// 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(); }
PxRigidDynamic* PxCreateKinematic(PxPhysics& sdk, const PxTransform& transform, PxShape& shape, PxReal density) { PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateKinematic: transform is not valid."); bool isDynGeom = isDynamicGeometry(shape.getGeometryType()); if(isDynGeom && density <= 0.0f) return NULL; PxRigidDynamic* actor = sdk.createRigidDynamic(transform); if(actor) { actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); if(!isDynGeom) shape.setFlag(PxShapeFlag::eSIMULATION_SHAPE, false); actor->attachShape(shape); if(isDynGeom) PxRigidBodyExt::updateMassAndInertia(*actor, density); else { actor->setMass(1.f); actor->setMassSpaceInertiaTensor(PxVec3(1.f,1.f,1.f)); } } return actor; }
// add a bullet in the scene void AddBullet(const PxVec3& pos, const PxVec3& v) { PxShape *shape = gPhysics->createShape(PxSphereGeometry(0.3f), *gMaterial); PxTransform localTmS(pos); PxRigidDynamic *body = gPhysics->createRigidDynamic(localTmS); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 100.0f); body->setLinearVelocity(v); gScene->addActor(*body); shape->release(); }
PxRigidDynamic* PxCreateDynamic(PxPhysics& sdk, const PxTransform& transform, PxShape& shape, PxReal density) { PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateDynamic: transform is not valid."); PxRigidDynamic* actor = sdk.createRigidDynamic(transform); if(actor) { actor->attachShape(shape); PxRigidBodyExt::updateMassAndInertia(*actor, density); } return actor; }
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for (PxU32 i = 0; i < size; i++) { for (PxU32 j = 0; j < size - i; j++) { PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent); PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); } } shape->release(); }