示例#1
0
	void FPhysXMesh::initialize()
	{
		if (mCookedData != nullptr && mCookedDataSize > 0)
		{
			PxPhysics* physx = gPhysX().getPhysX();

			PxDefaultMemoryInputData input(mCookedData, mCookedDataSize);
			if (mType == PhysicsMeshType::Convex)
				mConvexMesh = physx->createConvexMesh(input);
			else
				mTriangleMesh = physx->createTriangleMesh(input);
		}
	}
示例#2
0
void 
PhysXRigidManager::addStaticBody(const std::string & scene, physx::PxScene * world, physx::PxCooking * mCooking, nau::physics::IPhysics::BoundingVolume shape, physx::PxMaterial * material) {
	PxPhysics *gPhysics = &(world->getPhysics());
	PxRigidStatic * staticActor;
	PxTransform trans = PxTransform(PxMat44(rigidBodies[scene].info.extInfo.transform));
	switch (shape.sceneShape)
	{
	case nau::physics::IPhysics::BOX:
	{
		staticActor = PxCreateStatic(
			world->getPhysics(),
			trans,
			PxBoxGeometry(shape.max[0], shape.max[1], shape.max[2]),
			*material
		);
	}
	break;
	case nau::physics::IPhysics::SPHERE:
	{
		staticActor = PxCreateStatic(
			world->getPhysics(),
			trans,
			PxSphereGeometry(shape.max[0]),
			*material
		);
	}
	break;
	case nau::physics::IPhysics::CAPSULE:
	{
		staticActor = PxCreateStatic(
			world->getPhysics(),
			trans,
			PxCapsuleGeometry(
				shape.max[0],
				shape.max[1]
			),
			*material
		);
	}
	break;
	default:
	{
		if (scene.compare("plane") == 0) {
			staticActor = PxCreatePlane(
				world->getPhysics(),
				PxPlane(0.0f, 1.0f, 0.0f, 0.0f),
				*material
			);
		}
		else {
			staticActor = gPhysics->createRigidStatic(trans);
			PxTriangleMeshGeometry triGeom(gPhysics->createTriangleMesh(*getTriangleMeshGeo(world, mCooking, rigidBodies[scene].info.extInfo, true)));
			//triGeom.triangleMesh = gPhysics->createTriangleMesh(*getTriangleMeshGeo(world, mCooking, rigidBodies[scene].extInfo, true));
			staticActor->createShape(triGeom, *material);
		}
	}
	break;
	}
	staticActor->userData = static_cast<void*> (new std::string(scene));
	world->addActor(*staticActor);
	rigidBodies[scene].info.actor = staticActor;
}
示例#3
0
void
PhsXWorld::_addRigid(float mass, float friction, float restitution, std::shared_ptr<nau::scene::IScene> &aScene, std::string name, nau::math::vec3 aVec) {

    PxPhysics *gPhysics = &(m_pDynamicsWorld->getPhysics());

    if (mass == 0.0f) {
        PxRigidStatic* staticActor;
        if (name.compare("plane") == 0) {
            staticActor = PxCreatePlane(*gPhysics,
                                        PxPlane(0.0f, 1.0f, 0.0f, 0.0f),
                                        *(gPhysics->createMaterial(friction, friction, restitution))
                                       );

        }
        else {
            /*if (name.compare("box") == 0) {
            	staticActor = PxCreateStatic(*gPhysics,
            		PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))),
            		PxBoxGeometry(1.0f,1.0f,1.0f),
            		*(gPhysics->createMaterial(1.0f, 1.0f, 0.6f))
            	);
            }
            else {*/
            staticActor = gPhysics->createRigidStatic(PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))));
            PxTriangleMeshGeometry triGeom;
            triGeom.triangleMesh = gPhysics->createTriangleMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene));
            staticActor->createShape(triGeom, *(gPhysics->createMaterial(friction, friction, restitution)));
            //}
        }
        staticActor->userData = aScene.get();
        m_pDynamicsWorld->addActor(*staticActor);
    }
    else {
        PxRigidDynamic* dynamic;
        //if (name.compare("ball") == 0) {
        //	dynamic = PxCreateDynamic(*gPhysics,
        //		PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix()))),
        //		PxSphereGeometry(1),
        //		*(gPhysics->createMaterial(0.5f, 0.5f, 0.6f)),
        //		10.0f
        //	);
        //	//dynamic->setLinearVelocity(PxVec3(0, -50, -100));
        //}
        //else {
        PxTransform trans = PxTransform(PxMat44(const_cast<float*> (aScene->getTransform().getMatrix())));
        dynamic = gPhysics->createRigidDynamic(trans);
        PxConvexMesh * convexMesh = gPhysics->createConvexMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene, false));
        PxConvexMeshGeometry convGeom(convexMesh);
        //PxConvexMeshGeometry convGeom(convexMesh, PxMeshScale(0.5f));
        //convGeom.convexMesh = gPhysics->createConvexMesh(getTriangleMeshGeo(m_pDynamicsWorld, aScene, false));

        //PxShape *shape = dynamic->createShape(convGeom, *(gPhysics->createMaterial(0.5f, 0.5f, 0.6f)), PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE);
        PxShape *shape = dynamic->createShape(convGeom, *(gPhysics->createMaterial(friction, friction, restitution)));
        //shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
        //dynamic->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, false);
        //}
        dynamic->userData = aScene.get();
        //dynamic->setAngularDamping(0.5f);
        //dynamic->setLinearVelocity(velocity);

        m_pDynamicsWorld->addActor(*dynamic);
    }
}