PhysX3 basic plugin.

This commit is contained in:
rextimmy 2014-02-28 12:11:26 +10:00
parent d218b007a3
commit d4b189e175
17 changed files with 2767 additions and 0 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PHYSX3_H_
#define _PHYSX3_H_
//-------------------------------------------------------------------------
//defines to keep PhysX happy and compiling
#if defined(TORQUE_OS_MAC) && !defined(__APPLE__)
#define __APPLE__
#elif defined(TORQUE_OS_LINUX) && !defined(LINUX)
#define LINUX
#elif defined(TORQUE_OS_WIN32) && !defined(WIN32)
#define WIN32
#endif
//-------------------------------------------------------------------------
#include <PxPhysicsAPI.h>
#include <extensions/PxExtensionsAPI.h>
#include <extensions/PxDefaultErrorCallback.h>
#include <extensions/PxDefaultAllocator.h>
#include <extensions/PxDefaultSimulationFilterShader.h>
#include <extensions/PxDefaultCpuDispatcher.h>
#include <extensions/PxShapeExt.h>
#include <extensions/PxSimpleFactory.h>
#include <foundation/PxFoundation.h>
#include <characterkinematic/PxController.h>
#include <common/PxIO.h>
extern physx::PxPhysics* gPhysics3SDK;
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Body.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Cast.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "console/console.h"
#include "console/consoleTypes.h"
Px3Body::Px3Body() :
mActor( NULL ),
mMaterial( NULL ),
mWorld( NULL ),
mBodyFlags( 0 ),
mIsEnabled( true ),
mIsStatic(false)
{
}
Px3Body::~Px3Body()
{
_releaseActor();
}
void Px3Body::_releaseActor()
{
if ( !mActor )
return;
mWorld->releaseWriteLock();
mActor->userData = NULL;
mActor->release();
mActor = NULL;
mBodyFlags = 0;
if ( mMaterial )
{
mMaterial->release();
}
mColShape = NULL;
}
bool Px3Body::init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "Px3Body::init - Got a null scene object!" );
AssertFatal( world, "Px3Body::init - Got a null world!" );
AssertFatal( dynamic_cast<Px3World*>( world ), "Px3Body::init - The world is the wrong type!" );
AssertFatal( shape, "Px3Body::init - Got a null collision shape!" );
AssertFatal( dynamic_cast<Px3Collision*>( shape ), "Px3Body::init - The collision shape is the wrong type!" );
AssertFatal( !((Px3Collision*)shape)->getShapes().empty(), "Px3Body::init - Got empty collision shape!" );
// Cleanup any previous actor.
_releaseActor();
mWorld = (Px3World*)world;
mColShape = (Px3Collision*)shape;
mBodyFlags = bodyFlags;
const bool isKinematic = mBodyFlags & BF_KINEMATIC;
const bool isTrigger = mBodyFlags & BF_TRIGGER;
const bool isDebris = mBodyFlags & BF_DEBRIS;
if ( isKinematic )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setRigidDynamicFlag(physx::PxRigidDynamicFlag::eKINEMATIC, true);
actor->setMass(getMax( mass, 1.0f ));
}
else if ( mass > 0.0f )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
}
else
{
mActor = gPhysics3SDK->createRigidStatic(physx::PxTransform(physx::PxIDENTITY()));
mIsStatic = true;
}
mMaterial = gPhysics3SDK->createMaterial(0.6f,0.4f,0.1f);
// Add all the shapes.
const Vector<Px3CollisionDesc*> &shapes = mColShape->getShapes();
for ( U32 i=0; i < shapes.size(); i++ )
{
Px3CollisionDesc* desc = shapes[i];
if( mass > 0.0f )
{
if(desc->pGeometry->getType() == physx::PxGeometryType::eTRIANGLEMESH)
{
Con::errorf("PhysX3 Dynamic Triangle Mesh is not supported.");
}
}
physx::PxShape * pShape = mActor->createShape(*desc->pGeometry,*mMaterial,desc->pose);
physx::PxFilterData colData;
if(isDebris)
colData.word0 = PX3_DEBRIS;
else if(isTrigger)
{
//We don't want trigger shapes taking part in shape pair intersection tests
pShape->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE, false);
colData.word0 = PX3_TRIGGER;
}
else
colData.word0 = PX3_DEFAULT;
//set the skin width
pShape->setContactOffset(0.01f);
pShape->setFlag(physx::PxShapeFlag::eSCENE_QUERY_SHAPE,true);
pShape->setSimulationFilterData(colData);
pShape->setQueryFilterData(colData);
}
//mass & intertia has to be set after creating the shape
if ( mass > 0.0f )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor,mass);
}
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mWorld->getScene()->addActor(*mActor);
mIsEnabled = true;
if ( isDebris )
mActor->setDominanceGroup( 31 );
mUserData.setObject( obj );
mUserData.setBody( this );
mActor->userData = &mUserData;
return true;
}
void Px3Body::setMaterial( F32 restitution,
F32 friction,
F32 staticFriction )
{
AssertFatal( mActor, "Px3Body::setMaterial - The actor is null!" );
if ( isDynamic() )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->wakeUp();
}
mMaterial->setRestitution(restitution);
mMaterial->setStaticFriction(staticFriction);
mMaterial->setDynamicFriction(friction);
}
void Px3Body::setSleepThreshold( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setSleepThreshold - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxF32 massNormalized= (linear*linear+angular*angular)/2.0f;
actor->setSleepThreshold(massNormalized);
}
void Px3Body::setDamping( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setDamping - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearDamping( linear );
actor->setAngularDamping( angular );
}
void Px3Body::getState( PhysicsState *outState )
{
AssertFatal( mActor, "Px3Body::getState - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getState - This call is only for dynamics!" );
outState->position = px3Cast<Point3F>( mActor->getGlobalPose().p );
outState->orientation = px3Cast<QuatF>( mActor->getGlobalPose().q );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
outState->linVelocity = px3Cast<Point3F>( actor->getLinearVelocity() );
outState->angVelocity = px3Cast<Point3F>( actor->getAngularVelocity() );
outState->sleeping = actor->isSleeping();
outState->momentum = px3Cast<Point3F>( (1.0f/actor->getMass()) * actor->getLinearVelocity() );//??
}
F32 Px3Body::getMass() const
{
AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
if(mIsStatic)
return 0;
const physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return actor->getMass();
}
Point3F Px3Body::getCMassPosition() const
{
AssertFatal( mActor, "Px3Body::getCMassPosition - The actor is null!" );
if(mIsStatic)
return px3Cast<Point3F>(mActor->getGlobalPose().p);
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxTransform pose = actor->getGlobalPose() * actor->getCMassLocalPose();
return px3Cast<Point3F>(pose.p);
}
void Px3Body::setLinVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearVelocity( px3Cast<physx::PxVec3>( vel ) );
}
void Px3Body::setAngVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setAngularVelocity(px3Cast<physx::PxVec3>( vel ) );
}
Point3F Px3Body::getLinVelocity() const
{
AssertFatal( mActor, "Px3Body::getLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getLinearVelocity() );
}
Point3F Px3Body::getAngVelocity() const
{
AssertFatal( mActor, "Px3Body::getAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getAngularVelocity() );
}
void Px3Body::setSleeping( bool sleeping )
{
AssertFatal( mActor, "Px3Body::setSleeping - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setSleeping - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( sleeping )
actor->putToSleep();
else
actor->wakeUp();
}
bool Px3Body::isDynamic() const
{
AssertFatal( mActor, "PxBody::isDynamic - The actor is null!" );
return !mIsStatic && ( mBodyFlags & BF_KINEMATIC ) == 0;
}
PhysicsWorld* Px3Body::getWorld()
{
return mWorld;
}
PhysicsCollision* Px3Body::getColShape()
{
return mColShape;
}
MatrixF& Px3Body::getTransform( MatrixF *outMatrix )
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
*outMatrix = px3Cast<MatrixF>(mActor->getGlobalPose());
return *outMatrix;
}
Box3F Px3Body::getWorldBounds()
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
physx::PxBounds3 bounds;
bounds.setEmpty();
physx::PxBounds3 shapeBounds;
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( U32 i = 0; i < shapeCount; i++ )
{
// Get the shape's bounds.
shapeBounds = physx::PxShapeExt::getWorldBounds(*shapes[i],*mActor);
// Combine them into the total bounds.
bounds.include( shapeBounds );
}
delete [] shapes;
return px3Cast<Box3F>( bounds );
}
void Px3Body::setSimulationEnabled( bool enabled )
{
if ( mIsEnabled == enabled )
return;
//Don't need to enable/disable eSIMULATION_SHAPE for trigger,it's disabled permanently
if(mBodyFlags & BF_TRIGGER)
return;
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
{
shapes[i]->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,!mIsEnabled);//?????
