Phive: Difference between revisions

1,741 bytes added ,  1 month ago
Add some NSO PT additions, rephrase a bit.
(add category)
(Add some NSO PT additions, rephrase a bit.)
 
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Phive is Nintendo's physics library built on top of an external physics library, either Havok or PhysX 3.4 have been observed. The PhysX branch doesn't implement the full feature set and is unused by the game it appears in. The library has an optional cloth and navigation mesh extension. It's responsible for providing actors many different physics controllers in a ControllerSet.
Phive is Nintendo's physics library built on top of an external physics library, either Havok or PhysX 3.4 have been observed. The PhysX branch doesn't implement the full feature set and is unused by the game it appears in. The library has an optional cloth and navigation mesh extension for when Havok Navigation and/or Animation are present. It's responsible for providing actors many different physics controllers in a ControllerSet.


=== PhiveBackEnd ===
=== PhiveBackEnd ===
This is a manager responsible for bootstrapping and handling the memory management of the external physics library.
Top-level manager responsible for bootstrapping and handling the memory management of the external physics library.


=== PhiveConfig ===
=== PhiveConfig ===
This is a global manager of the application's phive settings.
Global application settings for phive.


=== DynamicsFramework ===
=== DynamicsFramework ===
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=== ControllerSetBinder ===
=== ControllerSetBinder ===
Loads all controller set resources.


=== ControllerSetConfig ===
=== ControllerSetConfig ===
Unpacks binder.


=== ControllerSet ===
=== ControllerSet ===
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=== CharacterController ===
=== CharacterController ===
Character controllers put the hands of physics into the game developers. The game can extend character controllers with Update, Result, MoveState, and External components.
Character controllers provide a framework for kinematics controlled characters. The game can extend character controllers with Update, Result, MoveState, and External components.


==== CharacterProperty ====
==== CharacterProperty ====
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==== CharacterExternal ====
==== CharacterExternal ====
=== BulletBodyControllerEntity ===


=== RigidBodyControllerEntity ===
=== RigidBodyControllerEntity ===
Top level controller for a RigidBodyEntity.
Top level controller for a set of rigid body entities. Phive config defines the set of possible controller names under "RigidBodyControllerNameEntityCollection".


=== RigidBodyControllerSensor ===
=== RigidBodyControllerSensor ===
Top level controller for a RigidBodySensor.
Top level controller for a set of rigid body sensors. Phive config defines the set of possible controller names under "RigidBodyControllerNameSensorCollection".


=== RigidBody ===
=== RigidBody ===
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These are rigid bodies that exist for the purpose of being a physical object.
These are rigid bodies that exist for the purpose of being a physical object.


=== RigidBodyEntityForceField ===
==== RigidBodyEntityForceField ====


=== RigidBodySensor ===
=== RigidBodySensor ===
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=== Shape ===
=== Shape ===
Shapes are used to provide form to a RigidBody
Shapes are used to provide form to a RigidBody. Each shape defines a material, sub material, and can be tagged with up to 64 tags, tags as named under phive config "UserShapeTagMaskCollection".
{| class="wikitable"
{| class="wikitable"
|+ShapeType Enum (official)
|+ShapeType Enum (official, from Tears of the Kingdom)
!Name
!Name
!Value
!Value
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|Polytope
|Polytope
|2
|2
|A shape created out of an array of vertices
|A shape created out of an array of up to 255 vertices. Must be convex.
|-
|-
|Box
|Box
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|Compound
|Compound
|7
|7
|Combines other shapes into one
|"Instances" shapes into a single "compound" from a set of shapes
|-
|-
|Mesh
|Mesh
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|SDFSurfaceOfRevolution
|SDFSurfaceOfRevolution
|16
|16
|Shape created by the revolution of an up to 16 point 2d curve around a radius.
|-
|SDFHeightField
|17
|Height field for dynamic modification at runtime
|-
|Dummy
|18
|
|}
{| class="wikitable"
|+ShapeType Enum (official, from Nintendo Switch Online: Playtest Program)
!Name
!Value
!Description
|-
|Sphere
|0
|
|-
|Capsule
|1
|
|-
|Polytope
|2
|A shape created out of an array of up to 255 vertices. Must be convex.
|-
|Box
|3
|
|-
|Cylinder
|4
|
|-
|Cone
|5
|
|-
|CharacterPrism
|6
|
|
|-
|Compound
|7
|"Instances" shapes into a single "compound" from a set of shapes
|-
|Mesh
|8
|A shape created from the mesh of a Bphsh file
|-
|-
|SDFHeightField
|SDFHeightField
|9
|Height field for dynamic modification at runtime
|-
|HeightField
|10
|Base class for all height fields
|-
|HeightFieldBox
|11
|Used in Bphsc for Water
|-
|HeightFieldSphere
|12
|
|-
|HeightFieldCylinder
|13
|Used in Bphsc for Water
|-
|HeightFieldQuadrant
|14
|Used in Bphsc for Water
|-
|StaticCompound
|15
|Used in Bphsc for compound shapes
|-
|SDFSurfaceOfRevolution
|16
|Shape created by the revolution of an up to 16 point 2d curve around a radius.
|-
|Breakable
|17
|17
|
|
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==== PhiveEntityControlExtension ====
==== PhiveEntityControlExtension ====
==== InteractiveWaterControllerExtension ====


=== GraphicsControllerSet ===
=== GraphicsControllerSet ===
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