本文整理汇总了C++中PxRigidDynamic::setRigidDynamicFlag方法的典型用法代码示例。如果您正苦于以下问题:C++ PxRigidDynamic::setRigidDynamicFlag方法的具体用法?C++ PxRigidDynamic::setRigidDynamicFlag怎么用?C++ PxRigidDynamic::setRigidDynamicFlag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PxRigidDynamic
的用法示例。
在下文中一共展示了PxRigidDynamic::setRigidDynamicFlag方法的6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: LoadDynamicTriangleMesh
void Apex::LoadDynamicTriangleMesh(int numVerts, PxVec3* verts, ObjectInfo info)
{
PxRigidDynamic* meshActor = mPhysics->createRigidDynamic(PxTransform::createIdentity());
PxShape* meshShape, *convexShape;
if(meshActor)
{
//meshActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = numVerts;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = verts;
//meshDesc.triangles.count = numInds/3.;
//meshDesc.triangles.stride = 3*sizeof(int);
//meshDesc.triangles.data = inds;
PxToolkit::MemoryOutputStream writeBuffer;
bool status = mCooking->cookTriangleMesh(meshDesc, writeBuffer);
if(!status)
return;
PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());
PxTriangleMeshGeometry triGeom;
triGeom.triangleMesh = mPhysics->createTriangleMesh(readBuffer);
//triGeom.scale = PxMeshScale(PxVec3(info.sx,info.sy,info.sz),physx::PxQuat::createIdentity());
meshShape = meshActor->createShape(triGeom, *defaultMaterial);
//meshShape->setLocalPose(PxTransform(PxVec3(info.x,info.y,info.z)));
meshShape->setFlag(PxShapeFlag::eUSE_SWEPT_BOUNDS, true);
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
if(!convexDesc.isValid())
return;
PxToolkit::MemoryOutputStream buf;
if(!mCooking->cookConvexMesh(convexDesc, buf))
return;
PxToolkit::MemoryInputData input(buf.getData(), buf.getSize());
PxConvexMesh* convexMesh = mPhysics->createConvexMesh(input);
PxConvexMeshGeometry convexGeom = PxConvexMeshGeometry(convexMesh);
convexShape = meshActor->createShape(convexGeom, *defaultMaterial);
//convexShape->setLocalPose(PxTransform(PxVec3(info.x,info.y,info.z)));
//convexShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
convexShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
meshShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
meshActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, false);
meshActor->setGlobalPose(PxTransform(PxVec3(info.x,info.y,info.z), PxQuat(info.ry, PxVec3(0.0f,1.0f,0.0f))));
mScene[mCurrentScene]->addActor(*meshActor);
dynamicActors.push_back(meshActor);
}
}
示例2: CreateRegolithContainer
void labscale::CreateRegolithContainer()
{
// Geometry variables
PxReal box_d = labscale::reg_box.diameter;
PxReal box_h = labscale::reg_box.fillHeight*2;
PxReal wall_dh = box_d/20;
// We'll make the regolith container with a kinematic actor
PxRigidDynamic* theBox = gPhysX.mPhysics->createRigidDynamic(PxTransform(PxVec3(0,0.05*wall_dh,0)));
if (!theBox)
ncc__error("Actor creation failed!");
theBox->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
// Define sides
PxBoxGeometry box_bottom(box_d/2,wall_dh/2,box_d/2);
PxBoxGeometry box_side(wall_dh/2,box_h/2,box_d/2);
PxMaterial* defmat=gPhysX.mDefaultMaterial;
// Attach the sides, making front wall invisible
theBox->createShape(box_bottom,*defmat,PxTransform(PxVec3(0,wall_dh/2,0))); // the bottom
theBox->createShape(box_side,*defmat,PxTransform(PxVec3(-box_d/2,box_h/2,0),PxQuat(0,PxVec3(0,1,0)))); // left wall
theBox->createShape(box_side,*defmat,PxTransform(PxVec3( box_d/2,box_h/2,0),PxQuat(0,PxVec3(0,1,0)))); // right wall
theBox->createShape(box_side,*defmat,PxTransform(PxVec3(0,box_h/2,-box_d/2),PxQuat(PxPi/2,PxVec3(0,1,0)))); // back wall
PxShape* fwall = theBox->createShape(box_side,*defmat,PxTransform(PxVec3(0,box_h/2, box_d/2),PxQuat(PxPi/2,PxVec3(0,1,0)))); // front wall
fwall->setName("~fwall");
// Name, color, and register the container
theBox->setName("the_box");
ColorActor(theBox, ncc::rgb::rRed);
gPhysX.mScene->addActor(*theBox);
labscale::VIPs.container = theBox;
}
示例3: PxCreateKinematic
PxRigidDynamic* PxCreateKinematic(PxPhysics& sdk,
const PxTransform& transform,
const PxGeometry& geometry,
PxMaterial& material,
PxReal density,
const PxTransform& shapeOffset)
{
PX_CHECK_AND_RETURN_NULL(transform.isValid(), "PxCreateKinematic: transform is not valid.");
PX_CHECK_AND_RETURN_NULL(shapeOffset.isValid(), "PxCreateKinematic: shapeOffset is not valid.");
bool isDynGeom = isDynamicGeometry(geometry);
if(isDynGeom && density <= 0.0f)
return NULL;
PxShape* shape;
PxRigidDynamic* actor = setShape(sdk.createRigidDynamic(transform), geometry, material, shapeOffset, shape);
if(actor)
