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PhysX4.1/kaplademo/source/kaplaDemo/SceneKaplaTower.cpp
2025-11-28 23:13:44 +05:30

718 lines
27 KiB
C++

//
// 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 <stdio.h>
#include <GL/glut.h>
#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);
}