// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "SceneKaplaTower.h" #include "Convex.h" #include "PxSimpleFactory.h" #include "PxRigidStatic.h" #include "PxShape.h" #include "foundation/PxMathUtils.h" #include "foundation/PxMat44.h" #include #include #include "SimScene.h" #include "CompoundCreator.h" #include "Mesh.h" #include "TerrainMesh.h" #include "PhysXMacros.h" #include "MathUtils.h" #include "PxRigidBodyExt.h" #include "PxD6Joint.h" static PxU32 gMaxNbPermittedProjectiles = 0; #define PROJECTILES_USE_GOLD_MATERIAL 1 // ---------------------------------------------------------------------------------------------- SceneKaplaTower::SceneKaplaTower(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor) : SceneKapla(pxPhysics, pxCooking, isGrb, defaultShader, resourcePath, slowMotionFactor) { hadInteraction = false; mAccumulatedTime = -5.f; nbProjectiles = 0; } static void finishBody(PxRigidDynamic* dyn, PxReal density, PxReal inertiaScale) { dyn->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); dyn->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*dyn, density); dyn->setMassSpaceInertiaTensor(dyn->getMassSpaceInertiaTensor() * inertiaScale); dyn->setAngularDamping(0.15f); } void SceneKaplaTower::preSim(float dt) { SceneKapla::preSim(dt); } void SceneKaplaTower::postSim(float dt) { if (hadInteraction) { mAccumulatedTime = -5.f; hadInteraction = false; } mAccumulatedTime += dt; if (mAccumulatedTime > 0.25f && nbProjectiles < gMaxNbPermittedProjectiles) { nbProjectiles++; mAccumulatedTime = 0.f; float wx = randRange(0.5f, 1.5f); float wz = randRange(0.5f, 1.0f); float h = randRange(0.5f, 0.8f); ShaderMaterial mat; mat.init(); PxReal angle = randRange(0.f, 3.14159*2.f); //Random direction... PxReal range = randRange(30.f, 40.f); PxVec3 pos(range * cosf(angle), 2.f, range * sinf(angle) - 22.f); PxReal speed = randRange(10.f, 60.f); PxVec3 vel = (PxVec3(0, 0, -22) - pos).getNormalized() * speed + PxVec3(0.f, 250.f/speed, 0.f); PxVec3 omega(10.0f, 30.0f, 20.0f); int randomNumber = rand(); bool createBody = true; switch (randomNumber % 4) { case 0: { float r = randRange(0.1f, 0.2f); float R = r + randRange(0.4f, 0.5f); mSimScene->getCompoundCreator()->createTorus(R, r, 15, 10); break; } case 1: { float minLen = 0.6f; float maxLen = 0.9f; PxVec3 dims(randRange(minLen, maxLen), randRange(minLen, maxLen), randRange(minLen, maxLen)); mSimScene->getCompoundCreator()->createBox(dims); break; } case 2: { float r = randRange(0.5f, 0.5f); float h = randRange(0.6f, 0.8f); mSimScene->getCompoundCreator()->createCylinder(r, h, 15); break; } case 3: { vel += PxVec3(0.f, 5.f, 0.f); createRagdoll(pos, vel, mat); createBody = false; break; } } if (createBody) { Compound* compound = createObject(pos, vel, omega, false, mat, false #if PROJECTILES_USE_GOLD_MATERIAL , 0, 1, 1 #endif ); PxRigidDynamic* dyn = compound->getPxActor(); finishBody(dyn, 2.f, 1.f); if ((randomNumber % 4) == 0) { PxU32 nbLinks = ((randomNumber / 4) & 3); PxTransform trans(pos); PxQuat deltaRot(3.1415f / 2.f, PxVec3(1.f, 0.f, 0.f)); for (PxU32 a = 1; a < nbLinks; ++a) { trans.q = (trans.q * deltaRot).getNormalized(); trans.p.x += 0.8f; Compound* compound = createObject(trans, vel, omega, false, mat, false #if PROJECTILES_USE_GOLD_MATERIAL , 0, 1, 1 #endif ); PxRigidDynamic* dyn = compound->getPxActor(); finishBody(dyn, 2.f, 1.f); } } } } SceneKapla::postSim(dt); } void SceneKaplaTower::onInit(PxScene* pxScene) { SceneKapla::onInit(pxScene); createGroundPlane(); mAccumulatedTime = 0.f; const PxVec3 dims(0.08f, 0.25f, 1.0f); PxMaterial* DefaultMaterial = mPxPhysics->createMaterial(0.5f, 0.25f, 0.1f); ShaderMaterial mat; mat.init(); const PxU32 nbInnerInnerRadialLayouts = 40; const PxU32 nbInnerRadialLayouts = 48; const PxU32 nbMidRadialLayouts = 72; const PxU32 nbOuterRadialLayouts = 96; const PxU32 nbOuterOuterRadialLayouts = 128; const PxReal innerInnerRadius = 2.5f; const PxReal innerRadius = 4.5f; const PxReal midRadius = 6.5f; const PxReal outerRadius = 8.5f; const PxReal outerOuterRadius = 10.5f; /*createRectangularTower(10, 10, 4, dims, PxVec3(10, 0.f, -30), DefaultMaterial, mat); createRectangularTower(8, 8, 7, dims, PxVec3(10, 0.f, -30), DefaultMaterial, mat); createRectangularTower(6, 6, 10, dims, PxVec3(10, 0.f, -30), DefaultMaterial, mat); createRectangularTower(4, 4, 14, dims, PxVec3(10, 0.f, -30), DefaultMaterial, mat); createRectangularTower(2, 2, 18, dims, PxVec3(10, 0.f, -30), DefaultMaterial, mat);*/ PxFilterData queryFilterData; PxFilterData simFilterData; createCylindricalTower(nbInnerInnerRadialLayouts, innerInnerRadius, innerInnerRadius, 22, dims, PxVec3(0, 0.f, -22), DefaultMaterial, mat, simFilterData, queryFilterData,1,false,true); createCylindricalTower(nbInnerRadialLayouts, innerRadius, innerRadius, 15, dims, PxVec3(0, 0.f, -22), DefaultMaterial, mat, simFilterData, queryFilterData, 1, false, true); createCylindricalTower(nbMidRadialLayouts, midRadius, midRadius, 11, dims, PxVec3(0, 0.f, -22), DefaultMaterial, mat, simFilterData, queryFilterData, 1, false, true); createCylindricalTower(nbOuterRadialLayouts, outerRadius, outerRadius, 8, dims, PxVec3(0, 0.f, -22), DefaultMaterial, mat, simFilterData, queryFilterData, 1, false, true); createCylindricalTower(nbOuterOuterRadialLayouts, outerOuterRadius, outerOuterRadius, 6, dims, PxVec3(0, 0.f, -22), DefaultMaterial, mat, simFilterData, queryFilterData, 1, false, true); createTwistTower(30, 6, dims, PxVec3(13, 0, -28), DefaultMaterial, mat); createTwistTower(30, 6, dims, PxVec3(13, 0, -23), DefaultMaterial, mat); createTwistTower(30, 6, dims, PxVec3(13, 0, -18), DefaultMaterial, mat); createTwistTower(30, 6, dims, PxVec3(13, 0, -13), DefaultMaterial, mat); const PxReal capRadius = PxSqrt(dims.z*dims.z + dims.z*dims.z); mSimScene->getCompoundCreator()->createCylinder(capRadius, 2*dims.y, 20); Compound* compound0 = createObject(PxTransform(PxVec3(-20, dims.y + 15 * 2 * dims.y, -35.5), PxQuat(3.1415 / 2.f, PxVec3(1.f, 0.f, 0.f))), PxVec3(0), PxVec3(0), false, mat); Compound* compound1 = createObject(PxTransform(PxVec3(20, dims.y + 15 * 2 * dims.y, -35.5), PxQuat(3.1415 / 2.f, PxVec3(1.f, 0.f, 0.f))), PxVec3(0), PxVec3(0), false, mat); Compound* compound2 = createObject(PxTransform(PxVec3(-20, dims.y + 15 * 2 * dims.y, -9.5), PxQuat(3.1415 / 2.f, PxVec3(1.f, 0.f, 0.f))), PxVec3(0), PxVec3(0), false, mat); Compound* compound3 = createObject(PxTransform(PxVec3(20, dims.y + 15 * 2 * dims.y, -9.5), PxQuat(3.1415 / 