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PhysX3 basic plugin.
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567
Engine/source/T3D/physics/physx3/px3World.cpp
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567
Engine/source/T3D/physics/physx3/px3World.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/physics/physx3/px3World.h"
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#include "T3D/physics/physx3/px3.h"
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#include "T3D/physics/physx3/px3Plugin.h"
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#include "T3D/physics/physx3/px3Cast.h"
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#include "T3D/physics/physx3/px3Stream.h"
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#include "T3D/physics/physicsUserData.h"
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#include "console/engineAPI.h"
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#include "core/stream/bitStream.h"
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#include "platform/profiler.h"
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#include "sim/netConnection.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "collision/collision.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "gfx/sim/debugDraw.h"
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#include "gfx/primBuilder.h"
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physx::PxPhysics* gPhysics3SDK = NULL;
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physx::PxCooking* Px3World::smCooking = NULL;
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physx::PxFoundation* Px3World::smFoundation = NULL;
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physx::PxProfileZoneManager* Px3World::smProfileZoneManager = NULL;
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physx::PxDefaultCpuDispatcher* Px3World::smCpuDispatcher=NULL;
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Px3ConsoleStream* Px3World::smErrorCallback = NULL;
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physx::PxVisualDebuggerConnection* Px3World::smPvdConnection=NULL;
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physx::PxDefaultAllocator Px3World::smMemoryAlloc;
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//Physics timing
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F32 Px3World::smPhysicsStepTime = 1.0f/(F32)TickMs;
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U32 Px3World::smPhysicsMaxIterations = 4;
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Px3World::Px3World(): mScene( NULL ),
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mProcessList( NULL ),
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mIsSimulating( false ),
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mErrorReport( false ),
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mTickCount( 0 ),
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mIsEnabled( false ),
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mEditorTimeScale( 1.0f ),
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mAccumulator( 0 ),
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mControllerManager( NULL )
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{
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}
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Px3World::~Px3World()
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{
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}
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physx::PxCooking *Px3World::getCooking()
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{
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return smCooking;
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}
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void Px3World::setTiming(F32 stepTime,U32 maxIterations)
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{
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smPhysicsStepTime = stepTime;
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smPhysicsMaxIterations = maxIterations;
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}
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bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
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{
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// If either the client or the server still exist
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// then we cannot reset the SDK.
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if ( clientWorld || serverWorld )
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return false;
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if(smPvdConnection)
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smPvdConnection->release();
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if(smCooking)
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smCooking->release();
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if(smCpuDispatcher)
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smCpuDispatcher->release();
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// Destroy the existing SDK.
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if ( gPhysics3SDK )
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{
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PxCloseExtensions();
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gPhysics3SDK->release();
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}
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if(smErrorCallback)
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{
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SAFE_DELETE(smErrorCallback);
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}
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if(smFoundation)
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{
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smFoundation->release();
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SAFE_DELETE(smErrorCallback);
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}
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// If we're not supposed to restart... return.
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if ( destroyOnly )
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return true;
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bool memTrack = false;
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#ifdef TORQUE_DEBUG
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memTrack = true;
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#endif
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smErrorCallback = new Px3ConsoleStream;
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smFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, smMemoryAlloc, *smErrorCallback);
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smProfileZoneManager = &physx::PxProfileZoneManager::createProfileZoneManager(smFoundation);
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gPhysics3SDK = PxCreatePhysics(PX_PHYSICS_VERSION, *smFoundation, physx::PxTolerancesScale(),memTrack,smProfileZoneManager);
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if ( !gPhysics3SDK )
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{
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Con::errorf( "PhysX3 failed to initialize!" );
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Platform::messageBox( Con::getVariable( "$appName" ),
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avar("PhysX3 could not be started!\r\n"),
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MBOk, MIStop );
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Platform::forceShutdown( -1 );
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// We shouldn't get here, but this shuts up
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// source diagnostic tools.
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return false;
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}
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if(!PxInitExtensions(*gPhysics3SDK))
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{
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Con::errorf( "PhysX3 failed to initialize extensions!" );
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Platform::messageBox( Con::getVariable( "$appName" ),
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avar("PhysX3 could not be started!\r\n"),
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MBOk, MIStop );
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Platform::forceShutdown( -1 );
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return false;
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}
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smCooking = PxCreateCooking(PX_PHYSICS_VERSION, *smFoundation, physx::PxCookingParams(physx::PxTolerancesScale()));
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if(!smCooking)
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{
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Con::errorf( "PhysX3 failed to initialize cooking!" );
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Platform::messageBox( Con::getVariable( "$appName" ),
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avar("PhysX3 could not be started!\r\n"),
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MBOk, MIStop );
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Platform::forceShutdown( -1 );
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return false;
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}
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//just for testing-must remove, should really be enabled via console like physx 2 plugin
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#ifdef TORQUE_DEBUG
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physx::PxVisualDebuggerConnectionFlags connectionFlags(physx::PxVisualDebuggerExt::getAllConnectionFlags());
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smPvdConnection = physx::PxVisualDebuggerExt::createConnection(gPhysics3SDK->getPvdConnectionManager(),
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"localhost", 5425, 100, connectionFlags);
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#endif
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return true;
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}
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void Px3World::destroyWorld()
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{
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getPhysicsResults();
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// Release the tick processing signals.