}
delete [] shapes;
}
void Px3Body::setTransform( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::setTransform - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose(px3Cast<physx::PxTransform>(transform),false);
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
bool kinematic = actor->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
// If its dynamic we have more to do.
if ( isDynamic() && !kinematic )
{
actor->setLinearVelocity( physx::PxVec3(0) );
actor->setAngularVelocity( physx::PxVec3(0) );
actor->wakeUp();
}
}
void Px3Body::applyCorrection( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::applyCorrection - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::applyCorrection - This call is only for dynamics!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose( px3Cast<physx::PxTransform>(transform) );
}
void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
{
AssertFatal( mActor, "Px3Body::applyImpulse - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( mIsEnabled && isDynamic() )
physx::PxRigidBodyExt::addForceAtPos(*actor,px3Cast<physx::PxVec3>(force),
px3Cast<physx::PxVec3>(origin),
physx::PxForceMode::eIMPULSE);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_PX3BODY_H_
#define _T3D_PHYSICS_PX3BODY_H_
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _PHYSICS_PHYSICSUSERDATA_H_
#include "T3D/physics/physicsUserData.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
class Px3World;
class Px3Collision;
struct Px3CollisionDesc;
namespace physx{
class PxRigidActor;
class PxMaterial;
class PxShape;
}
class Px3Body : public PhysicsBody
{
protected:
/// The physics world we are in.
Px3World *mWorld;
/// The physics actor.
physx::PxRigidActor *mActor;
/// The unshared local material used on all the
/// shapes on this actor.
physx::PxMaterial *mMaterial;
/// We hold the collision reference as it contains
/// allocated objects that we own and must free.
StrongRefPtr<Px3Collision> mColShape;
///
MatrixF mInternalTransform;
/// The body flags set at creation time.
U32 mBodyFlags;
/// Is true if this body is enabled and active
/// in the simulation of the scene.
bool mIsEnabled;
bool mIsStatic;
///
void _releaseActor();
public:
Px3Body();
virtual ~Px3Body();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform( const MatrixF &xfm );
virtual MatrixF& getTransform( MatrixF *outMatrix );
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled( bool enabled );
virtual bool isSimulationEnabled() { return mIsEnabled; }
// PhysicsBody
virtual bool init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world );
virtual bool isDynamic() const;
virtual PhysicsCollision* getColShape();
virtual void setSleepThreshold( F32 linear, F32 angular );
virtual void setDamping( F32 linear, F32 angular );
virtual void getState( PhysicsState *outState );
virtual F32 getMass() const;
virtual Point3F getCMassPosition() const;
virtual void setLinVelocity( const Point3F &vel );
virtual void setAngVelocity( const Point3F &vel );
virtual Point3F getLinVelocity() const;
virtual Point3F getAngVelocity() const;
virtual void setSleeping( bool sleeping );
virtual void setMaterial( F32 restitution,
F32 friction,
F32 staticFriction );
virtual void applyCorrection( const MatrixF &xfm );
virtual void applyImpulse( const Point3F &origin, const Point3F &force );
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PHYSX3_CASTS_H_
#define _PHYSX3_CASTS_H_
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
#ifndef _MTRANSFORM_H_
#include "math/mTransform.h"
#endif
template <class T, class F> inline T px3Cast( const F &from );
//-------------------------------------------------------------------------
template<>
inline Point3F px3Cast( const physx::PxVec3 &vec )
{
return Point3F( vec.x, vec.y, vec.z );
}
template<>
inline physx::PxVec3 px3Cast( const Point3F &point )
{
return physx::PxVec3( point.x, point.y, point.z );
}
//-------------------------------------------------------------------------
template<>
inline QuatF px3Cast( const physx::PxQuat &quat )
{
/// The Torque quat has the opposite winding order.
return QuatF( -quat.x, -quat.y, -quat.z, quat.w );
}
template<>
inline physx::PxQuat px3Cast( const QuatF &quat )
{
/// The Torque quat has the opposite winding order.
physx::PxQuat result( -quat.x, -quat.y, -quat.z, quat.w );
return result;
}
//-------------------------------------------------------------------------
template<>
inline physx::PxExtendedVec3 px3Cast( const Point3F &point )
{
return physx::PxExtendedVec3( point.x, point.y, point.z );
}
template<>
inline Point3F px3Cast( const physx::PxExtendedVec3 &xvec )
{
return Point3F( xvec.x, xvec.y, xvec.z );
}
//-------------------------------------------------------------------------
template<>
inline physx::PxBounds3 px3Cast( const Box3F &box )
{
physx::PxBounds3 bounds(px3Cast<physx::PxVec3>(box.minExtents),
px3Cast<physx::PxVec3>(box.maxExtents));
return bounds;
}
template<>
inline Box3F px3Cast( const physx::PxBounds3 &bounds )
{
return Box3F( bounds.minimum.x,
bounds.minimum.y,
bounds.minimum.z,
bounds.maximum.x,
bounds.maximum.y,
bounds.maximum.z );
}
//-------------------------------------------------------------------------
template<>
inline physx::PxTransform px3Cast( const MatrixF &xfm )
{
physx::PxTransform out;
QuatF q;
q.set(xfm);
out.q = px3Cast<physx::PxQuat>(q);
out.p = px3Cast<physx::PxVec3>(xfm.getPosition());
return out;
}
template<>
inline TransformF px3Cast(const physx::PxTransform &xfm)
{
TransformF out(px3Cast<Point3F>(xfm.p),AngAxisF(px3Cast<QuatF>(xfm.q)));
return out;
}
template<>
inline MatrixF px3Cast( const physx::PxTransform &xfm )
{
MatrixF out;
TransformF t = px3Cast<TransformF>(xfm);
out = t.getMatrix();
return out;
}
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "math/mPoint3.h"
#include "math/mMatrix.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Cast.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Stream.h"
Px3Collision::Px3Collision()
{
}
Px3Collision::~Px3Collision()
{
for ( U32 i=0; i < mColShapes.size(); i++ )
{
Px3CollisionDesc *desc = mColShapes[i];
delete desc->pGeometry;
// Delete the descriptor.