2.f, PxVec3(1.f, 0.f, 0.f))), PxVec3(0), PxVec3(0), false, mat); PxRigidDynamic* cylinder0 = compound0->getPxActor(); PxRigidDynamic* cylinder1 = compound1->getPxActor(); PxRigidDynamic* cylinder2 = compound2->getPxActor(); PxRigidDynamic* cylinder3 = compound3->getPxActor(); finishBody(cylinder0, 0.2f, 4.f); finishBody(cylinder1, 0.2f, 4.f); finishBody(cylinder2, 0.2f, 4.f); finishBody(cylinder3, 0.2f, 4.f); createGeometricTower(15, 4, dims, PxVec3(-20, 0, -35.5), 1.f, DefaultMaterial, mat); createGeometricTower(15, 4, dims, PxVec3(20, 0, -35.5), 1.f, DefaultMaterial, mat); createGeometricTower(40, 4, dims, PxVec3(-20, 16 * 2 * dims.y, -35.5), 0.74f, DefaultMaterial, mat); createGeometricTower(40, 4, dims, PxVec3(20, 16 * 2 * dims.y, -35.5), 0.74f, DefaultMaterial, mat); createGeometricTower(15, 4, dims, PxVec3(-20, 0, -9.5), 1.f, DefaultMaterial, mat); createGeometricTower(15, 4, dims, PxVec3(20, 0, -9.5), 1.f, DefaultMaterial, mat); createGeometricTower(40, 4, dims, PxVec3(-20, 16 * 2 * dims.y, -9.5), 0.74f, DefaultMaterial, mat); createGeometricTower(40, 4, dims, PxVec3(20, 16 * 2 * dims.y, -9.5), 0.74f, DefaultMaterial, mat); createCommunicationWire(PxVec3(-20, dims.y / 2.f + 15 * 2 * dims.y, -35.5), PxVec3(20, dims.y / 2.f + 15 * 2 * dims.y, -35.5), 0.15f, 0.75f, 0.05f, capRadius, cylinder0, cylinder1, DefaultMaterial, mat, PxQuat(3.14159f/2.f, PxVec3(0,1,0))); createCommunicationWire(PxVec3(-20, dims.y / 2.f + 15 * 2 * dims.y, -9.5), PxVec3(20, dims.y / 2.f + 15 * 2 * dims.y, -9.5), 0.15f, 0.75f, 0.05f, capRadius, cylinder2, cylinder3, DefaultMaterial, mat, PxQuat(3.14159f / 2.f, PxVec3(0, 1, 0))); createCommunicationWire(PxVec3(-20, dims.y / 2.f + 15 * 2 * dims.y, -35.5), PxVec3(-20, dims.y / 2.f + 15 * 2 * dims.y, -9.5), 0.15f, 0.75f, 0.05f, capRadius, cylinder0, cylinder2, DefaultMaterial, mat, PxQuat(PxIdentity)); createCommunicationWire(PxVec3(20, dims.y / 2.f + 15 * 2 * dims.y, -35.5), PxVec3(20, dims.y / 2.f + 15 * 2 * dims.y, -9.5), 0.15f, 0.75f, 0.05f, capRadius, cylinder1, cylinder3, DefaultMaterial, mat, PxQuat(PxIdentity)); createRectangularTower(27, 19, 6, dims, PxVec3(0.f, 0.f, -20.f), DefaultMaterial, mat); } void SceneKaplaTower::createCommunicationWire(PxVec3 startPos, PxVec3 endPos, PxReal connectRadius, PxReal connectHeight, PxReal density, PxReal offset, PxRigidDynamic* startBody, PxRigidDynamic* endBody, PxMaterial* material, ShaderMaterial& mat, PxQuat& rot) { mSimScene->getCompoundCreator()->createCylinder(connectRadius, connectHeight, 8); PxVec3 layDir = (endPos - startPos).getNormalized(); PxReal distance = (startPos - endPos).magnitude() - 2.f * offset; PxU32 nbToConnect = (distance) / connectHeight; PxReal gap = distance / nbToConnect; PxVec3 pos = startPos + layDir* (offset + connectHeight / 2.f); PxRigidDynamic* rootActor = startBody; PxVec3 anchorPos = startPos + layDir * offset; PxPhysics* physics = getSimScene()->getPxPhysics(); PxRigidDynamic** dyns = new PxRigidDynamic*[nbToConnect]; for (PxU32 a = 0; a < nbToConnect; ++a) { Compound* compound = createObject(PxTransform(pos, rot), PxVec3(0), PxVec3(0), false, mat); PxRigidDynamic* dyn = compound->getPxActor(); dyns[a] = dyn; finishBody(dyn, density, 