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Learning Physics Modeling with - Learning Physics Modeling.pdf
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详细说明:As a game developer, you'll know the power of PhysX to add simulation-level realism to games, and this book shows you exactly how best to achieve it with a hands-on, examples-led approach. Sophisticated stuff.
Overview
Learn everything you need to know about PhysX programming from scratch
Master the most advanced features of the PhysX Physics Engine
Code examples are included in each chapter to help you learn quickly and efficiently
In Detail
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.
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.
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 learneLearning physics Modeling with physX
Copyright o 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
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critical articles or reviews
rt has been made in the preparation of this book to ensure the accuracy
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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
ISBN978-1-84969-814-6
www.packtpub.com
Cover Image by aniket Sawant(aniket_sawant_ photographyohotmail com
FM-2
Credits
Author
Project Coordinator
Krishna Kumar
Sherin Padayatty
Reviewers
Proofreader
Devin Kelly-Collins
Dirk mane
Rui Wang
Acquisition Editor
Hemangini bari
Kevin Colaco
Production coordinator
Commissioning Editor
Conidon miranda
Deepika singh
Cover work
Technical editors
Conidon miranda
Rosmy ge
Jinesh Kampani
Shruti rawool
Aman preet singh
Copy Editors
Radula hegde
Kirti Pa
Alfida paiva
Aditi shetty
xmi subram
[FM3]
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
I le 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
alsomaintainsawebsiteatwww.gfxguru.orgwhichisdedicatedtographics
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
Padavatty without their contributions this book would not have
been written
FM-4
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
Ile 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
ith a base of operations
Rui wang is the founder and Cto of Beijing i Lyres Technology Co Ltd. He is in
charge of new media interactive applications development. He is one of the most
Ictive members of the official OpenScene Graph community, and contributes to this
open source 3d engine regularly he wrote the books Open scenegraph 3. 0 beginners
Guide, OpenSceneGraph 3 Cookbook and Augment Reality woith 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 spiritua
support
[FM5]
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F-6
Table of contents
Preface
Chapter 1: Starting with PhysX 3 SDK
7
Brief history
PhysX features
8
New in physx 3
9
Downloading PhysX sDK and tools
10
The PhysX sDK license
System requirements for PhysX
Configuring with VC++ Express 2010
11
Summary
15
Chapter 2: Basic Concepts
17
Scene and Actors
17
Materials
18
Shapes
19
Creating the first Physx 3 program
20
Initializing physX
20
Creating scene
21
Creating actors
22
Simulating physx
23
Shutting down PhysX
24
Summary
25
Chapter 3: Rigid body dynamics
27
Exploring a rigid body
Mass
27
Density
28
Gravity
28
Velocity
28
Force and Torque
28
Table of contents
Damping
30
Kinematic actors
31
Sleeping state
31
Solver accuracy
32
Summary
32
Chapter 4: Collision Detection
33
Collision shapes
33
Geometry
33
Sphere
34
Box
Capsule
34
Plane
35
Trigger shapes
35
Simulation event
36
Trigger event
36
Contact event
37
Filter shader
38
Broad-Phase collision detection
39
Sweep-and-prune (SAP
40
Multi box pruning(MBP
40
Narrow-Phase collision detection
40
Continuous collision detection
41
Summary
42
Chapter 5: Joints
43
Joints in PhysX
43
Fixed joints
44
Revolute joints
46
Spherical joints
47
Distance joints
48
Prismatic joints
49
D6 joints
50
Summary
51
Chapter 6: Scene Queries
53
Raycast queries
53
Sweep queries
55
Overlap queries
58
Summary
59
Chapter 7: Character Controller
61
Character controlller basics
61
The need of a character controller
61
Table of Contents
Creating a character controller
62
Moving a character controller
63
Useful methods and properties
64
Position update
Shapes of a character controller
Size update
Auto-stepping
Slope limit
66
umar
66
Chapter 8: Particles
67
Exploring particles
67
Creating a particle system
67
Particles without intercollision
68
Particles with intercollisior
68
Particle system properties
69
Creating particles
Updating particles
72
Releasing particles
Particle drains
Collision filtering
74
Summary
74
Chapter 9: Cloth
75
Exploring a cloth
75
Creating a cloth fabric
75
Creating a cloth
77
Tweaking the cloth properties
Cloth collision
Cloth particle motion constraint
78
Cloth particle separation constraint
79
Cloth self-collision
79
Cloth intercollision
80
Cloth GPu acceleration
80
Summary
80
Chapter 10: PhysX Visual Debugger(PVD)
81
PhysX Visual Debugger(PVD)basics
81
Connecting PVD using a network
82
Saving PVD data as a file
83
Connection flags
84
Summary
84
Index
85
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