Book Image

Learning Physics Modeling with PhysX

By : Krishna Kumar
Book Image

Learning Physics Modeling with PhysX

By: Krishna Kumar

Overview of this book

<p>In this day and age, physics engines play a very critical role in the success of a sophisticated game. PhysX is a state-of-the-art cross-platform physics engine widely used by top game studios and developers. It contains all the physics-related components you will need and exploits the parallel-processing capability of modern GPUs as well as multi-core CPUs to make a game as physically-realistic as possible. This book will help you to program and simulate games by using PhysX 3.</p> <p>Learning Physics Modeling with PhysX helps you to master physics simulation using the PhysX Physics Engine from scratch. This is useful not only for game developers, but also for developers making virtual walkthroughs or training and other simulation applications. It will cover all the essential features of PhysX 3 with easy-to-understand code snippets and examples to help you learn quickly and efficiently.</p> <p>This book will start off by introducing you to the basic concepts of physic engines and will give you a glimpse of PhysX implementation. We then gradually cover more sophisticated topics with sample source code so that you can see what you have learned in action. We will cover the history and features of the PhysX SDK as well as how to configure it with the C++ compiler. After touching upon essential topics like rigid body dynamics and collision detection, we will gradually move on to more advanced topics like joints, scene queries, character controllers, particles, and cloth simulation. By the end of this book, you will have learned everything you need to know about the PhysX 3 Physics Engine, and you will be able to use it to program your very own physics simulation quickly and efficiently.</p>
Table of Contents (17 chapters)
Learning Physics Modeling with PhysX
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Filter shader


The filter shader in PhysX is used for collision filtering, and to customize the collection of flags describing the actions to take on a collision pair, such as whether to report the collision of rigid bodies or not. PhysX 3 also provides a default implementation of the filter shader using the PxDefaultSimulationFilterShader class, which basically emulates the PhysX 2.8.x collision filtering. The PhysX filter shader basically customizes the collection of flags defined in the PxPairFlag structure. We can use it to customize the callback events of the PhysX simulation that we are interested in.

The code snippet of a user-defined filter shader is as follows:

PxFilterFlags contactReportFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0, 
PxFilterObjectAttributes attributes1, PxFilterData filterData1,

PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
  // all initial and persisting reports for 
//everything, with per-point...