//PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)){ PxRigidDynamicPtr createDynamic(PxTransform t, PxGeometry.Ref geometry, PxVec3 velocity) { //PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); //dynamic->setAngularDamping(0.5f); //dynamic->setLinearVelocity(velocity); //gScene->addActor(*dynamic); //return dynamic; PxRigidDynamicPtr dynamic = PxCreateDynamic(gPhysics, t, geometry, gMaterial, 10); dynamic.setAngularDamping(.5f); dynamic.setLinearVelocity(velocity); gScene.addActor(dynamic); return(dynamic); }
protected override void OnInit() { var geometry = new PxBoxGeometry(0.5f, 0.5f, 0.5f); var material = pxPhysics.createMaterial(.5f, .5f, .5f); var wallSize = 4; for (int i = 0; i < wallSize; i++) { for (int j = 0; j < wallSize; j++) { var transform = new PxTransform(new PxVec3(i - wallSize / 2, j, 0)); PxRigidDynamicPtr dynamic = PxCreateDynamic(pxPhysics, transform, geometry, material, 10); dynamic.setAngularDamping(.5f); pxScene.addActor(dynamic); } } }