//void createPhysicsAndScene() void createPhysicsAndScene() { //gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); gFoundation = SharpPhysX.CreateFoundation(gErrorCallback, PX_PHYSICS_VERSION); //gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd); gPhysics = PxPhysics.PxCreatePhysics(PX_PHYSICS_VERSION, gFoundation, PxTolerancesScale.Default()); //gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); gMaterial = gPhysics.createMaterial(.5f, .5f, .6f); //PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); //sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); var sceneDesc = PxSceneDescPtr.New(PxTolerancesScale.Default()); sceneDesc.gravity = new PxVec3(0, -9.81f, 0); //PxU32 numCores = SnippetUtils::getNbPhysicalCores(); //gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); //sceneDesc.cpuDispatcher = gDispatcher; //sceneDesc.filterShader = PxDefaultSimulationFilterShader; uint numCores = 4; //TODO gDispatcher = PxDefaultCpuDispatcherCreate(numCores); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; //gScene = gPhysics->createScene(sceneDesc); gScene = gPhysics.createScene(sceneDesc); //PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); //gScene->addActor(*groundPlane); var groundPlane = PxCreatePlane(gPhysics, new PxPlane(0, 1, 0, 0), gMaterial); gScene.addActor(groundPlane); //for(PxU32 i=0;i<5;i++) //createStack(PxTransform(PxVec3(0,0,i*10.0f)), 10, 2.0f); for (int i = 0; i < 5; i++) { createStack(new PxTransform(new PxVec3(0, 0, i * 10)), 10, 2); } }
//void initPhysics(bool interactive){ void initPhysics(bool interactive) { //gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); gFoundation = SharpPhysX.CreateFoundation(gErrorCallback, PX_PHYSICS_VERSION); //gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd); gPhysics = PxPhysics.PxCreatePhysics(PX_PHYSICS_VERSION, gFoundation, PxTolerancesScale.Default()); //PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); //sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); //gDispatcher = PxDefaultCpuDispatcherCreate(2); //sceneDesc.cpuDispatcher = gDispatcher; //sceneDesc.filterShader = PxDefaultSimulationFilterShader; //gScene = gPhysics->createScene(sceneDesc); var sceneDesc = PxSceneDescPtr.New(PxTolerancesScale.Default()); sceneDesc.gravity = new PxVec3(0, -9.81f, 0); gDispatcher = PxDefaultCpuDispatcherCreate(2); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; gScene = gPhysics.createScene(sceneDesc); //gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); gMaterial = gPhysics.createMaterial(.5f, .5f, .6f); //PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); //gScene->addActor(*groundPlane); var groundPlane = PxCreatePlane(gPhysics, new PxPlane(0, 1, 0, 0), gMaterial); gScene.addActor(groundPlane); //for(PxU32 i=0;i<5;i++) // createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); // for (int i = 0; i < 5; i++) // createStack(new PxTransform(new PxVec3(0, 0, stackZ -= 10)), 10, 2); //if(!interactive) // createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100)); if (!interactive) { DEBUG = createDynamic(new PxTransform(new PxVec3(0, 40, 100)), new PxSphereGeometry(10), new PxVec3(0, -50, -100)); } }