本文整理汇总了C++中FBodyInstance::GetPxRigidDynamic方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::GetPxRigidDynamic方法的具体用法?C++ FBodyInstance::GetPxRigidDynamic怎么用?C++ FBodyInstance::GetPxRigidDynamic使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FBodyInstance
的用法示例。
在下文中一共展示了FBodyInstance::GetPxRigidDynamic方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SubstepInterpolation
void FPhysSubstepTask::SubstepInterpolation(float InAlpha)
{
#if WITH_PHYSX
#if WITH_APEX
PxScene * PScene = PAScene->getPhysXScene();
#else
PxScene * PScene = PAScene;
#endif
PhysTargetMap & Targets = PhysTargetBuffers[!External];
/** Note: We lock the entire scene before iterating. The assumption is that removing an FBodyInstance from the map will also be wrapped by this lock */
SCENE_LOCK_WRITE(PScene);
for (PhysTargetMap::TIterator Itr = Targets.CreateIterator(); Itr; ++Itr)
{
FPhysTarget & PhysTarget = Itr.Value();
FBodyInstance* BodyInstance = Itr.Key();
PxRigidDynamic * PRigidDynamic = BodyInstance->GetPxRigidDynamic();
if (PRigidDynamic == NULL)
{
continue;
}
//We should only be iterating over actors that belong to this scene
check(PRigidDynamic->getScene() == PScene);
ApplyForces(PhysTarget, BodyInstance);
ApplyTorques(PhysTarget, BodyInstance);
InterpolateKinematicActor(PhysTarget, BodyInstance, InAlpha);
}
/** Final substep */
if (InAlpha >= 1.f)
{
Targets.Empty(Targets.Num());
}
SCENE_UNLOCK_WRITE(PScene);
#endif
}
示例2: GrabComponent
void UPhysicsHandleComponent::GrabComponent(UPrimitiveComponent* InComponent, FName InBoneName, FVector Location, bool bConstrainRotation)
{
// If we are already holding something - drop it first.
if(GrabbedComponent != NULL)
{
ReleaseComponent();
}
if(!InComponent)
{
return;
}
#if WITH_PHYSX
// Get the PxRigidDynamic that we want to grab.
FBodyInstance* BodyInstance = InComponent->GetBodyInstance(InBoneName);
if (!BodyInstance)
{
return;
}
PxRigidDynamic* Actor = BodyInstance->GetPxRigidDynamic();
if (!Actor)
return;
// Get the scene the PxRigidDynamic we want to grab is in.
PxScene* Scene = Actor->getScene();
check(Scene);
// Get transform of actor we are grabbing
PxVec3 KinLocation = U2PVector(Location);
PxTransform GrabbedActorPose = Actor->getGlobalPose();
PxTransform KinPose(KinLocation, GrabbedActorPose.q);
// set target and current, so we don't need another "Tick" call to have it right
TargetTransform = CurrentTransform = P2UTransform(KinPose);
// If we don't already have a handle - make one now.
if (!HandleData)
{
// Create kinematic actor we are going to create joint with. This will be moved around with calls to SetLocation/SetRotation.
PxRigidDynamic* KinActor = Scene->getPhysics().createRigidDynamic(KinPose);
KinActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
KinActor->setMass(1.0f);
KinActor->setMassSpaceInertiaTensor(PxVec3(1.0f, 1.0f, 1.0f));
// No bodyinstance
KinActor->userData = NULL;
// Add to Scene
Scene->addActor(*KinActor);
// Save reference to the kinematic actor.
KinActorData = KinActor;
// Create the joint
PxVec3 LocalHandlePos = GrabbedActorPose.transformInv(KinLocation);
PxD6Joint* NewJoint = PxD6JointCreate(Scene->getPhysics(), KinActor, PxTransform::createIdentity(), Actor, PxTransform(LocalHandlePos));
if(!NewJoint)
{
HandleData = 0;
}
else
{
// No constraint instance
NewJoint->userData = NULL;
HandleData = NewJoint;
// Remember the scene index that the handle joint/actor are in.
FPhysScene* RBScene = FPhysxUserData::Get<FPhysScene>(Scene->userData);
const uint32 SceneType = InComponent->BodyInstance.UseAsyncScene() ? PST_Async : PST_Sync;
SceneIndex = RBScene->PhysXSceneIndex[SceneType];
// Setting up the joint
NewJoint->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eZ, PxD6Motion::eFREE);
NewJoint->setDrive(PxD6Drive::eX, PxD6JointDrive(LinearStiffness, LinearDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
NewJoint->setDrive(PxD6Drive::eY, PxD6JointDrive(LinearStiffness, LinearDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
NewJoint->setDrive(PxD6Drive::eZ, PxD6JointDrive(LinearStiffness, LinearDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
NewJoint->setDrivePosition(PxTransform(PxVec3(0,0,0)));
NewJoint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
bRotationConstrained = bConstrainRotation;
if (bRotationConstrained)
{
NewJoint->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(AngularStiffness, AngularDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
//NewJoint->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(AngularStiffness, AngularDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
//NewJoint->setDrive(PxD6Drive::eSWING, PxD6JointDrive(AngularStiffness, AngularDamping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
//PosJointDesc.setGlobalAxis(NxVec3(0,0,1));
}
//.........这里部分代码省略.........