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if ( mProcessList )
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{
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mProcessList->preTickSignal().remove( this, &Px3World::getPhysicsResults );
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mProcessList->postTickSignal().remove( this, &Px3World::tickPhysics );
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mProcessList = NULL;
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}
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if(mControllerManager)
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{
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mControllerManager->release();
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mControllerManager = NULL;
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}
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// Destroy the scene.
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if ( mScene )
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{
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// Release the scene.
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mScene->release();
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mScene = NULL;
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}
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}
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bool Px3World::initWorld( bool isServer, ProcessList *processList )
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{
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if ( !gPhysics3SDK )
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{
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Con::errorf( "Physx3World::init - PhysXSDK not initialized!" );
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return false;
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}
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mIsServer = isServer;
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physx::PxSceneDesc sceneDesc(gPhysics3SDK->getTolerancesScale());
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sceneDesc.gravity = px3Cast<physx::PxVec3>(mGravity);
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sceneDesc.userData = this;
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if(!sceneDesc.cpuDispatcher)
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{
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smCpuDispatcher = physx::PxDefaultCpuDispatcherCreate(PHYSICSMGR->getThreadCount());
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sceneDesc.cpuDispatcher = smCpuDispatcher;
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Con::printf("PhysX3 using Cpu: %d workers", smCpuDispatcher->getWorkerCount());
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}
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sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
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sceneDesc.filterShader = physx::PxDefaultSimulationFilterShader;
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mScene = gPhysics3SDK->createScene(sceneDesc);
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physx::PxDominanceGroupPair debrisDominance( 0.0f, 1.0f );
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mScene->setDominanceGroupPair(0,31,debrisDominance);
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mControllerManager = PxCreateControllerManager(*mScene);
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AssertFatal( processList, "Px3World::init() - We need a process list to create the world!" );
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mProcessList = processList;
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mProcessList->preTickSignal().notify( this, &Px3World::getPhysicsResults );
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mProcessList->postTickSignal().notify( this, &Px3World::tickPhysics, 1000.0f );
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return true;
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}
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// Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
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bool Px3World::_simulate(const F32 dt)
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{
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int numSimulationSubSteps = 0;
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//fixed timestep with interpolation
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mAccumulator += dt;
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if (mAccumulator >= smPhysicsStepTime)
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{
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numSimulationSubSteps = int(mAccumulator / smPhysicsStepTime);
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mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
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}
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if (numSimulationSubSteps)
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{
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//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
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int clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxIterations)? smPhysicsMaxIterations : numSimulationSubSteps;
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for (int i=0;i<clampedSimulationSteps;i++)
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{
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mScene->fetchResults(true);
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mScene->simulate(smPhysicsStepTime);
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}
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}
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mIsSimulating = true;
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return true;
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}
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void Px3World::tickPhysics( U32 elapsedMs )
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{
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if ( !mScene || !mIsEnabled )
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return;
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// Did we forget to call getPhysicsResults somewhere?
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AssertFatal( !mIsSimulating, "PhysX3World::tickPhysics() - Already simulating!" );
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// The elapsed time should be non-zero and
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// a multiple of TickMs!
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AssertFatal( elapsedMs != 0 &&
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( elapsedMs % TickMs ) == 0 , "PhysX3World::tickPhysics() - Got bad elapsed time!" );
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PROFILE_SCOPE(Px3World_TickPhysics);
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// Convert it to seconds.
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const F32 elapsedSec = (F32)elapsedMs * 0.001f;
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mIsSimulating = _simulate(elapsedSec * mEditorTimeScale);
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//Con::printf( "%s PhysX3World::tickPhysics!", mIsServer ? "Client" : "Server" );
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}
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void Px3World::getPhysicsResults()
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{
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if ( !mScene || !mIsSimulating )
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return;
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PROFILE_SCOPE(Px3World_GetPhysicsResults);
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// Get results from scene.
