRigidDynamic* rigid = PxCreateDynamic(*physics, transform, geometry, *defaultMaterial, density);
		rigid->setMass(mass);
		rigid->setLinearDamping(0.25);
		rigid->setAngularDamping(0.25);
		
		actor = rigid;
	}
	else
	{
		PxRigidStatic *rigid = PxCreateStatic(*physics, transform, geometry, *defaultMaterial);
		actor = rigid;
	}
	
	scene->addActor(*actor);
	
	return actor;
}
示例#2
0
PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0))
{
	PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
	dynamic->setAngularDamping(0.5f);
	dynamic->setLinearVelocity(velocity);
	gScene->addActor(*dynamic);
	return dynamic;
}
示例#3
0
void Physics::Shoot()
{
	float densityS = 100;
	PxSphereGeometry sphere(1);
	PxTransform transformS(PxVec3(m_camera.world[3].x, m_camera.world[3].y, m_camera.world[3].z));
	PxRigidDynamic* dynamicActorS = PxCreateDynamic(*g_Physics, transformS, sphere, *g_PhysicsMaterial, densityS);
	//add it to the physx scene
	g_PhysicsScene->addActor(*dynamicActorS);
	dynamicActorS->addForce(PxVec3(-m_camera.world[2].x, -m_camera.world[2].y, -m_camera.world[2].z)*muzzleSpeed, PxForceMode::eIMPULSE, true);
}
示例#4
0
void PhysXPhysics::AddShape(Actor* pActor, PxGeometry* geometry, float density, const std::string& physicsMaterial, bool gravityEnabled, float linearDamping, float angularDamping, const std::string& bodyType)
{
	BE_ASSERT(pActor);
	ActorId actorId = pActor->GetId();
	BE_ASSERTf(m_actorRigidBodyMap.find(actorId) == m_actorRigidBodyMap.end(), "Actor with more than one rigidbody");

	Mat4x4 transform = Mat4x4::g_Identity;
	
	TransformComponent* pTransformComponent = pActor->GetComponent<TransformComponent>(TransformComponent::g_Name);

	if (pTransformComponent)
	{
		transform = pTransformComponent->GetTransform();
	}
	else 
	{
		//Doesnt work without transform
		BE_ERROR("Actor %s PhysicsComponent requires Shape to have Transform Component: %d", actorId);
		return;
	}

	PhysicsMaterialData material(LookupMaterialData(physicsMaterial));
	PxMaterial* mat = m_pPhysicsSdk->createMaterial(material.m_friction, material.m_friction, material.m_restitution);

	Vec3 translation, scale;
	Quaternion rotation;
	
	bool ok = transform.Decompose(translation, rotation, scale);
	PxQuat pxRot;
	PxVec3 pxLoc;
	Vec3ToPxVec(translation, &pxLoc);
	QuaternionToPxQuat(rotation, &pxRot);
	PxTransform t(pxLoc, pxRot);

	if (bodyType == "Dynamic")
	{
		PxRigidDynamic* body = PxCreateDynamic(*m_pPhysicsSdk, t, *geometry, *mat, density);
		body->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, !gravityEnabled);
		PxRigidBodyExt::updateMassAndInertia(*body, density);
		body->setLinearDamping(linearDamping);
		body->setAngularDamping(angularDamping);
		m_pScene->addActor(*body);

		m_actorRigidBodyMap[actorId] = body;
		m_rigidBodyActorMap[body] = actorId;
	}
	else
	{
		BE_ERROR("[Physics] BodyType not supported: %s", bodyType.c_str());
		return;
	}
}
示例#5
0
PxRigidActor* createActor( const PxGeometry& geom, double density, PxMaterial* mtl )
{
    if ( density>0.0 )
    {
        PxRigidDynamic* actor = PxCreateDynamic( *SDK_OBJ, PxTransform::createIdentity(), geom,
                                                mtl ? *mtl : *DEF_MTL, density );
        return actor;
    }
    else
    {
        PxRigidStatic* actor = PxCreateStatic( *SDK_OBJ, PxTransform::createIdentity(), geom,
                                               mtl ? *mtl : *DEF_MTL );
        return actor;
    }
}
示例#6
0
void createChain(const PxTransform& t, PxU32 length, const PxGeometry& g, PxReal separation, JointCreateFunction createJoint)
{
	PxVec3 offset(separation / 2, 0, 0);
	PxTransform localTm(offset);
	PxRigidDynamic* prev = NULL;

	for (PxU32 i = 0; i<length; i++)
	{
		PxRigidDynamic* current = PxCreateDynamic(*gPhysics, t*localTm, g, *gMaterial, 1.0f);
		(*createJoint)(prev, prev ? PxTransform(offset) : t, current, PxTransform(-offset));
		gScene->addActor(*current);
		prev = current;
		localTm.p.x += separation;
	}
}
示例#7
0
// add some physics objects into the scene
void AddPhyObjects()
{
	PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
	gScene->addActor(*groundPlane);