delete desc;
}
mColShapes.clear();
}
void Px3Collision::addPlane( const PlaneF &plane )
{
physx::PxVec3 pos = px3Cast<physx::PxVec3>(plane.getPosition());
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxPlaneGeometry();
desc->pose = physx::PxTransform(pos, physx::PxQuat(physx::PxHalfPi, physx::PxVec3(0.0f, -1.0f, 0.0f)));
mColShapes.push_back(desc);
}
void Px3Collision::addBox( const Point3F &halfWidth,const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxBoxGeometry(px3Cast<physx::PxVec3>(halfWidth));
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
void Px3Collision::addSphere( F32 radius,
const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxSphereGeometry(radius);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
void Px3Collision::addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxCapsuleGeometry(radius,height*0.5);//uses half height
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
bool Px3Collision::addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm )
{
physx::PxCooking *cooking = Px3World::getCooking();
physx::PxConvexMeshDesc convexDesc;
convexDesc.points.data = points;
convexDesc.points.stride = sizeof(Point3F);
convexDesc.points.count = count;
convexDesc.flags = physx::PxConvexFlag::eFLIPNORMALS|physx::PxConvexFlag::eCOMPUTE_CONVEX | physx::PxConvexFlag::eINFLATE_CONVEX;
Px3MemOutStream stream;
if(!cooking->cookConvexMesh(convexDesc,stream))
return false;
physx::PxConvexMesh* convexMesh;
Px3MemInStream in(stream.getData(), stream.getSize());
convexMesh = gPhysics3SDK->createConvexMesh(in);
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxConvexMeshGeometry(convexMesh);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
return true;
}
bool Px3Collision::addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm )
{
physx::PxCooking *cooking = Px3World::getCooking();
physx::PxTriangleMeshDesc meshDesc;
meshDesc.points.count = vertCount;
meshDesc.points.data = vert;
meshDesc.points.stride = sizeof(Point3F);
meshDesc.triangles.count = triCount;
meshDesc.triangles.data = index;
meshDesc.triangles.stride = 3*sizeof(U32);
meshDesc.flags = physx::PxMeshFlag::eFLIPNORMALS;
Px3MemOutStream stream;
if(!cooking->cookTriangleMesh(meshDesc,stream))
return false;
physx::PxTriangleMesh *mesh;
Px3MemInStream in(stream.getData(), stream.getSize());
mesh = gPhysics3SDK->createTriangleMesh(in);
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxTriangleMeshGeometry(mesh);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
return true;
}
bool Px3Collision::addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm )
{
const F32 heightScale = 0.03125f;
physx::PxHeightFieldSample* samples = (physx::PxHeightFieldSample*) new physx::PxHeightFieldSample[blockSize*blockSize];
memset(samples,0,blockSize*blockSize*sizeof(physx::PxHeightFieldSample));
physx::PxHeightFieldDesc heightFieldDesc;
heightFieldDesc.nbColumns = blockSize;
heightFieldDesc.nbRows = blockSize;
heightFieldDesc.thickness = -10.f;
heightFieldDesc.convexEdgeThreshold = 0;
heightFieldDesc.format = physx::PxHeightFieldFormat::eS16_TM;
heightFieldDesc.samples.data = samples;
heightFieldDesc.samples.stride = sizeof(physx::PxHeightFieldSample);
physx::PxU8 *currentByte = (physx::PxU8*)heightFieldDesc.samples.data;
for ( U32 row = 0; row < blockSize; row++ )
{
const U32 tess = ( row + 1 ) % 2;
for ( U32 column = 0; column < blockSize; column++ )
{
physx::PxHeightFieldSample *currentSample = (physx::PxHeightFieldSample*)currentByte;
U32 index = ( blockSize - row - 1 ) + ( column * blockSize );
currentSample->height = (physx::PxI16)heights[ index ];
if ( holes && holes[ getMax( (S32)index - 1, 0 ) ] ) // row index for holes adjusted so PhysX collision shape better matches rendered terrain
{
currentSample->materialIndex0 = 0;
currentSample->materialIndex1 = 0;
}
else
{
currentSample->materialIndex0 = 1;
currentSample->materialIndex1 = 1;
}
int flag = ( column + tess ) % 2;
if(flag)
currentSample->setTessFlag();
else
currentSample->clearTessFlag();
currentByte += heightFieldDesc.samples.stride;
}
}
physx::PxHeightField * hf = gPhysics3SDK->createHeightField(heightFieldDesc);
physx::PxHeightFieldGeometry *geom = new physx::PxHeightFieldGeometry(hf,physx::PxMeshGeometryFlags(),heightScale,metersPerSample,metersPerSample);
physx::PxTransform pose= physx::PxTransform(physx::PxQuat(Float_HalfPi, physx::PxVec3(1, 0, 0 )));
physx::PxTransform pose1= physx::PxTransform(physx::PxQuat(Float_Pi, physx::PxVec3(0, 0, 1 )));
physx::PxTransform pose2 = pose1 * pose;
pose2.p = physx::PxVec3(( blockSize - 1 ) * metersPerSample, 0, 0 );
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = geom;
desc->pose = pose2;
mColShapes.push_back(desc);
return true;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_PX3COLLISION_H_
#define _T3D_PHYSICS_PX3COLLISION_H_
#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_
#include "T3D/physics/physicsCollision.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
//nasty hate doing this!
#include <foundation/PxTransform.h>
//forward declare
namespace physx{class PxGeometry;}
struct Px3CollisionDesc
{
physx::PxGeometry *pGeometry;
physx::PxTransform pose;
};
class Px3Collision : public PhysicsCollision
{
typedef Vector<Px3CollisionDesc*> Px3CollisionList;
protected:
/// The collision representation.
Px3CollisionList mColShapes;
public:
Px3Collision();
virtual ~Px3Collision();
/// Return the PhysX shape descriptions.
const Px3CollisionList& getShapes() const { return mColShapes; }
// PhysicsCollision
virtual void addPlane( const PlaneF &plane );
virtual void addBox( const Point3F &halfWidth,
const MatrixF &localXfm );
virtual void addSphere( F32 radius,
const MatrixF &localXfm );
virtual void addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm );
virtual bool addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm );
virtual bool addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm );
virtual bool addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm );
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Player.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Cast.h"
#include "T3D/physics/physx3/px3Utils.h"
#include "collision/collision.h"
Px3Player::Px3Player()
: PhysicsPlayer(),
mController( NULL ),
mWorld( NULL ),
mObject( NULL ),
mSkinWidth( 0.05f ),
mOriginOffset( 0.0f ),
mElapsed(0)
{
PHYSICSMGR->getPhysicsResetSignal().notify( this, &Px3Player::_onPhysicsReset );
}
Px3Player::~Px3Player()
{
_releaseController();
PHYSICSMGR->getPhysicsResetSignal().remove( this, &Px3Player::_onPhysicsReset );
}
void Px3Player::_releaseController()
{
if ( mController )
{
mController->getActor()->userData = NULL;
mWorld->getStaticChangedSignal().remove( this, &Px3Player::_onStaticChanged );
mController->release();
}
}
void Px3Player::init( const char *type,
const Point3F &size,
F32 runSurfaceCos,
F32 stepHeight,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "Px3Player::init - Got a null scene object!" );
AssertFatal( world, "Px3Player::init - Got a null world!" );
AssertFatal( dynamic_cast<Px3World*>( world ), "Px3Player::init - The world is the wrong type!" );
// Cleanup any previous controller.