10.f); dyn->setLinearDamping(0.1f); dyn->setAngularDamping(0.15f); dyn->setStabilizationThreshold(0.f); //Now create the constraint PxD6Joint *joint = PxD6JointCreate(*physics, rootActor, PxTransform(rootActor->getGlobalPose().transformInv(anchorPos)), dyn, PxTransform(dyn->getGlobalPose().transformInv(anchorPos))); joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE); joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE); joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE); //if (a == 0) { joint->setBreakForce((dyn->getMass() + rootActor->getMass()) * 3000.f, (dyn->getMass() + rootActor->getMass()) * 2000.f); } joint->setDrive(PxD6Drive::eSWING, PxD6JointDrive(0.f, 0.15f, PX_MAX_F32)); joint->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(0.f, 0.15f, PX_MAX_F32)); pos += layDir * gap; anchorPos += layDir * gap; rootActor = dyn; } PxD6Joint *joint = PxD6JointCreate(*physics, rootActor, PxTransform(rootActor->getGlobalPose().transformInv(anchorPos)), endBody, PxTransform(endBody->getGlobalPose().transformInv(anchorPos))); joint->setBreakForce((endBody->getMass() + rootActor->getMass()) * 3000.f, (endBody->getMass() + rootActor->getMass()) * 2000.f); joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE); joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE); joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE); joint->setDrive(PxD6Drive::eSWING, PxD6JointDrive(0.f, 0.15f, PX_MAX_F32)); joint->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(0.f, 0.15f, PX_MAX_F32)); //Now add some bunting to the connections... mSimScene->getCompoundCreator()->createBox(PxVec3(connectRadius, connectHeight, connectHeight)); for (PxU32 a = 2; a < nbToConnect; a += 3) { //Create a little box to attach PxRigidDynamic* rootActor = dyns[a]; PxTransform transform = rootActor->getGlobalPose(); transform.p += PxVec3(0.f, -(connectRadius + 0.5*connectHeight), 0.f); Compound* compound = createObject(transform, PxVec3(0), PxVec3(0), false, mat); PxRigidDynamic* dyn = compound->getPxActor(); finishBody(dyn, density*0.5f, 10.f); dyn->setLinearDamping(0.1f); dyn->setAngularDamping(0.15f); dyn->setStabilizationThreshold(0.f); anchorPos = transform.p + PxVec3(0, 0.5f*connectHeight, 0); PxD6Joint *joint = PxD6JointCreate(*physics, rootActor, PxTransform(rootActor->getGlobalPose().transformInv(anchorPos)), dyn, PxTransform(dyn->getGlobalPose().transformInv(anchorPos))); joint->setMotion(PxD6Axis::eSWING1, PxD6Motion::eLOCKED); joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eLOCKED); joint->setMotion(PxD6Axis::eTWIST, PxD6Motion::eLOCKED); } delete dyns; } void SceneKaplaTower::createGeometricTower(PxU32 height, PxU32 nbFacets, PxVec3 dims, PxVec3 startPos, PxReal startDensity, PxMaterial* material, ShaderMaterial& mat) { PX_UNUSED(nbFacets); //Create a tower of geometric shaps PxReal angle = (3.14159 / 2.f); //the angle between each facet... PxQuat zRot(3.1415 / 2.f, PxVec3(0, 1, 0)); PxQuat rotation[] = { PxQuat(PxIdentity), PxQuat(3.1415 / 4.f, PxVec3(0, 1, 0)) }; PxReal offset = dims.z; PxReal density = startDensity; PxShape* shape; PxVec3 vel(0), omega(0); mSimScene->getCompoundCreator()->createBox(2.f*dims);//0.5f, 0.2f, 20, 20); for (PxU32 i = 0; i < height; ++i) { PxVec3 yOffset(0, dims.y + i * dims.y * 2, 0); PxQuat rot = rotation[i & 1]; PxVec3 basis0 = rot.getBasisVector0(); PxVec3 basis2 = rot.getBasisVector2(); PxVec3 pos0 = -basis0 * offset + basis2 * dims.x; PxVec3 pos1 = basis0 * offset - basis2 * dims.x; PxVec3 pos2 = basis0 * dims.x + basis2 * offset; PxVec3 pos3 = -basis0 * dims.x - basis2 * offset; //PxRigidDynamic* box0 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos0 + startPos + yOffset, rot, dims); //PxRigidDynamic* box1 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos1 + startPos + yOffset, rot, dims); //PxRigidDynamic* box2 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos2 + startPos + yOffset, zRot * rot, dims); //PxRigidDynamic* box3 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos3 + startPos + yOffset, zRot * rot, dims); Compound* compound0 = createObject(PxTransform(pos0 + startPos + yOffset, rot), vel, omega, false, mat); PxRigidDynamic* box0 = compound0->getPxActor(); box0->getShapes(&shape, 1); shape->setMaterials(&material, 1); Compound* compound1 = createObject(PxTransform(pos1 + startPos + yOffset, rot), vel, omega, false, mat); PxRigidDynamic* box1 = compound1->getPxActor(); box1->getShapes(&shape, 1); shape->setMaterials(&material, 1); Compound* compound2 = createObject(PxTransform(pos2 + startPos + yOffset, zRot * rot), vel, omega, false, mat); PxRigidDynamic* box2 = compound2->getPxActor(); box2->getShapes(&shape, 1); shape->setMaterials(&material, 1); Compound* compound3 = createObject(PxTransform(pos3 + startPos + yOffset, zRot * rot), vel, omega, false, mat); PxRigidDynamic* box3 = compound3->getPxActor(); box3->getShapes(&shape, 1); shape->setMaterials(&material, 1); box0->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box0->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box0, density); box0->setMassSpaceInertiaTensor(box0->getMassSpaceInertiaTensor() * 4.f); box1->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box1->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box1, density); box1->setMassSpaceInertiaTensor(box1->getMassSpaceInertiaTensor() * 4.f); box2->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box2->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box2, density); box2->setMassSpaceInertiaTensor(box2->getMassSpaceInertiaTensor() * 4.f); box3->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box3->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box3, density); box3->setMassSpaceInertiaTensor(box3->getMassSpaceInertiaTensor() * 4.f); density = density * 0.98f; } } void SceneKaplaTower::createTwistTower(PxU32 height, PxU32 nbBlocksPerLayer, PxVec3 dims, PxVec3 startPos, PxMaterial* material, ShaderMaterial& mat) { PxQuat rotation(PxIdentity);//3.14/2.f, PxVec3(0,0,1)); PxQuat rotationDelta(3.14 / 10.f, PxVec3(0, 1, 0)); PxReal density = 1.f; PxShape* shape; PxVec3 vel(0), omega(0); mSimScene->getCompoundCreator()->createBox(2.f*dims);//0.5f, 0.2f, 20, 20); for (PxU32 i = 0; i < height; ++i) { PxReal startY = i * dims.y * 2 + dims.y; PxVec3 xVec = rotation.getBasisVector0(); for (PxU32 a = 0; a < nbBlocksPerLayer; ++a) { PxVec3 pos = xVec * dims.x * 2 * (PxReal(a) - PxReal(nbBlocksPerLayer) / 2.f) + PxVec3(0, startY, 0); //PxRigidDynamic* box = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos + startPos, rotation, dims); Compound* compound = createObject(PxTransform(pos + startPos, rotation), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); } rotation = rotationDelta * rotation; density *= 0.95f; } } void SceneKaplaTower::createRectangularTower(PxU32 nbX, PxU32 nbZ, PxU32 height, PxVec3 dims, PxVec3 centerPos, PxMaterial* material, ShaderMaterial& mat) { PxReal startHeight = 0.f; PxReal density = 1.f; PxU32 nbXSupports = 1 + 2 * nbX; PxReal xSpacing = dims.z; PxU32 nbZSlabs = (2.f*dims.z * nbZ) / (2.f*dims.y); PxQuat rotation = PxQuat(3.14 / 2.f, PxVec3(0, 1, 0)) * PxQuat(3.14 / 2.f, PxVec3(0, 0, 1)); mSimScene->getCompoundCreator()->createBox(2.f*dims);//0.5f, 0.2f, 20, 20); PxVec3 pos(-2.0f, 1.5f, 0.0f); PxVec3 vel(0.0f, 0.0f, 0.0f); PxVec3 omega(0.0f, 0.0f, 0.0f); for (PxU32 i = 0; i < height; ++i) { //First, lets lay down the supports... PxVec3 rowColExtents((nbX)* dims.z, 0.f, (nbZ)* dims.z); PxShape* shape; //Back row for (PxU32 a = 0; a < nbXSupports; ++a) { PxVec3 pos(a * xSpacing - rowColExtents.x, startHeight + dims.y, -rowColExtents.z); PxVec3 pos2(a * xSpacing - rowColExtents.x, startHeight + dims.y, rowColExtents.z); Compound* compound = createObject(PxTransform(pos + centerPos), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); Compound* compound2 = createObject(PxTransform(pos2 + centerPos), vel, omega, false, mat); PxRigidDynamic* box2 = compound2->getPxActor(); box2->getShapes(&shape, 1); shape->setMaterials(&material, 1); box2->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box2->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box2, density); box2->setMassSpaceInertiaTensor(box2->getMassSpaceInertiaTensor() * 4.f); } for (PxU32 a = 0; a < nbX; ++a) { PxVec3 pos(dims.z + a * dims.z * 2 - rowColExtents.x, startHeight + 2 * dims.y + dims.x, -rowColExtents.z - dims.y); PxVec3 pos2(dims.z + a * dims.z * 2 - rowColExtents.x, startHeight + 2 * dims.y + dims.x, -rowColExtents.z + dims.y); Compound* compound = createObject(PxTransform(pos + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); //PxRigidDynamic* box2 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos2 + centerPos, rotation, dims); Compound* compound2 = createObject(PxTransform(pos2 + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box2 = compound2->getPxActor(); box2->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); box2->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box2->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box2, density); box2->setMassSpaceInertiaTensor(box2->getMassSpaceInertiaTensor() * 4.f); PxVec3 pos3(dims.z + a * dims.z * 2 - rowColExtents.x, startHeight + 2 * dims.y + dims.x, rowColExtents.z - dims.y); PxVec3 pos4(dims.z + a * dims.z * 2 - rowColExtents.x, startHeight + 2 * dims.y + dims.x, rowColExtents.z + dims.y); //PxRigidDynamic* box3 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos3 + centerPos, rotation, dims); Compound* compound3 = createObject(PxTransform(pos3 + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box3 = compound3->getPxActor(); box3->getShapes(&shape, 1); shape->setMaterials(&material, 1); //PxRigidDynamic* box4 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos4 + centerPos, rotation, dims); Compound* compound4 = createObject(PxTransform(pos4 + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box4 = compound4->getPxActor(); box4->getShapes(&shape, 1); shape->setMaterials(&material, 1); box3->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box3->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box3, density); box3->setMassSpaceInertiaTensor(box3->getMassSpaceInertiaTensor() * 4.f); box4->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box4->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box4, density); box4->setMassSpaceInertiaTensor(box4->getMassSpaceInertiaTensor() * 4.f); } //Sides... for (PxU32 a = 1; a < nbZ; ++a) { for (PxU32 b = 0; b < 3; b++) { PxVec3 pos(b * xSpacing - rowColExtents.x, startHeight + dims.y, -rowColExtents.z + a * dims.z * 2); PxVec3 pos2(rowColExtents.x - b * xSpacing, startHeight + dims.y, -rowColExtents.z + a * dims.z * 2); //PxRigidDynamic* box = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos + centerPos, PxQuat(PxIdentity), dims); Compound* compound = createObject(PxTransform(pos + centerPos), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); //PxRigidDynamic* box2 = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos2 + centerPos, PxQuat(PxIdentity), dims); Compound* compound2 = createObject(PxTransform(pos2 + centerPos), vel, omega, false, mat); PxRigidDynamic* box2 = compound2->getPxActor(); box2->getShapes(&shape, 1); shape->setMaterials(&material, 1); box2->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box2->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box2, density); box2->setMassSpaceInertiaTensor(box2->getMassSpaceInertiaTensor() * 4.f); } } for (PxU32 a = 1; a < nbZSlabs - 1; a++) { PxVec3 pos(dims.z - rowColExtents.x, startHeight + 2 * dims.y + dims.x, -rowColExtents.z + dims.y + 2 * dims.y*a); //PxRigidDynamic* box = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos + centerPos, rotation, dims); Compound* compound = createObject(PxTransform(pos + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); } for (PxU32 a = 1; a < nbZSlabs - 1; a++) { PxVec3 pos(rowColExtents.x - dims.z, startHeight + 2 * dims.y + dims.x, -rowColExtents.z + dims.y + 2 * dims.y*a); //PxRigidDynamic* box = PxTkCreateDynamicBox(*mSDK, mScene, material, mObjectCreationParams, pos + centerPos, rotation, dims); Compound* compound = createObject(PxTransform(pos + centerPos, rotation), vel, omega, false, mat); PxRigidDynamic* box = compound->getPxActor(); box->getShapes(&shape, 1); shape->setMaterials(&material, 1); box->setSolverIterationCounts(DEFAULT_SOLVER_ITERATIONS); box->setMaxDepenetrationVelocity(2.f); PxRigidBodyExt::updateMassAndInertia(*box, density); box->setMassSpaceInertiaTensor(box->getMassSpaceInertiaTensor() * 4.f); } startHeight += 2 * (dims.y + dims.x); density *= 0.975f; } } // ---------------------------------------------------------------------------------------------- void SceneKaplaTower::handleKeyDown(unsigned char key, int x, int y) { switch (key) { case 'b': case 'B': { if (gMaxNbPermittedProjectiles == 0) gMaxNbPermittedProjectiles = 512; else gMaxNbPermittedProjectiles = 0; break; } } SceneKapla::handleKeyDown(key, x, y); }