	PxShape* shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial);
	PxTransform localTm(PxVec3(-3.0f, 5.0f, 0.f));
	PxRigidDynamic* body = gPhysics->createRigidDynamic(localTm);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	shape->release();

	shape = gPhysics->createShape(PxSphereGeometry(1.0f), *gMaterial);
	PxTransform localTmS(PxVec3(3.0f, 5.0f, 0.f));
	body = gPhysics->createRigidDynamic(localTmS);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	shape->release();

	PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(0, 20, 20)), PxSphereGeometry(1), *gMaterial, 10.0f);
	dynamic->setAngularDamping(0.5f);
	dynamic->setLinearVelocity(PxVec3(0, -5, -10));
	gScene->addActor(*dynamic);

	// add capsule into the scene
	shape = gPhysics->createShape(PxCapsuleGeometry(1.0f, 3.0f), *gMaterial);
	PxTransform localTmC(PxVec3(3.0f, 5.0f, -3.f));
	body = gPhysics->createRigidDynamic(localTmC);
	body->attachShape(*shape);
	PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
	gScene->addActor(*body);

	// add a static box as the trigger
	shape = gPhysics->createShape(PxBoxGeometry(1.0f, 1.0f, 1.0f), *gMaterial);
	PxTransform localTmTrigger(PxVec3(0.0f, 1.0f, -10.f));
	body = gPhysics->createRigidDynamic(localTmTrigger);
	shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
	shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, true);
	body->attachShape(*shape);
	body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
	gScene->addActor(*body);

	shape->release();
}
void KinematicController::CreatePhyiscsAgent()
{
	PxTransform transform(PxVec3(m_position.x, m_position.y, m_position.z));
	//transform = PxVec3(0, 0, 0);
	float density = 50;

	float halfHeight = m_height / 2;


	PxCapsuleGeometry capsule(m_radius, m_height);
	m_actor = PxCreateDynamic(*m_physicsObject->m_Physics, transform, capsule, *m_physicsObject->m_PhysicsMaterial, density);



	m_physicsObject->m_PhysicsScene->addActor(*m_actor);
	m_physicsObject->m_boxActors.push_back(m_actor);
	
}
示例#9
0
void Physx1::MakeBlocks()
{
	PxTransform m_transform(PxVec3(0, 20, 0));
	PxBoxGeometry box(2, 2, 2);
	float density = 50;
	

	m_dynamicActor = PxCreateDynamic(*m_Physics, m_transform, box, *m_PhysicsMaterial, density);
	m_boxActors.push_back(m_dynamicActor);

	int size = m_boxActors.size();

	m_PhysicsScene->addActor(*m_boxActors[size - 1]);

	m_boxCount++;

	std::cout << "Boxes in Scene: " << m_boxCount << "\n";
	
}
示例#10
0
xmodel::xmodel(PxPhysics * mPhysics,PxScene* mScene,double mass):
    pos(0,0,0)
{
    PxMaterial* aMaterial;
    
    aMaterial = mPhysics->createMaterial(0.01f, 0.01f, 0.1);    //static friction, dynamic friction, restitution
    if(!aMaterial)
        printf("createMaterial failed!");
    
    
    PxTransform pt(PxVec3(0,0,0.3),PxQuat(0,0,0,1));
    
    actor =  PxCreateDynamic(*mPhysics, pt, PxBoxGeometry(0.5,0.5,0.128),*aMaterial, mass*4);
    
    actor->setLinearVelocity(PxVec3(0,0,0));
    mScene->addActor(*actor);
    
    physx::PxVec3 p=actor->getGlobalPose().p;
    pos.x=p.x;
    pos.y=p.y;
    pos.z=p.z;
}
PxRigidDynamic* PxCreateDynamic(PxPhysics& sdk, 
								const PxTransform& transform, 
								const PxGeometry& geometry,
							    PxMaterial& material, 
								PxReal density,
								const PxTransform& shapeOffset)
{
	PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateDynamic: transform is not valid.");
	PX_CHECK_AND_RETURN_NULL(shapeOffset.isValid(), "PxCreateDynamic: shapeOffset is not valid.");

	if(!isDynamicGeometry(geometry.getType()) || density <= 0.0f)
	    return NULL;

