1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
|
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved.
#ifndef PHYSX_CONTROLLER_H
#define PHYSX_CONTROLLER_H
#include "SampleManager.h"
#include <DirectXMath.h>
#include "DebugRenderBuffer.h"
#include "PxFiltering.h"
#include <set>
#include <map>
using namespace physx;
class PerformanceDataWriter;
class RenderMaterial;
class Renderable;
class IRenderMesh;
namespace physx
{
class PxCpuDispatcher;
class PxFoundation;
class PxPhysics;
class PxCooking;
class PxPvd;
class PxCudaContextManager;
class PxDefaultCpuDispatcher;
}
/**
SampleController which manages all the PhysX related work:
1. initialization, scene updates, release.
2. it can create update and render physx primitives. They are represented by PhysXController::Actor, see public API.
3. provides ability to drag actors by mouse or other similar input
NOTE: this class does too much, probably should be split in a few smaller ones.
*/
class PhysXController : public ISampleController
{
public:
//////// Actor ////////
class Actor
{
public:
Actor(PhysXController* controller, PxRigidActor* actor, bool ownPxActor = true);
~Actor();
void setColor(DirectX::XMFLOAT4 color);
DirectX::XMFLOAT4 getColor() const { return m_color; }
bool isHidden() { return m_hidden; }
void setHidden(bool hidden);
void update();
PxRigidActor* getActor() const { return m_actor; }
bool ownsPxActor() const { return m_ownPxActor; }
private:
PhysXController* m_controller;
PxRigidActor* m_actor;
std::vector<PxShape*> m_shapes;
std::vector<Renderable*> m_renderables;
DirectX::XMFLOAT4 m_color;
bool m_hidden;
bool m_ownPxActor;
};
//////// ctor ////////
PhysXController(PxSimulationFilterShader filterShader);
virtual ~PhysXController();
//////// virtual callbacks ////////
virtual void onInitialize() override;
virtual void onTerminate() override;
virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
//////// public API ////////
void simulationBegin(float dt);
void simualtionSyncEnd();
void getEyePoseAndPickDir(float mouseX, float mouseY, PxVec3& eyePos, PxVec3& pickDir);
// wrappers to physx calls
PxRigidDynamic* createRigidDynamic(const PxTransform& transform);
void releaseRigidDynamic(PxRigidDynamic*);
Actor* spawnPhysXPrimitiveBox(const PxTransform& position, PxVec3 extents = PxVec3(1, 1, 1), float density = 2000.0f);
Actor* spawnPhysXPrimitivePlane(const PxPlane& plane);
Actor* spawnPhysXPrimitive(PxRigidActor* actor, bool addToScene = true, bool ownPxActor = true);
void removePhysXPrimitive(Actor*);
IRenderMesh* getConvexRenderMesh(const PxConvexMesh* mesh);
IRenderMesh* getRenderMeshForShape(const PxShape* shape);
PxVec3 getMeshScaleForShape(const PxShape* shape);
void removeUnownedPhysXActors();
bool isPaused() const
{
return m_paused;
}
void setPaused(bool paused)
{
m_paused = paused;
}
void setDraggingEnabled(bool enabled);
bool getDraggingEnabled() const { return m_draggingEnabled; }
void resetDragging();
void notifyRigidDynamicDestroyed(PxRigidDynamic*);
void explode(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
void explodeDelayed(PxVec3 worldPos, float damageRadius, float explosiveImpulse);
void drawUI();
//////// public getters ////////
double getLastSimulationTime() const
{
return m_lastSimulationTime;
}
RenderMaterial* getPrimitiveRenderMaterial()
{
return m_physXPrimitiveRenderMaterial;
}
PxPhysics& getPhysics() const
{
return *m_physics;
}
PxScene& getPhysXScene() const
{
return *m_physicsScene;
}
PxMaterial* getDefaultMaterial() const
{
return m_defaultMaterial;
}
PxCooking& getCooking() const
{
return *m_cooking;
}
PxDefaultCpuDispatcher* getCPUDispatcher() const
{
return m_dispatcher;
}
void setPerformanceWriter(PerformanceDataWriter* perfWriter)
{
m_perfWriter = perfWriter;
}
bool getGPUPhysicsAvailable() const
{
return m_gpuPhysicsAvailable;
}
void setUseGPUPhysics(bool useGPUPhysics);
bool getUseGPUPhysics() const
{
return m_useGPUPhysics;
}
const PxVec3& getDragActorHookLocalPoint() const
{
return m_draggingActorHookLocalPoint;
}
const PxVec3& getDragVector() const
{
return m_dragVector;
}
PxRigidDynamic* getDraggingActor() const
{
return m_draggingActor;
}
private:
//////// internal methods ////////
void initPhysX();
void releasePhysX();
void initPhysXPrimitives();
void releasePhysXPrimitives();
void updateActorTransforms();
void updateDragging(double dt);
void processExplosionQueue();
//////// used controllers ////////
Renderer& getRenderer() const
{
return getManager()->getRenderer();
}
//////// internal data ////////
// PhysX
PxFoundation* m_foundation;
PxPhysics* m_physics;
PxCooking* m_cooking;
PxPvd* m_pvd;
PxCudaContextManager* m_cudaContext;
PxDefaultCpuDispatcher* m_dispatcher;
PxMaterial* m_defaultMaterial;
PxSimulationFilterShader m_filterShader;
PxScene* m_physicsScene;
// PhysX API related
std::vector<PxActor*> m_physXActorsToRemove;
// primitives/actors
std::set<Actor*> m_actors;
std::map<const PxConvexMesh*, IRenderMesh*> m_convexRenderMeshes;
RenderMaterial* m_physXPrimitiveRenderMaterial;
RenderMaterial* m_physXPlaneRenderMaterial;
RenderMaterial* m_physXPrimitiveTransparentRenderMaterial;
// simulation
bool m_isSimulating;
bool m_gpuPhysicsAvailable;
bool m_useGPUPhysics;
double m_lastSimulationTime;
LARGE_INTEGER m_performanceFreq;
bool m_paused;
bool m_useFixedTimeStep;
float m_fixedTimeStep;
float m_timeAccumulator;
uint32_t m_substepCount;
int32_t m_maxSubstepCount;
// dragging
bool m_draggingEnabled;
PxRigidDynamic* m_draggingActor;
PxVec3 m_draggingActorHookLocalPoint;
PxVec3 m_dragAttractionPoint;
PxVec3 m_dragVector;
float m_dragDistance;
DebugRenderBuffer m_dragDebugRenderBuffer;
PxVec3 m_draggingActorLastHookWorldPoint;
bool m_draggingTryReconnect;
// Performance writer
PerformanceDataWriter* m_perfWriter;
// explosion
struct ExplosionData
{
PxVec3 worldPos;
float damageRadius;
float explosiveImpulse;
};
std::vector<ExplosionData> m_explosionQueue;
};
#endif
|