_releaseController();
mObject = obj;
mWorld = (Px3World*)world;
mOriginOffset = size.z * 0.5f;
physx::PxCapsuleControllerDesc desc;
desc.contactOffset = mSkinWidth;
desc.radius = getMax( size.x, size.y ) * 0.5f;
desc.radius -= mSkinWidth;
desc.height = size.z - ( desc.radius * 2.0f );
desc.height -= mSkinWidth * 2.0f;
desc.climbingMode = physx::PxCapsuleClimbingMode::eCONSTRAINED;
desc.position.set( 0, 0, 0 );
desc.upDirection = physx::PxVec3(0,0,1);
desc.reportCallback = this;
desc.slopeLimit = runSurfaceCos;
desc.stepOffset = stepHeight;
desc.behaviorCallback = NULL;
desc.material = gPhysics3SDK->createMaterial(0.1f, 0.1f, 0.2f);
mController = mWorld->createController( desc );
mWorld->getStaticChangedSignal().notify( this, &Px3Player::_onStaticChanged );
physx::PxRigidDynamic *kineActor = mController->getActor();
//player only has one shape
physx::PxShape *shape = px3GetFirstShape(kineActor);
physx::PxFilterData colData;
colData.word0 = PX3_PLAYER;
shape->setSimulationFilterData(colData);
shape->setQueryFilterData(colData);
//store geometry for later use in findContact calls
shape->getCapsuleGeometry(mGeometry);
mUserData.setObject( obj );
kineActor->userData = &mUserData;
}
void Px3Player::_onStaticChanged()
{
if(mController)
mController->invalidateCache();
}
void Px3Player::_onPhysicsReset( PhysicsResetEvent reset )
{
if(mController)
mController->invalidateCache();
}
Point3F Px3Player::move( const VectorF &disp, CollisionList &outCol )
{
AssertFatal( mController, "Px3Player::move - The controller is null!" );
// Return the last position if the simulation is stopped.
//
// See PxPlayer::_onPhysicsReset
if ( !mWorld->isEnabled() )
{
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
return newPos;
}
mWorld->releaseWriteLock();
mCollisionList = &outCol;
physx::PxVec3 dispNx( disp.x, disp.y, disp.z );
if (mIsZero(disp.z))
dispNx.z = 0.0f;
U32 groups = 0xffffffff;
groups &= ~( PX3_TRIGGER ); // No trigger shapes!
groups &= ~( PX3_DEBRIS);
physx::PxControllerFilters filter;
physx::PxFilterData data;
data.word0=groups;
filter.mFilterData = &data;
filter.mFilterFlags = physx::PxSceneQueryFilterFlags(physx::PxControllerFlag::eCOLLISION_DOWN|physx::PxControllerFlag::eCOLLISION_SIDES|physx::PxControllerFlag::eCOLLISION_UP);
mController->move( dispNx,0.0001f,0, filter );
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
mCollisionList = NULL;
return newPos;
}
void Px3Player::onShapeHit( const physx::PxControllerShapeHit& hit )
{
if (!mCollisionList || mCollisionList->getCount() >= CollisionList::MaxCollisions)
return;
physx::PxRigidActor *actor = hit.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
// Fill out the Collision
// structure for use later.
Collision &col = mCollisionList->increment();
dMemset( &col, 0, sizeof( col ) );
col.normal = px3Cast<Point3F>( hit.worldNormal );
col.point = px3Cast<Point3F>( hit.worldPos );
col.distance = hit.length;
if ( userData )
col.object = userData->getObject();
if (mIsZero(hit.dir.z))
{
if (col.normal.z > 0.0f)
{
col.normal.z = 0.0f;
col.normal.normalizeSafe();
}
}
else
{
col.normal.set(0.0f, 0.0f, 1.0f);
}
}
void Px3Player::onControllerHit( const physx::PxControllersHit& hit )
{
if (!mCollisionList || mCollisionList->getCount() >= CollisionList::MaxCollisions)
return;
physx::PxRigidActor *actor = hit.other->getActor();
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
// For controller-to-controller hit we don't have an actual hit point, so all
// we can do is set the hit object.
Collision &col = mCollisionList->increment();
dMemset( &col, 0, sizeof( col ) );
if ( userData )
col.object = userData->getObject();
}
void Px3Player::findContact( SceneObject **contactObject,
VectorF *contactNormal,
Vector<SceneObject*> *outOverlapObjects ) const
{
// Calculate the sweep motion...
F32 halfCapSize = mOriginOffset;
F32 halfSmallCapSize = halfCapSize * 0.8f;
F32 diff = halfCapSize - halfSmallCapSize;
F32 distance = diff + mSkinWidth + 0.01f;
physx::PxVec3 dir(0,0,-1);
physx::PxScene *scene = mWorld->getScene();
physx::PxHitFlags hitFlags(physx::PxHitFlag::eDEFAULT);
physx::PxQueryFilterData filterData(physx::PxQueryFlag::eDYNAMIC|physx::PxQueryFlag::eSTATIC);
filterData.data.word0 = PX3_DEFAULT;
physx::PxSweepHit sweepHit;
physx::PxRigidDynamic *actor= mController->getActor();
physx::PxU32 shapeIndex;
bool hit = physx::PxRigidBodyExt::linearSweepSingle(*actor,*scene,dir,distance,hitFlags,sweepHit,shapeIndex,filterData);
if ( hit )
{
PhysicsUserData *data = PhysicsUserData::cast( sweepHit.actor->userData);
if ( data )
{
*contactObject = data->getObject();
*contactNormal = px3Cast<Point3F>( sweepHit.normal );
}
}
// Check for overlapped objects ( triggers )
if ( !outOverlapObjects )
return;
filterData.data.word0 = PX3_TRIGGER;
const physx::PxU32 bufferSize = 10;
physx::PxOverlapBufferN<bufferSize> hitBuffer;
hit = scene->overlap(mGeometry,actor->getGlobalPose(),hitBuffer,filterData);
if(hit)
{
for ( U32 i = 0; i < hitBuffer.nbTouches; i++ )
{
PhysicsUserData *data = PhysicsUserData::cast( hitBuffer.touches[i].actor->userData );
if ( data )
outOverlapObjects->push_back( data->getObject() );
}
}
}
void Px3Player::enableCollision()
{
AssertFatal( mController, "Px3Player::enableCollision - The controller is null!" );
mWorld->releaseWriteLock();
px3GetFirstShape(mController->getActor())->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,true);
}
void Px3Player::disableCollision()
{
AssertFatal( mController, "Px3Player::disableCollision - The controller is null!" );
mWorld->releaseWriteLock();
px3GetFirstShape(mController->getActor())->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,false);
}
PhysicsWorld* Px3Player::getWorld()
{
return mWorld;
}
void Px3Player::setTransform( const MatrixF &transform )
{
AssertFatal( mController, "Px3Player::setTransform - The controller is null!" );
mWorld->releaseWriteLock();
Point3F newPos = transform.getPosition();
newPos.z += mOriginOffset;
const Point3F &curPos = px3Cast<Point3F>(mController->getPosition());
if ( !(newPos - curPos ).isZero() )
mController->setPosition( px3Cast<physx::PxExtendedVec3>(newPos) );
}
MatrixF& Px3Player::getTransform( MatrixF *outMatrix )
{
AssertFatal( mController, "Px3Player::getTransform - The controller is null!" );
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
outMatrix->setPosition( newPos );
return *outMatrix;
}
void Px3Player::setScale( const Point3F &scale )
{
//Ignored
}
Box3F Px3Player::getWorldBounds()
{
Con::warnf( "Px3Player::getWorldBounds - not implemented" );
return Box3F::Invalid;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PX3PLAYER_H
#define _PX3PLAYER_H
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_
#include "T3D/physics/physicsPlayer.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
class Px3World;
class Px3Player : public PhysicsPlayer, public physx::PxUserControllerHitReport
{
protected:
physx::PxController *mController;
physx::PxCapsuleGeometry mGeometry;
F32 mSkinWidth;
Px3World *mWorld;
SceneObject *mObject;
/// Used to get collision info out of the
/// PxUserControllerHitReport callbacks.