	PxShape* shape = sdk.createShape(geometry, material, true);
	if(!shape)
		return NULL;

	shape->setLocalPose(shapeOffset);

	PxRigidDynamic* body = shape ? PxCreateDynamic(sdk, transform, *shape, density) : NULL;
	shape->release();
	return body;
}
示例#12
0
void FBXActor::createCollisionShapes(PhysicsDemoScene *a_app)
{
	float density = 300;

	//pole
	PxBoxGeometry box = PxBoxGeometry(0.1f,4,0.1f);
	PxTransform transform(*((PxMat44*)(&m_world)));	//cast from glm to PhysX matrices

	PxRigidDynamic* dynamicActor = PxCreateDynamic(*a_app->g_Physics, transform, box, *a_app->g_PhysicsMaterial, density);

	dynamicActor->userData = this;	//set the user data to point at this FBXActor class

	//offset
	int nShapes = dynamicActor->getNbShapes();
	PxShape* shapes;
	dynamicActor->getShapes(&shapes, nShapes);

	PxTransform relativePose = PxTransform(PxVec3(0.0f,4.0f,0.0f));
	shapes->setLocalPose(relativePose);

	//head
	box = PxBoxGeometry(0.8f,0.5f,0.3f);
	relativePose = PxTransform(PxVec3(0.0f,2.0f,0.0f));
	PxShape* shape = dynamicActor->createShape(box, *a_app->g_PhysicsMaterial);
	if (shape)
	{
		shape->setLocalPose(relativePose);
	}

	PxRigidBodyExt::updateMassAndInertia(*dynamicActor, (PxReal)density);

	//add to scene
	a_app->g_PhysicsScene->addActor(*dynamicActor);
	a_app->g_PhysXActors.push_back(dynamicActor);

}
示例#13
0
void InitializePhysX(vector<PhysXObject*>* &cubeList)
{
    allActors = new vector<PhysXObject*>;

    PxFoundation* foundation = PxCreateFoundation(PX_PHYSICS_VERSION,
                               gDefaultAllocatorCallback, gDefaultErrorCallback);
    gPhysicsSDK = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale());

    if(gPhysicsSDK == NULL)
    {
        exit(1);
    }

    PxInitExtensions(*gPhysicsSDK);

    PxSceneDesc sceneDesc(gPhysicsSDK->getTolerancesScale());

    sceneDesc.gravity=PxVec3(0.0f, -9.8f, 0.0f);

    if(!sceneDesc.cpuDispatcher)
    {
        PxDefaultCpuDispatcher* mCpuDispatcher = PxDefaultCpuDispatcherCreate(3);

        sceneDesc.cpuDispatcher = mCpuDispatcher;
    }

    if(!sceneDesc.filterShader)
        sceneDesc.filterShader = gDefaultFilterShader;

    gScene = gPhysicsSDK->createScene(sceneDesc);

    gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0);
    gScene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, 1.0f);


    //1) Create Planes
    PxMaterial* mMaterial = gPhysicsSDK->createMaterial(0.5, 0.5, 0.5);

    for(int i = 0; i < 1; i++)
    {
        PhysXObject* plane = new PhysXObject;
        plane->actor = gPhysicsSDK->createRigidStatic(planePoses[i]);

        PxShape* shape = plane->actor->createShape(PxPlaneGeometry(), *mMaterial);

        gScene->addActor(*(plane->actor));
        allActors->push_back(plane);
        planes.push_back(plane);
    }

    //2) Create Planets
    PxReal planetDensity = 1.0f;
    PxVec3 planetDimensions(2,2,2);
    PxBoxGeometry planetGeom(planetDimensions);
    PxTransform planetTransform;

    for(int i = 0; i < PLANET_NUM; i++)
    {
        planetTransform = planetTransforms[i];
        PhysXObject* planet = new PhysXObject;
        planet->actor = PxCreateStatic(*gPhysicsSDK, planetTransform, planetGeom, *mMaterial);

