public PhysxPhysicWorld(Vector3 gravity, bool connectToRemoteDebugger = false) { physix = new PhysX.Physics(new ErrorCallbackImp(), true); var sceneDesc = new SceneDesc() { Gravity = gravity.AsPhysX() }; scene = physix.CreateScene(sceneDesc); this.scene.SetVisualizationParameter(VisualizationParameter.Scale, 1.0f); this.scene.SetVisualizationParameter(VisualizationParameter.CollisionShapes, true); this.scene.SetVisualizationParameter(VisualizationParameter.JointLocalFrames, true); this.scene.SetVisualizationParameter(VisualizationParameter.JointLimits, true); this.scene.SetVisualizationParameter(VisualizationParameter.ParticleSystemPosition, true); this.scene.SetVisualizationParameter(VisualizationParameter.ActorAxes, true); // Connect to the remote debugger if it's there if (connectToRemoteDebugger) { physix.ConnectToRemoteDebugger("localhost"); } objs = new List<IPhysicObject>(); ctns = new List<IPhysicConstraint>(); cooking = physix.CreateCooking(); }
public PhysxPhysicWorld(Vector3 gravity, bool connectToRemoteDebugger = false) { physix = new PhysX.Physics(new ErrorCallbackImp(), true); var sceneDesc = new SceneDesc() { Gravity = gravity.AsPhysX() }; scene = physix.CreateScene(sceneDesc); this.scene.SetVisualizationParameter(VisualizationParameter.Scale, 1.0f); this.scene.SetVisualizationParameter(VisualizationParameter.CollisionShapes, true); this.scene.SetVisualizationParameter(VisualizationParameter.JointLocalFrames, true); this.scene.SetVisualizationParameter(VisualizationParameter.JointLimits, true); this.scene.SetVisualizationParameter(VisualizationParameter.ParticleSystemPosition, true); this.scene.SetVisualizationParameter(VisualizationParameter.ActorAxes, true); // Connect to the remote debugger if it's there if (connectToRemoteDebugger) { physix.ConnectToRemoteDebugger("localhost"); } objs = new List <IPhysicObject>(); ctns = new List <IPhysicConstraint>(); cooking = physix.CreateCooking(); }
public static void Initialise() { var eo = new ErrorOutput(); Foundation = new Foundation(eo); PVD = new Pvd(Foundation); Physics = new PhysX.Physics(Foundation, false, PVD); PhysicsScene = Physics.CreateScene(); // TODO: SceneDesc PhysicsScene.SetVisualizationParameter(VisualizationParameter.Scale, 2.0f); PhysicsScene.SetVisualizationParameter(VisualizationParameter.CollisionShapes, true); PhysicsScene.SetVisualizationParameter(VisualizationParameter.JointLocalFrames, true); PhysicsScene.SetVisualizationParameter(VisualizationParameter.JointLimits, true); PhysicsScene.SetVisualizationParameter(VisualizationParameter.ActorAxes, true); PVD.Connect("localhost"); }
public static void InitSDK() { Foundation fd = new Foundation(new ECB()); pvd = new Pvd(fd); py = new PhysX.Physics(fd, true, pvd); SceneD = new SceneDesc { Gravity = new System.Numerics.Vector3(0, 0, 0) }; Scene = py.CreateScene(SceneD); Scene.SetVisualizationParameter(VisualizationParameter.Scale, 2.0f); Scene.SetVisualizationParameter(VisualizationParameter.CollisionShapes, true); Scene.SetVisualizationParameter(VisualizationParameter.ActorAxes, true); py.Pvd.Connect("localhost"); // Scene.Gravity = new System.Numerics.Vector3(0, 0, 0); //PhysX.Material dm = Scene.get }