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mScene->fetchResults(true);
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mIsSimulating = false;
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mTickCount++;
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// Con::printf( "%s PhysXWorld::getPhysicsResults!", this == smClientWorld ? "Client" : "Server" );
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}
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void Px3World::releaseWriteLocks()
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{
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Px3World *world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "server" ) );
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if ( world )
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world->releaseWriteLock();
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world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "client" ) );
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if ( world )
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world->releaseWriteLock();
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}
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void Px3World::releaseWriteLock()
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{
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if ( !mScene || !mIsSimulating )
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return;
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PROFILE_SCOPE(PxWorld_ReleaseWriteLock);
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// We use checkResults here to release the write lock
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// but we do not change the simulation flag or increment
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// the tick count... we may have gotten results, but the
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// simulation hasn't really ticked!
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mScene->checkResults( true );
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//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
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}
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bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
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{
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physx::PxVec3 orig = px3Cast<physx::PxVec3>( startPnt );
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physx::PxVec3 dir = px3Cast<physx::PxVec3>( endPnt - startPnt );
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physx::PxF32 maxDist = dir.magnitude();
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dir.normalize();
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U32 groups = 0xffffffff;
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groups &= ~( PX3_TRIGGER ); // No trigger shapes!
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physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
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physx::PxQueryFilterData filterData(physx::PxQueryFlag::eSTATIC|physx::PxQueryFlag::eDYNAMIC);
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filterData.data.word0 = groups;
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physx::PxRaycastBuffer buf;
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if(!mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData))
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return false;
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if(!buf.hasBlock)
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return false;
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const physx::PxRaycastHit hit = buf.block;
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physx::PxRigidActor *actor = hit.actor;
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PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
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if ( ri )
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{
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ri->object = ( userData != NULL ) ? userData->getObject() : NULL;
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if ( ri->object == NULL )
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ri->distance = hit.distance;
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ri->normal = px3Cast<Point3F>( hit.normal );
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ri->point = px3Cast<Point3F>( hit.position );
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ri->t = maxDist / hit.distance;
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}
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if ( impulse.isZero() ||
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!actor->isRigidDynamic() ||
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actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC )
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return true;
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physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
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physx::PxVec3 force = px3Cast<physx::PxVec3>( impulse );
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physx::PxRigidBodyExt::addForceAtPos(*body,force,hit.position,physx::PxForceMode::eIMPULSE);
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return true;
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}
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PhysicsBody* Px3World::castRay( const Point3F &start, const Point3F &end, U32 bodyTypes )
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{
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physx::PxVec3 orig = px3Cast<physx::PxVec3>( start );
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physx::PxVec3 dir = px3Cast<physx::PxVec3>( end - start );
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physx::PxF32 maxDist = dir.magnitude();
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dir.normalize();
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U32 groups = 0xFFFFFFFF;
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if ( !( bodyTypes & BT_Player ) )
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groups &= ~( PX3_PLAYER );
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// TODO: For now always skip triggers and debris,
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// but we should consider how game specifc this API
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// should be in the future.
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groups &= ~( PX3_TRIGGER ); // triggers
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groups &= ~( PX3_DEBRIS ); // debris
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physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
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physx::PxQueryFilterData filterData;
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if(bodyTypes & BT_Static)
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filterData.flags |= physx::PxQueryFlag::eSTATIC;
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if(bodyTypes & BT_Dynamic)
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filterData.flags |= physx::PxQueryFlag::eDYNAMIC;
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filterData.data.word0 = groups;
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physx::PxRaycastBuffer buf;
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if( !mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData) )
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return NULL;
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if(!buf.hasBlock)
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return NULL;
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physx::PxRigidActor *actor = buf.block.actor;
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PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
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if( !userData )
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return NULL;
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return userData->getBody();
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}
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void Px3World::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
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{
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physx::PxVec3 nxPos = px3Cast<physx::PxVec3>( pos );
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const physx::PxU32 bufferSize = 10;
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physx::PxSphereGeometry worldSphere(radius);
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physx::PxTransform pose(nxPos);
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physx::PxOverlapBufferN<bufferSize> buffer;
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if(!mScene->overlap(worldSphere,pose,buffer))
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return;
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for ( physx::PxU32 i = 0; i < buffer.nbTouches; i++ )
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{
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physx::PxRigidActor *actor = buffer.touches[i].actor;
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bool dynamic = actor->isRigidDynamic();
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if ( !dynamic )
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continue;
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bool kinematic = actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
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if ( kinematic )
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continue;
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physx::PxVec3 force = actor->getGlobalPose().p - nxPos;
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force.normalize();
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force *= forceMagnitude;
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physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
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physx::PxRigidBodyExt::addForceAtPos(*body,force,nxPos,physx::PxForceMode::eIMPULSE);
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}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue