コード例 #1
0
ファイル: PxGhSystem.cs プロジェクト: mmesteban/PhysX.GH
 public void AddRigidDynamic(PxGhRigidDynamic o)
 {
     ghPxRigidDynamics.AddLast(o);
     PhysXManager.Scene.AddActor(o.actor);
 }
コード例 #2
0
ファイル: PxGhSystem.cs プロジェクト: mmesteban/PhysX.GH
 public void RemoveRigidDynamic(PxGhRigidDynamic o)
 {
     ghPxRigidDynamics.Remove(o);
     PhysXManager.Scene.RemoveActor(o.actor);
 }
コード例 #3
0
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            Vector3d iGravity  = Vector3d.Unset;
            double   iTimestep = double.NaN;
            int      iSteps    = 10;
            bool     iReset    = false;
            bool     iRun      = false;

            DA.GetData("Gravity", ref iGravity);
            DA.GetData("Timestep", ref iTimestep);
            DA.GetData("Steps", ref iSteps);
            DA.GetData("Reset", ref iReset);
            DA.GetData("Run", ref iRun);


            if (iReset || system == null)
            {
                system = new GhPxSystem();

                List <PxGhRigidBody> iRigidBodies = new List <PxGhRigidBody>();
                foreach (GH_ObjectWrapper flatten in Params.Input[0].VolatileData.AllData(true))
                {
                    iRigidBodies.Add((PxGhRigidBody)flatten.Value);
                }

                foreach (PxGhRigidBody o in iRigidBodies)
                {
                    if (o is PxGhRigidDynamic)
                    {
                        PxGhRigidDynamic d = o as PxGhRigidDynamic;
                        system.AddRigidDynamic(d);
                        d.Reset();
                    }
                    else if (o is PxGhRigidStatic)
                    {
                        PxGhRigidStatic s = o as PxGhRigidStatic;
                        system.AddRigidStatic(s);
                    }
                }

                staticGhMeshes = system.GetRigidStaticDisplayGhMeshes();
            }


            if (iRun)
            {
                ExpireSolution(true);
            }

            stopwatch.Restart();
            system.Gravity = iGravity;
            system.Update((float)iTimestep, iSteps);
            stopwatch.Stop();

            string info = "";

            foreach (var o in system.ghPxRigidDynamics)
            {
                info += "\n" + o.actor.IsSleeping;
            }

            DA.SetData("Info", decimal.Round((decimal)stopwatch.Elapsed.TotalMilliseconds, 2) + "ms" + info);
            DA.SetDataList("Statics", staticGhMeshes);
            DA.SetDataList("Dynamics", system.GetRigidDynamicDisplayGhMeshes());
        }