本文整理汇总了C++中PxPhysics::createTriangleMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ PxPhysics::createTriangleMesh方法的具体用法?C++ PxPhysics::createTriangleMesh怎么用?C++ PxPhysics::createTriangleMesh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PxPhysics
的用法示例。
在下文中一共展示了PxPhysics::createTriangleMesh方法的3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: initialize
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: triGeom
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: convGeom
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);
}
}