CollisionList *mCollisionList;
///
F32 mOriginOffset;
///
F32 mStepHeight;
U32 mElapsed;
///
void _releaseController();
virtual void onShapeHit( const physx::PxControllerShapeHit &hit );
virtual void onControllerHit( const physx::PxControllersHit &hit );
virtual void onObstacleHit(const physx::PxControllerObstacleHit &){}
void _findContact( SceneObject **contactObject, VectorF *contactNormal ) const;
void _onPhysicsReset( PhysicsResetEvent reset );
void _onStaticChanged();
public:
Px3Player();
virtual ~Px3Player();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform( const MatrixF &transform );
virtual MatrixF& getTransform( MatrixF *outMatrix );
virtual void setScale( const Point3F &scale );
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled( bool enabled ) {}
virtual bool isSimulationEnabled() { return true; }
// PhysicsPlayer
virtual void init( const char *type,
const Point3F &size,
F32 runSurfaceCos,
F32 stepHeight,
SceneObject *obj,
PhysicsWorld *world );
virtual Point3F move( const VectorF &displacement, CollisionList &outCol );
virtual void findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects ) const;
virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const { return true; }
virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) {}
virtual void enableCollision();
virtual void disableCollision();
};
#endif // _PXPLAYER_H

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Plugin.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "T3D/physics/physx3/px3Body.h"
#include "T3D/physics/physx3/px3Player.h"
#include "T3D/physics/physicsShape.h"
#include "T3D/gameBase/gameProcess.h"
#include "core/util/tNamedFactory.h"
AFTER_MODULE_INIT( Sim )
{
NamedFactory<PhysicsPlugin>::add( "PhysX3", &Px3Plugin::create );
#if defined(TORQUE_OS_WIN32) || defined(TORQUE_OS_XBOX) || defined(TORQUE_OS_XENON)
NamedFactory<PhysicsPlugin>::add( "default", &Px3Plugin::create );
#endif
}
PhysicsPlugin* Px3Plugin::create()
{
// Only create the plugin if it hasn't been set up AND
// the PhysX world is successfully initialized.
bool success = Px3World::restartSDK( false );
if ( success )
return new Px3Plugin();
return NULL;
}
Px3Plugin::Px3Plugin()
{
}
Px3Plugin::~Px3Plugin()
{
}
void Px3Plugin::destroyPlugin()
{
// Cleanup any worlds that are still kicking.
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
for ( ; iter != mPhysicsWorldLookup.end(); iter++ )
{
iter->value->destroyWorld();
delete iter->value;
}
mPhysicsWorldLookup.clear();
Px3World::restartSDK( true );
delete this;
}
void Px3Plugin::reset()
{
// First delete all the cleanup objects.
if ( getPhysicsCleanup() )
getPhysicsCleanup()->deleteAllObjects();
getPhysicsResetSignal().trigger( PhysicsResetEvent_Restore );
// Now let each world reset itself.
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
for ( ; iter != mPhysicsWorldLookup.end(); iter++ )
iter->value->reset();
}
PhysicsCollision* Px3Plugin::createCollision()
{
return new Px3Collision();
}
PhysicsBody* Px3Plugin::createBody()
{
return new Px3Body();
}
PhysicsPlayer* Px3Plugin::createPlayer()
{
return new Px3Player();
}
bool Px3Plugin::isSimulationEnabled() const
{
bool ret = false;
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( world )
{
ret = world->isEnabled();
return ret;
}
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( world )
{
ret = world->isEnabled();
return ret;
}
return ret;
}
void Px3Plugin::enableSimulation( const String &worldName, bool enable )
{
Px3World *world = static_cast<Px3World*>( getWorld( worldName ) );
if ( world )
world->setEnabled( enable );
}
void Px3Plugin::setTimeScale( const F32 timeScale )
{
// Grab both the client and
// server worlds and set their time
// scales to the passed value.
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( world )
world->setEditorTimeScale( timeScale );
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( world )
world->setEditorTimeScale( timeScale );
}
const F32 Px3Plugin::getTimeScale() const
{
// Grab both the client and
// server worlds and call
// setEnabled( true ) on them.
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( !world )
{
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( !world )
return 0.0f;
}
return world->getEditorTimeScale();
}
bool Px3Plugin::createWorld( const String &worldName )
{
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find( worldName );
PhysicsWorld *world = NULL;
iter != mPhysicsWorldLookup.end() ? world = (*iter).value : world = NULL;
if ( world )
{
Con::errorf( "Px3Plugin::createWorld - %s world already exists!", worldName.c_str() );
return false;
}
world = new Px3World();
if ( worldName.equal( smClientWorldName, String::NoCase ) )
world->initWorld( false, ClientProcessList::get() );
else
world->initWorld( true, ServerProcessList::get() );
mPhysicsWorldLookup.insert( worldName, world );
return world != NULL;
}
void Px3Plugin::destroyWorld( const String &worldName )
{
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find( worldName );
if ( iter == mPhysicsWorldLookup.end() )
return;
PhysicsWorld *world = (*iter).value;
world->destroyWorld();
delete world;
mPhysicsWorldLookup.erase( iter );
}
PhysicsWorld* Px3Plugin::getWorld( const String &worldName ) const
{
if ( mPhysicsWorldLookup.isEmpty() )
return NULL;
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.find( worldName );
return iter != mPhysicsWorldLookup.end() ? (*iter).value : NULL;
}
PhysicsWorld* Px3Plugin::getWorld() const
{
if ( mPhysicsWorldLookup.size() == 0 )
return NULL;
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.begin();
return iter->value;
}
U32 Px3Plugin::getWorldCount() const
{
return mPhysicsWorldLookup.size();
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_PX3PLUGIN_H_
#define _T3D_PHYSICS_PX3PLUGIN_H_
#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
#include "T3D/physics/physicsPlugin.h"
#endif
class Px3Plugin : public PhysicsPlugin
{
public:
Px3Plugin();
~Px3Plugin();
/// Create function for factory.
