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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp')
-rw-r--r--KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp694
1 files changed, 694 insertions, 0 deletions
diff --git a/KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp b/KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp
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+++ b/KaplaDemo/samples/sampleViewer3/SceneKaplaTower.cpp
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+#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
+
+
+
+extern bool LoadTexture(const char *filename, GLuint &texId, bool createMipmaps, GLuint type = GL_TEXTURE_2D, int *width = NULL, int *height = NULL);
+
+// ----------------------------------------------------------------------------------------------
+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);
+} \ No newline at end of file