        EnableGravity(planet->actor);

        gScene->addActor(*(planet->actor));
        allActors->push_back(planet);
        planets.push_back(planet);

        //HACK:
        /* Create the joint handlers for distance limiting
        /* We need to do this because a distance joint attached to an actor
        /* seems to void collisions between those two actors (i.e. "phases through")
        /* So we make another actor in the same position to hold the position

        PhysXObject* newHandle = new PhysXObject;
        newHandle->actor = PxCreateStatic(*gPhysicsSDK, tran, boxgeom, *mMaterial);

        gScene->addActor(*(newHandle->actor));
        planetJointHandles.push_back(newHandle);
        //We also don't need to worry about drawing the joints, for obvious reasons
        */
    }

    //3) Create Cubes
    PxReal density = 1.0f;
    PxTransform transform(PxVec3(0.0f, 0.0f, 0.0f), PxQuat::createIdentity());
    PxVec3 dimensions(0.5, 0.5, 0.5);
    PxBoxGeometry geometry(dimensions);

    for(int i = 0; i < BLOCK_NUM; i++)
    {
        srand((time(NULL) * i) + time(NULL));

        transform.p = PxVec3((float)((rand() % (2 * PLANET_HEIGHT)) - PLANET_HEIGHT),
                             (float)((rand() % (2 * PLANET_HEIGHT)) - PLANET_HEIGHT),
                             (float)((rand() % (2 * PLANET_HEIGHT)) - PLANET_HEIGHT));

        PhysXObject* cube = new PhysXObject;

        cube->actor = PxCreateDynamic(*gPhysicsSDK, transform, geometry, *mMaterial, density);

        //Create Distance Joints between planets here
        //Not included for run time optimizations
        //End creating distance joints

        //Create D6 Joints between planets here
        //Not included for run time optimizations
        //End creating distance joints

        cube->actor->isRigidDynamic()->setAngularDamping(0.75);
        cube->actor->isRigidDynamic()->setLinearVelocity(PxVec3(0,0,0));

        gScene->addActor(*(cube->actor));
        allActors->push_back(cube);
        boxes.push_back(cube);
    }

    cubeList = allActors;
}
示例#14
0
void Physics::SetUpTutorial1()
{
	//Add a plane
	PxTransform pose = PxTransform(PxVec3(0.0f, -50, 0.0f), PxQuat(PxHalfPi*1.0f, PxVec3(0.0f, 0.0f, 1.0f)));
	PxRigidStatic* plane = PxCreateStatic(*g_Physics, pose, PxPlaneGeometry(), *g_PhysicsMaterial);
	//Add it to the physx scene
	g_PhysicsScene->addActor(*plane);
	PxArticulation* ragDollArticulation;
	ragDollArticulation = makeRagdoll(g_Physics, ragdollData, PxTransform(PxVec3(0, 0, 0)), 0.1f, g_PhysicsMaterial);
	g_PhysicsScene->addArticulation(*ragDollArticulation);	

	PxBoxGeometry box(1, 1, 10);
	for (int j = -25; j < 0; j++)
	{
		PxTransform transform(PxVec3((j*-2) - 4, (j*2)-9, 8));
		PxRigidStatic* staticActor = PxCreateStatic(*g_Physics, transform, box, *g_PhysicsMaterial);
		//add it to the physx scene
		g_PhysicsScene->addActor(*staticActor);
			
	}
	for (int j = -25; j < 0; j++)
	{
		PxTransform transform(PxVec3((j*-2) - 3, (j * 2) - 10, 8));
		PxRigidStatic* staticActor = PxCreateStatic(*g_Physics, transform, box, *g_PhysicsMaterial);
		//add it to the physx scene
		g_PhysicsScene->addActor(*staticActor);

	}


	PxBoxGeometry boxS(10, 1, 1);
	for (int j = -25; j < 0; j++)
	{
		PxTransform transform(PxVec3(8, (j * 2) - 9, (j*-2) - 4));
		PxRigidStatic* staticActor = PxCreateStatic(*g_Physics, transform, boxS, *g_PhysicsMaterial);
		//add it to the physx scene
		g_PhysicsScene->addActor(*staticActor);