static PhysicsPlugin* create();
// PhysicsPlugin
virtual void destroyPlugin();
virtual void reset();
virtual PhysicsCollision* createCollision();
virtual PhysicsBody* createBody();
virtual PhysicsPlayer* createPlayer();
virtual bool isSimulationEnabled() const;
virtual void enableSimulation( const String &worldName, bool enable );
virtual void setTimeScale( const F32 timeScale );
virtual const F32 getTimeScale() const;
virtual bool createWorld( const String &worldName );
virtual void destroyWorld( const String &worldName );
virtual PhysicsWorld* getWorld( const String &worldName ) const;
virtual PhysicsWorld* getWorld() const;
virtual U32 getWorldCount() const;
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Stream.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/strings/stringFunctions.h"
Px3MemOutStream::Px3MemOutStream() : mMemStream(1024)
{
}
Px3MemOutStream::~Px3MemOutStream()
{
}
physx::PxU32 Px3MemOutStream::write(const void *src, physx::PxU32 count)
{
physx::PxU32 out=0;
if(!mMemStream.write(count,src))
return out;
out = count;
return out;
}
Px3MemInStream::Px3MemInStream(physx::PxU8* data, physx::PxU32 length):mMemStream(length,data)
{
}
physx::PxU32 Px3MemInStream::read(void* dest, physx::PxU32 count)
{
physx::PxU32 read =0;
if(!mMemStream.read(count,dest))
return read;
read = count;
return read;
}
void Px3MemInStream::seek(physx::PxU32 pos)
{
mMemStream.setPosition(pos);
}
physx::PxU32 Px3MemInStream::getLength() const
{
return mMemStream.getStreamSize();
}
physx::PxU32 Px3MemInStream::tell() const
{
return mMemStream.getPosition();
}
Px3ConsoleStream::Px3ConsoleStream()
{
}
Px3ConsoleStream::~Px3ConsoleStream()
{
}
void Px3ConsoleStream::reportError( physx::PxErrorCode code, const char *message, const char* file, int line )
{
UTF8 info[1024];
dSprintf( info, 1024, "File: %s\nLine: %d\n%s", file, line, message );
Platform::AlertOK( "PhysX Error", info );
// Con::printf( "PhysX Error:\n %s(%d) : %s\n", file, line, message );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_PX3STREAM_H_
#define _T3D_PHYSICS_PX3STREAM_H_
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _MEMSTREAM_H_
#include "core/stream/memStream.h"
#endif
class Px3MemOutStream : public physx::PxOutputStream
{
public:
Px3MemOutStream();
virtual ~Px3MemOutStream();
void resetPosition();
virtual physx::PxU32 write(const void *src, physx::PxU32 count);
physx::PxU32 getSize() const {return mMemStream.getStreamSize();}
physx::PxU8* getData() const {return (physx::PxU8*)mMemStream.getBuffer();}
protected:
mutable MemStream mMemStream;
};
class Px3MemInStream: public physx::PxInputData
{
public:
Px3MemInStream(physx::PxU8* data, physx::PxU32 length);
virtual physx::PxU32 read(void* dest, physx::PxU32 count);
physx::PxU32 getLength() const;
virtual void seek(physx::PxU32 pos);
virtual physx::PxU32 tell() const;
protected:
mutable MemStream mMemStream;
};
class Px3ConsoleStream : public physx::PxDefaultErrorCallback
{
protected:
virtual void reportError( physx::PxErrorCode code, const char *message, const char* file, int line );
public:
Px3ConsoleStream();
virtual ~Px3ConsoleStream();
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3Utils.h"
#include "T3D/physics/physx3/px3.h"
physx::PxShape* px3GetFirstShape(physx::PxRigidActor *actor)
{
physx::PxShape *shapes[1];
actor->getShapes(shapes, 1);
return shapes[0];
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PHYSX3_UTILS_H_
#define _PHYSX3_UTILS_H_
namespace physx
{
class PxRigidActor;
class PxShape;
}
extern physx::PxShape* px3GetFirstShape(physx::PxRigidActor *actor);
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Plugin.h"
#include "T3D/physics/physx3/px3Cast.h"
#include "T3D/physics/physx3/px3Stream.h"
#include "T3D/physics/physicsUserData.h"
#include "console/engineAPI.h"
#include "core/stream/bitStream.h"
#include "platform/profiler.h"
#include "sim/netConnection.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "collision/collision.h"
#include "T3D/gameBase/gameProcess.h"
#include "gfx/sim/debugDraw.h"
#include "gfx/primBuilder.h"
physx::PxPhysics* gPhysics3SDK = NULL;
physx::PxCooking* Px3World::smCooking = NULL;
physx::PxFoundation* Px3World::smFoundation = NULL;
physx::PxProfileZoneManager* Px3World::smProfileZoneManager = NULL;
physx::PxDefaultCpuDispatcher* Px3World::smCpuDispatcher=NULL;
Px3ConsoleStream* Px3World::smErrorCallback = NULL;
physx::PxVisualDebuggerConnection* Px3World::smPvdConnection=NULL;
physx::PxDefaultAllocator Px3World::smMemoryAlloc;
//Physics timing
F32 Px3World::smPhysicsStepTime = 1.0f/(F32)TickMs;
U32 Px3World::smPhysicsMaxIterations = 4;
Px3World::Px3World(): mScene( NULL ),
mProcessList( NULL ),
mIsSimulating( false ),
mErrorReport( false ),
mTickCount( 0 ),
mIsEnabled( false ),
mEditorTimeScale( 1.0f ),
mAccumulator( 0 ),
mControllerManager( NULL )
{
}
Px3World::~Px3World()
{
}
physx::PxCooking *Px3World::getCooking()
{
return smCooking;
}
void Px3World::setTiming(F32 stepTime,U32 maxIterations)
{
smPhysicsStepTime = stepTime;
smPhysicsMaxIterations = maxIterations;
}
bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
{
// If either the client or the server still exist
// then we cannot reset the SDK.
if ( clientWorld || serverWorld )
return false;
if(smPvdConnection)
smPvdConnection->release();
if(smCooking)
smCooking->release();
if(smCpuDispatcher)
smCpuDispatcher->release();
// Destroy the existing SDK.
if ( gPhysics3SDK )
{
PxCloseExtensions();
gPhysics3SDK->release();
}
if(smErrorCallback)
{
SAFE_DELETE(smErrorCallback);
}
if(smFoundation)
{
smFoundation->release();
SAFE_DELETE(smErrorCallback);
}
// If we're not supposed to restart... return.
if ( destroyOnly )
return true;
bool memTrack = false;
#ifdef TORQUE_DEBUG
memTrack = true;
#endif
smErrorCallback = new Px3ConsoleStream;
smFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, smMemoryAlloc, *smErrorCallback);
smProfileZoneManager = &physx::PxProfileZoneManager::createProfileZoneManager(smFoundation);
gPhysics3SDK = PxCreatePhysics(PX_PHYSICS_VERSION, *smFoundation, physx::PxTolerancesScale(),memTrack,smProfileZoneManager);
if ( !gPhysics3SDK )
{
Con::errorf( "PhysX3 failed to initialize!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
// We shouldn't get here, but this shuts up
// source diagnostic tools.
return false;
}
if(!PxInitExtensions(*gPhysics3SDK))
{
Con::errorf( "PhysX3 failed to initialize extensions!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
return false;
}
smCooking = PxCreateCooking(PX_PHYSICS_VERSION, *smFoundation, physx::PxCookingParams(physx::PxTolerancesScale()));
if(!smCooking)
{
Con::errorf( "PhysX3 failed to initialize cooking!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
return false;
}
//just for testing-must remove, should really be enabled via console like physx 2 plugin
#ifdef TORQUE_DEBUG
physx::PxVisualDebuggerConnectionFlags connectionFlags(physx::PxVisualDebuggerExt::getAllConnectionFlags());
smPvdConnection = physx::PxVisualDebuggerExt::createConnection(gPhysics3SDK->getPvdConnectionManager(),
"localhost", 5425, 100, connectionFlags);
#endif
return true;
}
void Px3World::destroyWorld()
{
getPhysicsResults();
// Release the tick processing signals.
if ( mProcessList )
{
mProcessList->preTickSignal().remove( this, &Px3World::getPhysicsResults );
mProcessList->postTickSignal().remove( this, &Px3World::tickPhysics );
mProcessList = NULL;
}
if(mControllerManager)
{
mControllerManager->release();
mControllerManager = NULL;
}
// Destroy the scene.
if ( mScene )
{
// Release the scene.
mScene->release();
mScene = NULL;
}
}
bool Px3World::initWorld( bool isServer, ProcessList *processList )
{
if ( !gPhysics3SDK )
{
Con::errorf( "Physx3World::init - PhysXSDK not initialized!" );
return false;
}
mIsServer = isServer;
physx::PxSceneDesc sceneDesc(gPhysics3SDK->getTolerancesScale());
sceneDesc.gravity = px3Cast<physx::PxVec3>(mGravity);
sceneDesc.userData = this;
if(!sceneDesc.cpuDispatcher)
{
smCpuDispatcher = physx::PxDefaultCpuDispatcherCreate(PHYSICSMGR->getThreadCount());
sceneDesc.cpuDispatcher = smCpuDispatcher;
Con::printf("PhysX3 using Cpu: %d workers", smCpuDispatcher->getWorkerCount());
}
sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
sceneDesc.filterShader = physx::PxDefaultSimulationFilterShader;
mScene = gPhysics3SDK->createScene(sceneDesc);
physx::PxDominanceGroupPair debrisDominance( 0.0f, 1.0f );
mScene->setDominanceGroupPair(0,31,debrisDominance);
mControllerManager = PxCreateControllerManager(*mScene);
AssertFatal( processList, "Px3World::init() - We need a process list to create the world!" );
mProcessList = processList;
mProcessList->preTickSignal().notify( this, &Px3World::getPhysicsResults );
mProcessList->postTickSignal().notify( this, &Px3World::tickPhysics, 1000.0f );
return true;
}
// Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
bool Px3World::_simulate(const F32 dt)
{
int numSimulationSubSteps = 0;
//fixed timestep with interpolation
mAccumulator += dt;
if (mAccumulator >= smPhysicsStepTime)
{
numSimulationSubSteps = int(mAccumulator / smPhysicsStepTime);
mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
}
if (numSimulationSubSteps)
{
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxIterations)? smPhysicsMaxIterations : numSimulationSubSteps;
for (int i=0;i<clampedSimulationSteps;i++)
{
mScene->fetchResults(true);
mScene->simulate(smPhysicsStepTime);
}
}
mIsSimulating = true;
return true;
}
void Px3World::tickPhysics( U32 elapsedMs )
{
if ( !mScene || !mIsEnabled )
return;
// Did we forget to call getPhysicsResults somewhere?