{
actor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
if(isDynGeom)
PxRigidBodyExt::updateMassAndInertia(*actor, density);
else
{
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
actor->setMass(1);
actor->setMassSpaceInertiaTensor(PxVec3(1,1,1));
}
}
return actor;
}
示例4:
PxRigidDynamic* SampleParticles::Raygun::createRayCapsule(bool enableCollision, PxFilterData filterData)
{
PxRigidDynamic* actor = mSample->getPhysics().createRigidDynamic(PxTransform::createIdentity());
mSample->runtimeAssert(actor, "PxPhysics::createRigidDynamic returned NULL\n");
PxShape* shape = actor->createShape(PxCapsuleGeometry(0.1f, 150.0f), mSample->getDefaultMaterial());
mSample->runtimeAssert(shape, "PxRigidDynamic::createShape returned NULL\n");
shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, false);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, enableCollision);
shape->setSimulationFilterData(filterData);
actor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
actor->setMass(1.0f);
actor->setMassSpaceInertiaTensor(PxVec3(1.0f));
mSample->getActiveScene().addActor(*actor);
return actor;
}
示例5: SetUpPhysicsHandle
bool UGripMotionControllerComponent::SetUpPhysicsHandle(const FBPActorGripInformation &NewGrip)
{
UPrimitiveComponent *root = NewGrip.Component;
if(!root)
root = Cast<UPrimitiveComponent>(NewGrip.Actor->GetRootComponent());
if (!root)
return false;
// Needs to be simulating in order to run physics
root->SetSimulatePhysics(true);
root->SetEnableGravity(false);
FBPActorPhysicsHandleInformation * HandleInfo = CreatePhysicsGrip(NewGrip);
#if WITH_PHYSX
// Get the PxRigidDynamic that we want to grab.
FBodyInstance* BodyInstance = root->GetBodyInstance(NAME_None/*InBoneName*/);
if (!BodyInstance)
{
return false;
}
ExecuteOnPxRigidDynamicReadWrite(BodyInstance, [&](PxRigidDynamic* Actor)
{
PxScene* Scene = Actor->getScene();
// Get transform of actor we are grabbing
FTransform WorldTransform;
FTransform InverseTransform = this->GetComponentTransform().Inverse();
WorldTransform = NewGrip.RelativeTransform.GetRelativeTransform(InverseTransform);
PxVec3 KinLocation = U2PVector(WorldTransform.GetLocation() - (WorldTransform.GetLocation() - root->GetComponentLocation()));
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 (!HandleInfo->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(0.0f); // 1.0f;
KinActor->setMassSpaceInertiaTensor(PxVec3(0.0f, 0.0f, 0.0f));// PxVec3(1.0f, 1.0f, 1.0f));
KinActor->setMaxDepenetrationVelocity(PX_MAX_F32);
// No bodyinstance
KinActor->userData = NULL;
// Add to Scene
Scene->addActor(*KinActor);
// Save reference to the kinematic actor.
HandleInfo->KinActorData = KinActor;
// Create the joint
PxVec3 LocalHandlePos = GrabbedActorPose.transformInv(KinLocation);
PxD6Joint* NewJoint = PxD6JointCreate(Scene->getPhysics(), KinActor, PxTransform::createIdentity(), Actor, PxTransform(LocalHandlePos));
if (!NewJoint)
{
HandleInfo->HandleData = 0;
}
else
{
// No constraint instance
NewJoint->userData = NULL;
HandleInfo->HandleData = NewJoint;
// Remember the scene index that the handle joint/actor are in.
FPhysScene* RBScene = FPhysxUserData::Get<FPhysScene>(Scene->userData);
const uint32 SceneType = root->BodyInstance.UseAsyncScene(RBScene) ? PST_Async : PST_Sync;
HandleInfo->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->setDrivePosition(PxTransform(PxVec3(0, 0, 0)));
NewJoint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
NewJoint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
//UpdateDriveSettings();
if (HandleInfo->HandleData != nullptr)
{
HandleInfo->HandleData->setDrive(PxD6Drive::eX, PxD6JointDrive(NewGrip.Stiffness, NewGrip.Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
HandleInfo->HandleData->setDrive(PxD6Drive::eY, PxD6JointDrive(NewGrip.Stiffness, NewGrip.Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
HandleInfo->HandleData->setDrive(PxD6Drive::eZ, PxD6JointDrive(NewGrip.Stiffness, NewGrip.Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
HandleInfo->HandleData->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(NewGrip.Stiffness, NewGrip.Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
//HandleData->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(Stiffness, Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
//HandleData->setDrive(PxD6Drive::eSWING, PxD6JointDrive(Stiffness, Damping, PX_MAX_F32, PxD6JointDriveFlag::eACCELERATION));
}
//.........这里部分代码省略.........
示例6: 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.........