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fix mass setting

physx
nillerusr 12 months ago
parent
commit
ce44f36999
  1. 5
      vphysics-physx/physics_environment.cpp
  2. 42
      vphysics-physx/physics_object.cpp

5
vphysics-physx/physics_environment.cpp

@ -1117,7 +1117,7 @@ CPhysicsEnvironment::CPhysicsEnvironment( void ) @@ -1117,7 +1117,7 @@ CPhysicsEnvironment::CPhysicsEnvironment( void )
// PHYSX_BEGIN
PxSceneDesc sceneDesc(gPxPhysics->getTolerancesScale());
sceneDesc.gravity = physx::PxVec3(0.0f, 0.0f, -50.f);
sceneDesc.gravity = physx::PxVec3(0.0f, 0.0f, -600.f);
m_pPxDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = m_pPxDispatcher;
@ -1525,9 +1525,10 @@ void CPhysicsEnvironment::Simulate( float deltaTime ) @@ -1525,9 +1525,10 @@ void CPhysicsEnvironment::Simulate( float deltaTime )
deltaTime = 0.1f;
}
m_pPxScene->simulate(deltaTime);
m_pPxScene->simulate( deltaTime /*1/60.f*/); // nillerusr: Stable simulation for testing in debug builds
m_pPxScene->fetchResults(true);
#if 0
m_pCollisionSolver->EventPSI( this );
m_pCollisionListener->EventPSI( this );

42
vphysics-physx/physics_object.cpp

@ -1030,12 +1030,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m @@ -1030,12 +1030,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m
shape = (PxShape*)shape->userData;
}
if( !isStatic )
PxRigidBodyExt::setMassAndUpdateInertia( *(PxRigidDynamic*)actor, 0.05 );
if( isStatic )
return actor;
// objectTemplate.mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
float mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
PxRigidDynamic *dynamic = (PxRigidDynamic*)actor;
PxRigidBodyExt::setMassAndUpdateInertia( *dynamic, mass );
// if ( materialIndex >= 0 )
// {
// objectTemplate.material = physprops->GetIVPMaterial( materialIndex );
@ -1046,12 +1048,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m @@ -1046,12 +1048,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m
// objectTemplate.material = physprops->GetIVPMaterial( materialIndex );
// }
PxVec3 massInertia = dynamic->getMassSpaceInertiaTensor();
massInertia *= pParams->inertia;
dynamic->setMassSpaceInertiaTensor(massInertia);
dynamic->setAngularDamping( pParams->rotdamping );
dynamic->setLinearDamping( pParams->damping );
// objectTemplate.rot_inertia.set(inertia, inertia, inertia);
// objectTemplate.rot_speed_damp_factor.set(pParams->rotdamping, pParams->rotdamping, pParams->rotdamping);
// objectTemplate.speed_damp_factor = pParams->damping;
// objectTemplate.auto_check_rot_inertia = pParams->rotInertiaLimit;
return actor;
}
@ -1131,28 +1135,6 @@ CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CP @@ -1131,28 +1135,6 @@ CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CP
PxRigidActor *body = CreatePxActor( t, shape, materialIndex, pParams, isStatic );
scene->addActor(*body);
}
#if 0
if( pCollisionModel && mesh->getNbVertices() != 0 )
{
RadianEuler radian(angles);
Quaternion qw(radian);
PxQuat q( qw.x, qw.y, qw.z, qw.w );
PxTransform t(PxVec3(position.x, position.y, position.z), q);
PxMaterial *mat = gPxPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* body = gPxPhysics->createRigidStatic(t);
if( body )
{
PxShape* aConvexShape = PxRigidActorExt::createExclusiveShape(*body,
PxConvexMeshGeometry(mesh), *mat);
scene->addActor(*body);
}
}
#endif
pObject->Init( pCollisionModel, NULL, materialIndex, pParams->volume, pParams->dragCoefficient, pParams->dragCoefficient );
pObject->SetGameData( pParams->pGameData );

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