AssertFatal( !mIsSimulating, "PhysX3World::tickPhysics() - Already simulating!" );
// The elapsed time should be non-zero and
// a multiple of TickMs!
AssertFatal( elapsedMs != 0 &&
( elapsedMs % TickMs ) == 0 , "PhysX3World::tickPhysics() - Got bad elapsed time!" );
PROFILE_SCOPE(Px3World_TickPhysics);
// Convert it to seconds.
const F32 elapsedSec = (F32)elapsedMs * 0.001f;
mIsSimulating = _simulate(elapsedSec * mEditorTimeScale);
//Con::printf( "%s PhysX3World::tickPhysics!", mIsServer ? "Client" : "Server" );
}
void Px3World::getPhysicsResults()
{
if ( !mScene || !mIsSimulating )
return;
PROFILE_SCOPE(Px3World_GetPhysicsResults);
// Get results from scene.
mScene->fetchResults(true);
mIsSimulating = false;
mTickCount++;
// Con::printf( "%s PhysXWorld::getPhysicsResults!", this == smClientWorld ? "Client" : "Server" );
}
void Px3World::releaseWriteLocks()
{
Px3World *world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "server" ) );
if ( world )
world->releaseWriteLock();
world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "client" ) );
if ( world )
world->releaseWriteLock();
}
void Px3World::releaseWriteLock()
{
if ( !mScene || !mIsSimulating )
return;
PROFILE_SCOPE(PxWorld_ReleaseWriteLock);
// We use checkResults here to release the write lock
// but we do not change the simulation flag or increment
// the tick count... we may have gotten results, but the
// simulation hasn't really ticked!
mScene->checkResults( true );
//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
}
bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
{
physx::PxVec3 orig = px3Cast<physx::PxVec3>( startPnt );
physx::PxVec3 dir = px3Cast<physx::PxVec3>( endPnt - startPnt );
physx::PxF32 maxDist = dir.magnitude();
dir.normalize();
U32 groups = 0xffffffff;
groups &= ~( PX3_TRIGGER ); // No trigger shapes!
physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
physx::PxQueryFilterData filterData(physx::PxQueryFlag::eSTATIC|physx::PxQueryFlag::eDYNAMIC);
filterData.data.word0 = groups;
physx::PxRaycastBuffer buf;
if(!mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData))
return false;
if(!buf.hasBlock)
return false;
const physx::PxRaycastHit hit = buf.block;
physx::PxRigidActor *actor = hit.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
if ( ri )
{
ri->object = ( userData != NULL ) ? userData->getObject() : NULL;
if ( ri->object == NULL )
ri->distance = hit.distance;
ri->normal = px3Cast<Point3F>( hit.normal );
ri->point = px3Cast<Point3F>( hit.position );
ri->t = maxDist / hit.distance;
}
if ( impulse.isZero() ||
!actor->isRigidDynamic() ||
actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC )
return true;
physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
physx::PxVec3 force = px3Cast<physx::PxVec3>( impulse );
physx::PxRigidBodyExt::addForceAtPos(*body,force,hit.position,physx::PxForceMode::eIMPULSE);
return true;
}
PhysicsBody* Px3World::castRay( const Point3F &start, const Point3F &end, U32 bodyTypes )
{
physx::PxVec3 orig = px3Cast<physx::PxVec3>( start );
physx::PxVec3 dir = px3Cast<physx::PxVec3>( end - start );
physx::PxF32 maxDist = dir.magnitude();
dir.normalize();
U32 groups = 0xFFFFFFFF;
if ( !( bodyTypes & BT_Player ) )
groups &= ~( PX3_PLAYER );
// TODO: For now always skip triggers and debris,
// but we should consider how game specifc this API
// should be in the future.
groups &= ~( PX3_TRIGGER ); // triggers
groups &= ~( PX3_DEBRIS ); // debris
physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
physx::PxQueryFilterData filterData;
if(bodyTypes & BT_Static)
filterData.flags |= physx::PxQueryFlag::eSTATIC;
if(bodyTypes & BT_Dynamic)
filterData.flags |= physx::PxQueryFlag::eDYNAMIC;
filterData.data.word0 = groups;
physx::PxRaycastBuffer buf;
if( !mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData) )
return NULL;
if(!buf.hasBlock)
return NULL;
physx::PxRigidActor *actor = buf.block.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
if( !userData )
return NULL;
return userData->getBody();
}
void Px3World::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
{
physx::PxVec3 nxPos = px3Cast<physx::PxVec3>( pos );
const physx::PxU32 bufferSize = 10;
physx::PxSphereGeometry worldSphere(radius);
physx::PxTransform pose(nxPos);
physx::PxOverlapBufferN<bufferSize> buffer;
if(!mScene->overlap(worldSphere,pose,buffer))
return;
for ( physx::PxU32 i = 0; i < buffer.nbTouches; i++ )
{
physx::PxRigidActor *actor = buffer.touches[i].actor;
bool dynamic = actor->isRigidDynamic();
if ( !dynamic )
continue;
bool kinematic = actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
if ( kinematic )
continue;
physx::PxVec3 force = actor->getGlobalPose().p - nxPos;
force.normalize();
force *= forceMagnitude;
physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
physx::PxRigidBodyExt::addForceAtPos(*body,force,nxPos,physx::PxForceMode::eIMPULSE);
}
}
void Px3World::setEnabled( bool enabled )
{
mIsEnabled = enabled;
if ( !mIsEnabled )
getPhysicsResults();
}
physx::PxController* Px3World::createController( physx::PxControllerDesc &desc )
{
if ( !mScene )
return NULL;
// We need the writelock!