	}
	for (int j = -25; j < 0; j++)
	{
		PxTransform transform(PxVec3(8, (j * 2) - 10, (j*-2) - 3));
		PxRigidStatic* staticActor = PxCreateStatic(*g_Physics, transform, boxS, *g_PhysicsMaterial);
		//add it to the physx scene
		g_PhysicsScene->addActor(*staticActor);

	}

	float density = 50;
	PxBoxGeometry boxes(1, 1, 1);
	for (int i = 0; i < 2; i++)
	{
		for (int j = 30; j < 50; j++)
		{
			for (int k = 0; k < 2; k++)
			{
				PxTransform transform(PxVec3(2*i, 2*j+1, 2*k));
				PxRigidDynamic* dynamicActor = PxCreateDynamic(*g_Physics, transform, boxes, *g_PhysicsMaterial, density);
				//add it to the physx scene
				g_PhysicsScene->addActor(*dynamicActor);
				//dynamicActor->putToSleep();
			}
		}
	}
	
}
示例#15
0
		/**
		 * Method is used to add new dynamic actor to physics scene.
		 * @param	entity is pointer to scene entity which will be added to physics simulation.
		 * @param	type is enumeration of shape type.
		 * @param	filterGroup is actor own id.
		 * @param	filterMask is mask to filter pairs that trigger a contact callback.
		 */
		void PhysicsManager::addDynamicActor(SceneEntity* entity, ShapeType type, PxU32 filterGroup, PxU32 filterMask)
		{
			PxRigidDynamic* actor = nullptr;
			
			PxVec3 position = PxVec3(entity->entityState.position[0],entity->entityState.position[1],entity->entityState.position[2]);	
			PxQuat orientation = PxQuat(entity->entityState.orientation[0],entity->entityState.orientation[1],entity->entityState.orientation[2],entity->entityState.orientation[3]);
			PxReal density = 1.0f;
			PxTransform transformation = PxTransform(position,orientation); 

			if(type == BOX)
			{
				float x = (entity->entityGeometry.geometryBox->max.x() - entity->entityGeometry.geometryBox->min.x())*entity->entityState.scale.x()*0.5f;
				float y = (entity->entityGeometry.geometryBox->max.y() - entity->entityGeometry.geometryBox->min.y())*entity->entityState.scale.y()*0.5f;
				float z = (entity->entityGeometry.geometryBox->max.z() - entity->entityGeometry.geometryBox->min.z())*entity->entityState.scale.z()*0.5f;
				
				PxVec3 dimensions(x,y,z);
				actor = PxCreateDynamic(*physicsSDK,transformation,PxBoxGeometry(dimensions),*materials[0].second,density);
				PxRigidBodyExt::updateMassAndInertia(*actor, density);
			}
			else if(type == SPHERE)
			{
				float radius = entity->entityGeometry.geometrySphere->sphereRadius;
				actor = PxCreateDynamic(*physicsSDK,transformation,PxSphereGeometry(radius),*materials[0].second,density);
			}
			else if(type == CAPSULE)
			{
				float radius = entity->entityGeometry.geometrySphere->sphereRadius;
				actor = PxCreateDynamic(*physicsSDK,transformation,PxCapsuleGeometry(radius/2, radius),*materials[0].second,density);
			}
			else if(type == CONVEX)
			{
				/*int vertsCount = entity->entityGeometry.geometryMesh->getVerticesAmount();
				AyumiUtils::Vertex<>* verts = entity->entityGeometry.geometryMesh->getVertices();
				PxVec3* convexVerts = new PxVec3[vertsCount];

				for(int i = 0; i < vertsCount; ++i)
					convexVerts[i] = PxVec3(verts[i].x,verts[i].y,verts[i].z);

				PxConvexMeshDesc convexDesc;
				convexDesc.points.count = entity->entityGeometry.geometryMesh->getVerticesAmount();
				convexDesc.points.stride = sizeof(PxVec3);
				convexDesc.points.data = convexVerts;
				convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;

				MemoryWriteBuffer buf;
				if(cooking->cookConvexMesh(convexDesc, buf))
				{
					PxConvexMesh* convexMesh = physicsSDK->createConvexMesh(MemoryReadBuffer(buf.data));
					actor = PxCreateDynamic(*physicsSDK,transformation,PxConvexMeshGeometry(convexMesh,PxMeshScale()),*materials[0].second,density);
				}
				else
				{
					Logger::getInstance()->saveLog(Log<string>("Convex Mesh creation error occurred!"));
					return;
				}*/
				//delete[] convexVerts;
			}
			else
			{
				Logger::getInstance()->saveLog(Log<string>("Dynamic Actor shape creation error occurred!"));
				return;
			}

			if(!actor)
				Logger::getInstance()->saveLog(Log<string>("Static Actor creation error occurred!"));
			
