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[PhysX] PhysX 物理建模 学习教程 (英文版)Learning Physics Modeling with Phys....pdf

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Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Starting with PhysX 3 SDK
Brief history
PhysX features
New in PhysX 3
Downloading PhysX SDK and tools
The PhysX SDK license
System requirements for PhysX
Configuring with VC++ Express 2010
Summary
Chapter 2: Basic Concepts
Scene and Actors
Materials
Shapes
Creating the first PhysX 3 program
Initializing PhysX
Creating scene
Creating actors
Simulating PhysX
Shutting down PhysX
Summary
Chapter 3: Rigid Body Dynamics
Exploring a rigid body
Mass
Density
Gravity
Velocity
Force and Torque
Damping
Kinematic actors
Sleeping state
Solver accuracy
Summary
Chapter 4: Collision Detection
Collision shapes
Geometry
Sphere
Box
Capsule
Plane
Trigger shapes
Simulation event
Trigger event
Contact event
Filter shader
Broad-Phase collision detection
Sweep-and-prune (SAP)
Multi box pruning (MBP)
Narrow-Phase collision detection
Continuous collision detection
Summary
Chapter 5: Joints
Joints in PhysX
Fixed joints
Revolute joints
Spherical joints
Distance joints
Prismatic joints
D6 joints
Summary
Chapter 6: Scene Queries
Raycast queries
Sweep queries
Overlap queries
Summary
Chapter 7: Character Controller
Character controller basics
The need of a character controller
Creating a character controller
Moving a character controller
Useful methods and properties
Position update
Shapes of a character controller
Size update
Auto-stepping
Slope limit
Summary
Chapter 8: Particles
Exploring particles
Creating a particle system
Particles without intercollision
Particles with intercollision
Particle system properties
Creating particles
Updating particles
Releasing particles
Particle drains
Collision filtering
Summary
Chapter 9: Cloth
Exploring a cloth
Creating a cloth fabric
Creating a cloth
Tweaking the cloth properties
Cloth collision
Cloth particle motion constraint
Cloth particle separation constraint
Cloth self-collision
Cloth intercollision
Cloth GPU acceleration
Summary
Chapter 10: PhysX Visual Debugger (PVD)
PhysX Visual Debugger (PVD) basics
Connecting PVD using a network
Saving PVD data as a file
Connection flags
Summary
Index
Learning Physics Modeling with PhysX Master the PhysX 3 Physics Engine and learn how to program your very own physics simulation Krishna Kumar BIRMINGHAM - MUMBAI
Learning Physics Modeling with PhysX Copyright © 2013 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: October 2013 Production Reference: 1211013 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-84969-814-6 www.packtpub.com Cover Image by Aniket Sawant (aniket_sawant_photography@hotmail.com)
Credits Project Coordinator Sherin Padayatty Proofreader Dirk Manuel Indexer Hemangini Bari Production Coordinator Conidon Miranda Cover Work Conidon Miranda Author Krishna Kumar Reviewers Devin Kelly-Collins Rui Wang Acquisition Editor Kevin Colaco Commissioning Editor Deepika Singh Technical Editors Rosmy George Jinesh Kampani Shruti Rawool Aman Preet Singh Copy Editors Mradula Hegde Kirti Pai Alfida Paiva Adithi Shetty Laxmi Subramanian
About the Author Krishna Kumar is a Graphics and Game Programmer. He completed his Bachelor of Engineering in Computer Science in 2010. Since then, he has been working in the field of graphics, game programming, 3D interactive applications, and virtual reality. He feeds on the advancement of graphics and game technologies. In his free time he learns new things or plays FPS games such as Crysis, Far Cry, and COD. He also maintains a website at www.gfxguru.org, which is dedicated to graphics and game programming. I would like to thank my parents for tolerating me since my birth, giving me opportunities, and making me look at the world from a different perspective. I would like to thank my brother, Pawan, and my sister, Sangeeta, who have always acted as my backbone; they keep on fueling my determination. I would like to thank my brother-in-law, Chandrika Prasad, for his motivation. I would also like to thank Sumeet Sawant, Yogesh Dalvi, and Sherin Padayatty; without their contributions, this book would not have been written.
About the Reviewers Devin Kelly-Collins is currently a student at Kansas State University, pursuing his undergraduate degree in Computer Science. He has mostly worked with Java and C#, developing multithreaded desktop applications and Web applications. He also has experience in developing games using XNA and Unity. He is currently working with Surface Systems and Instruments, developing software that is used to process road profiling data in real-time. He has also worked with Kansas State University, developing web-based tools. I would like to thank my girlfriend, Kalen Wright, for providing me with a base of operations. Rui Wang is the founder and CTO of Beijing iLyres Technology Co. Ltd. He is in charge of new media interactive applications development. He is one of the most active members of the official OpenSceneGraph community, and contributes to this open source 3D engine regularly. He wrote the books OpenSceneGraph 3.0 Beginners' Guide, OpenSceneGraph 3 Cookbook, and Augment Reality with Kinect, all of which are published by Packt Publishing. He is also a novel writer and a guitar lover in his spare time. Many thanks to the writer and the Packt Publishing team for making such a great book about PhysX, the world-famous Physics Engine. And my deep gratitude to my family, for their love and spiritual support.
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Table of Contents Preface Chapter 1: Starting with PhysX 3 SDK Brief history PhysX features New in PhysX 3 Downloading PhysX SDK and tools The PhysX SDK license System requirements for PhysX Configuring with VC++ Express 2010 Summary Chapter 2: Basic Concepts Scene and Actors Materials Shapes Creating the first PhysX 3 program Initializing PhysX Creating scene Creating actors Simulating PhysX Shutting down PhysX Summary Chapter 3: Rigid Body Dynamics Exploring a rigid body Mass Density Gravity Velocity Force and Torque 1 7 7 8 9 10 11 11 11 15 17 17 18 19 20 20 21 22 23 24 25 27 27 27 28 28 28 28
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