releaseWriteLock();
physx::PxController* pController = mControllerManager->createController(desc);
AssertFatal( pController, "Px3World::createController - Got a null!" );
return pController;
}
static ColorI getDebugColor( physx::PxU32 packed )
{
ColorI col;
col.blue = (packed)&0xff;
col.green = (packed>>8)&0xff;
col.red = (packed>>16)&0xff;
col.alpha = 255;
return col;
}
void Px3World::onDebugDraw( const SceneRenderState *state )
{
if ( !mScene )
return;
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eSCALE,1.0f);
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eBODY_AXES,1.0f);
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eCOLLISION_SHAPES,1.0f);
const physx::PxRenderBuffer *renderBuffer = &mScene->getRenderBuffer();
if(!renderBuffer)
return;
// Render points
{
physx::PxU32 numPoints = renderBuffer->getNbPoints();
const physx::PxDebugPoint *points = renderBuffer->getPoints();
PrimBuild::begin( GFXPointList, numPoints );
while ( numPoints-- )
{
PrimBuild::color( getDebugColor(points->color) );
PrimBuild::vertex3fv(px3Cast<Point3F>(points->pos));
points++;
}
PrimBuild::end();
}
// Render lines
{
physx::PxU32 numLines = renderBuffer->getNbLines();
const physx::PxDebugLine *lines = renderBuffer->getLines();
PrimBuild::begin( GFXLineList, numLines * 2 );
while ( numLines-- )
{
PrimBuild::color( getDebugColor( lines->color0 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(lines->pos0));
PrimBuild::color( getDebugColor( lines->color1 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(lines->pos1));
lines++;
}
PrimBuild::end();
}
// Render triangles
{
physx::PxU32 numTris = renderBuffer->getNbTriangles();
const physx::PxDebugTriangle *triangles = renderBuffer->getTriangles();
PrimBuild::begin( GFXTriangleList, numTris * 3 );
while ( numTris-- )
{
PrimBuild::color( getDebugColor( triangles->color0 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos0) );
PrimBuild::color( getDebugColor( triangles->color1 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos1));
PrimBuild::color( getDebugColor( triangles->color2 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos2) );
triangles++;
}
PrimBuild::end();
}
}
//set simulation timing via script
DefineEngineFunction( physx3SetSimulationTiming, void, ( F32 stepTime, U32 maxSteps ),, "Set simulation timing of the PhysX 3 plugin" )
{
Px3World::setTiming(stepTime,maxSteps);
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PHYSX3_WORLD_H_
#define _PHYSX3_WORLD_H_
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
#include "T3D/physics/physicsWorld.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class Px3ConsoleStream;
class Px3ContactReporter;
class FixedStepper;
enum Px3CollisionGroup
{
PX3_DEFAULT = BIT(0),
PX3_PLAYER = BIT(1),
PX3_DEBRIS = BIT(2),
PX3_TRIGGER = BIT(3),
};
class Px3World : public PhysicsWorld
{
protected:
physx::PxScene* mScene;
bool mIsEnabled;
bool mIsSimulating;
bool mIsServer;
U32 mTickCount;
ProcessList *mProcessList;
F32 mEditorTimeScale;
bool mErrorReport;
physx::PxControllerManager* mControllerManager;
static Px3ConsoleStream *smErrorCallback;
static physx::PxDefaultAllocator smMemoryAlloc;
static physx::PxFoundation* smFoundation;
static physx::PxCooking *smCooking;
static physx::PxProfileZoneManager* smProfileZoneManager;
static physx::PxDefaultCpuDispatcher* smCpuDispatcher;
static physx::PxVisualDebuggerConnection* smPvdConnection;
static F32 smPhysicsStepTime;
static U32 smPhysicsMaxIterations;
F32 mAccumulator;
bool _simulate(const F32 dt);
public:
Px3World();
virtual ~Px3World();
virtual bool initWorld( bool isServer, ProcessList *processList );
virtual void destroyWorld();
virtual void onDebugDraw( const SceneRenderState *state );
virtual void reset() {}
virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude );
virtual bool isEnabled() const { return mIsEnabled; }
physx::PxScene* getScene(){ return mScene;}
void setEnabled( bool enabled );
U32 getTick() { return mTickCount; }
void tickPhysics( U32 elapsedMs );
void getPhysicsResults();
void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
const F32 getEditorTimeScale() const { return mEditorTimeScale; }
void releaseWriteLock();
bool isServer(){return mIsServer;}
physx::PxController* createController( physx::PxControllerDesc &desc );
//static
static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
static void releaseWriteLocks();
static physx::PxCooking *getCooking();
static void setTiming(F32 stepTime,U32 maxIterations);
};
#endif

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<?php
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
beginModule( 'physX3' );
// Look for the optional global from the project.conf.
global $PHYSX3_SDK_PATH;
if (!$PHYSX3_SDK_PATH)
{
// First look for an environment var.
$PHYSX3_SDK_PATH = getenv( "TORQUE_PHYSX3_PATH" );
if (strlen($PHYSX3_SDK_PATH) == 0 || !file_exists($PHYSX3_SDK_PATH))
{
// Sometimes users get confused and use this var.
$PHYSX3_SDK_PATH = getenv( "PHYSX3_SDK_PATH" );
if (strlen($PHYSX3_SDK_PATH) == 0 || !file_exists($PHYSX3_SDK_PATH))
{
// Since neither environment var worked try for
$PHYSX3_SDK_PATH = getenv("ProgramFiles") . "/NVIDIA Corporation/NVIDIA PhysX SDK/v3.3.0_win";
// Last channce... try the x86 program files
if (!file_exists($PHYSX_SDK_PATH))
$PHYSX3_SDK_PATH = getenv("ProgramFiles(x86)") . "/NVIDIA Corporation/NVIDIA PhysX SDK/v3.3.0_win";
}
}
// We need forward slashes for paths.
$PHYSX3_SDK_PATH = str_replace( "\\", "/", $PHYSX3_SDK_PATH);
// Remove trailing slashes.
$PHYSX3_SDK_PATH = rtrim($PHYSX3_SDK_PATH, " /");
}
// If we still don't have the SDK path then let the user know.
if (!file_exists($PHYSX3_SDK_PATH))
{
trigger_error(
"\n*******************************************************************".
"\n".
"\n We were not able to find a valid path to the PhysX 3 SDK!".
"\n".
"\n You must install the latest PhysX3 SDK and set the path via a".
"\n \$PHYSX3_SDK_PATH variable in your buildFiles/project.conf file".
"\n or by setting the TORQUE_PHYSX3_PATH system environment variable".
"\n (may require a reboot).".
"\n".
"\n*******************************************************************".
"\n", E_USER_ERROR );
}
addProjectDefine( "TORQUE_PHYSICS_PHYSX3" );
addProjectDefine( "TORQUE_PHYSICS_ENABLED" );
// Source
addEngineSrcDir( "T3D/physics/physx3" );
// Includes
addIncludePath( $PHYSX3_SDK_PATH . "/Include" );
// Libs
addProjectLibDir( $PHYSX3_SDK_PATH . "/Lib/win32" );
addProjectLibInput( "PhysX3_x86.lib","PhysX3CHECKED_x86.lib" );
addProjectLibInput( "PhysX3Common_x86.lib","PhysX3CommonCHECKED_x86.lib");
addProjectLibInput( "PhysX3Extensions.lib","PhysX3ExtensionsCHECKED.lib" );
addProjectLibInput( "PhysX3Cooking_x86.lib","PhysX3CookingCHECKED_x86.lib");
addProjectLibInput( "PxTask.lib","PxTaskCHECKED.lib" );
addProjectLibInput( "PhysX3CharacterKinematic_x86.lib","PhysX3CharacterKinematicCHECKED_x86.lib" );
addProjectLibInput( "PhysXVisualDebuggerSDK.lib", "PhysXVisualDebuggerSDKCHECKED.lib");
addProjectLibInput( "PhysXProfileSDK.lib", "PhysXProfileSDKCHECKED.lib");
// File Copy
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/nvToolsExt32_1.dll", "/game/nvToolsExt32_1.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3_x86.dll", "/game/PhysX3_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3CharacterKinematic_x86.dll", "/game/PhysX3CharacterKinematic_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3CharacterKinematicCHECKED_x86.dll", "/game/PhysX3CharacterKinematicCHECKED_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3CHECKED_x86.dll", "/game/PhysX3CHECKED_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3Common_x86.dll", "/game/PhysX3Common_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3CommonCHECKED_x86.dll", "/game/PhysX3CommonCHECKED_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3Cooking_x86.dll", "/game/PhysX3Cooking_x86.dll" );
copyFileToProject( $PHYSX3_SDK_PATH . "/Bin/win32/PhysX3CookingCHECKED_x86.dll", "/game/PhysX3CookingCHECKED_x86.dll" );
endModule();
?>