			PxRigidBodyExt::updateMassAndInertia(*actor, density);
			actor->setAngularDamping(0.75);
			actor->setLinearVelocity(PxVec3(0,0,0));
			actor->setName(entity->entityName.c_str());
			setupFiltering(actor,filterGroup,filterMask);
			scene->addActor(*actor);
			
			DynamicActor* d = new DynamicActor();
			d->entityLogic = entity;
			d->entityPhysics = actor;
			d->shapesAmount = actor->getNbShapes();
			d->shapes = new PxShape*[d->shapesAmount];
			dynamicActors.push_back(d);
		}
示例#16
0
void createActors()
{
	// Create Material
	physx::PxMaterial* cubeMaterial = gPhysicsSDK->createMaterial(0.5f, 0.5f, 0.5f);
	physx::PxMaterial* sphereMaterial = gPhysicsSDK->createMaterial(0.6f, 0.1f, 0.6f);
	physx::PxMaterial* planeMaterial = gPhysicsSDK->createMaterial(0.5f, 0.5f, 0.5f);

	// Create Floor
	physx::PxReal d = 0.0f;
	physx::PxTransform pose = physx::PxTransform( physx::PxVec3( 0.0f, 0, 0.0f ), physx::PxQuat( physx::PxHalfPi, physx::PxVec3( 0.0f, 0.0f, 1.0f )));

	physx::PxRigidStatic* plane = gPhysicsSDK->createRigidStatic(pose);
	if (!plane)
			std::cerr << "create plane failed!" << std::endl;

	physx::PxShape* shape = plane->createShape(physx::PxPlaneGeometry(), *planeMaterial);
	if (!shape)
		std::cerr << "create shape failed!" << std::endl;
	gScene->addActor(*plane);

	float gap_x = box_size.x * 2.0f;
	float gap_y = box_size.y * 2.0f;

	// Create boxes
	if(total_boxes > 0)
	{
		physx::PxReal density = 1.0f;
		physx::PxTransform boxTransform(physx::PxVec3(0.0f, 0.0f, 0.0f));
		physx::PxBoxGeometry boxGeometry(box_size);
		for(float i = -box_grid_width/2.0f; i < box_grid_width/2.0f; ++i)
		{
			for(unsigned int j = 0; j < box_grid_height; ++j)
			{
				boxTransform.p = physx::PxVec3((i * gap_x) + 1.0f, (j * gap_y) + 1.0f, 0.0f);
	    
				physx::PxRigidDynamic *boxActor = PxCreateDynamic(*gPhysicsSDK, boxTransform, boxGeometry, *cubeMaterial, density);
				if (!boxActor)
					std::cerr << "create actor failed!" << std::endl;
				boxActor->setAngularDamping(0.75f);
				boxActor->setLinearDamping(0.01f);
				boxActor->setMass(10.0f);

				gScene->addActor(*boxActor);

				boxes_actors.push_back(boxActor);
			}
		}
	}

	// Create spheres
	if(total_spheres > 0)
	{
		physx::PxReal density = 2.0f;
		physx::PxTransform sphereTransform(physx::PxVec3(0.0f, 0.0f, 0.0f));
		physx::PxSphereGeometry sphereGeometry(sphere_radius);
		
		for(unsigned int i = 0; i < total_spheres; ++i)
		{
			sphereTransform.p = physx::PxVec3(0.0f, 0.0f, -30.0f);

			physx::PxRigidDynamic *sphereActor = PxCreateDynamic(*gPhysicsSDK, sphereTransform, sphereGeometry, *sphereMaterial, density);
			if (!sphereActor)
				std::cerr << "create actor failed!" << std::endl;
			sphereActor->setAngularDamping(0.2f);
			sphereActor->setLinearDamping(0.1f);
			sphereActor->setMass(5.0f);
			sphereActor->setLinearVelocity(physx::PxVec3(1.3f, box_grid_height * 2, 60.0f)); 

			gScene->addActor(*sphereActor);

			spheres_actors.push_back(sphereActor);
		}
	}
}