aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp')
-rw-r--r--PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp441
1 files changed, 441 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp
new file mode 100644
index 00000000..cfe641e9
--- /dev/null
+++ b/PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_Main.cpp
@@ -0,0 +1,441 @@
+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "PxPhysXConfig.h"
+
+#if PX_USE_CLOTH_API
+
+#include "SampleCharacterCloth.h"
+
+#include "SampleAllocatorSDKClasses.h"
+#include "SampleCharacterClothCameraController.h"
+#include "SampleCharacterClothInputEventIds.h"
+#include "SampleCharacterClothSettings.h"
+#include "SampleCharacterClothFlag.h"
+#include "SamplePlatform.h"
+
+#include "RenderMaterial.h"
+#include "RenderBaseActor.h"
+
+#include "characterkinematic/PxCapsuleController.h"
+#include "characterkinematic/PxControllerManager.h"
+#include "PxPhysicsAPI.h"
+
+#include "SampleCharacterClothInputEventIds.h"
+#include <SampleUserInputIds.h>
+#include <SampleUserInput.h>
+#include <SampleUserInputDefines.h>
+
+REGISTER_SAMPLE(SampleCharacterCloth, "SampleCharacterCloth")
+
+using namespace SampleFramework;
+using namespace SampleRenderer;
+using namespace PxToolkit;
+
+///////////////////////////////////////////////////////////////////////////////
+
+SampleCharacterCloth::SampleCharacterCloth(PhysXSampleApplication& app)
+ : PhysXSample (app, 2)
+ , mCCTCamera (NULL)
+ , mController (NULL)
+ , mControllerManager (NULL)
+ , mCCTDisplacement (0.0f)
+ , mCCTDisplacementPrevStep (0.0f)
+ , mCCTTimeStep (0.0f)
+ , mCape (NULL)
+#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
+ , mUseGPU (true)
+#endif
+{
+ mCreateGroundPlane = false;
+ //mStepperType = FIXED_STEPPER;
+ mControllerInitialPosition = PxVec3(0.0, 3.0f, 0.0);
+
+ mCCTActive = false;
+
+ mNbVerts = 0;
+ mNbTris = 0;
+ mVerts = NULL;
+ mTris = NULL;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+SampleCharacterCloth::~SampleCharacterCloth()
+{
+ DELETESINGLE(mCCTCamera);
+
+ SAMPLE_FREE(mTris);
+ SAMPLE_FREE(mVerts);
+
+ const size_t nbPlatforms = mPlatforms.size();
+ for(PxU32 i = 0;i < nbPlatforms;i++)
+ mPlatforms[i]->release();
+
+// releaseFlags();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// create render materials used for render objects.
+// The newly created materials are appended to PhysXSample::mRenderMaterials array
+void SampleCharacterCloth::createRenderMaterials()
+{
+ getRenderer()->setAmbientColor(RendererColor(100, 100, 100));
+
+ // create render materials used in this sample
+ mSnowMaterial = SAMPLE_NEW(RenderMaterial)(*getRenderer(), PxVec3(0.70f, 0.70f, 0.8f), 1.0f, false, 0, NULL);
+ mRenderMaterials.push_back(mSnowMaterial);
+
+ mFlagMaterial = createRenderMaterialFromTextureFile("nvidia_flag_d.bmp");
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+void SampleCharacterCloth::customizeSample(SampleSetup& setup)
+{
+ setup.mName = "SampleCharacterCloth";
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::collectInputEvents(std::vector<const InputEvent*>& inputEvents)
+{
+ PhysXSample::collectInputEvents(inputEvents);
+ getApplication().getPlatform()->getSampleUserInput()->unregisterInputEvent(SPAWN_DEBUG_OBJECT);
+
+ //digital keyboard events
+ DIGITAL_INPUT_EVENT_DEF(RESET_SCENE, WKEY_R, XKEY_R, X1KEY_R, PS3KEY_R, PS4KEY_R, AKEY_UNKNOWN, OSXKEY_R, IKEY_UNKNOWN, LINUXKEY_R, WIIUKEY_UNKNOWN);
+ DIGITAL_INPUT_EVENT_DEF(CHANGE_CLOTH_CONTENT, WKEY_M, XKEY_M, X1KEY_M, PS3KEY_M, PS4KEY_M, AKEY_UNKNOWN, OSXKEY_M, IKEY_UNKNOWN, LINUXKEY_M, WIIUKEY_UNKNOWN);
+
+ //digital mouse events
+
+ //touch events
+ TOUCH_INPUT_EVENT_DEF(RESET_SCENE, "Reset", ABUTTON_5, IBUTTON_5);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onDigitalInputEvent(const InputEvent& ie, bool val)
+{
+ if(val)
+ {
+ switch (ie.m_Id)
+ {
+ case RESET_SCENE:
+ {
+ resetScene();
+ }
+ break;
+ case CHANGE_CLOTH_CONTENT:
+ mClothFlagCountIndex = (mClothFlagCountIndex+1)% (mClothFlagCountIndexMax+1);
+ releaseFlags();
+ createFlags();
+ break;
+
+#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
+ case TOGGLE_CPU_GPU:
+ toggleGPU();
+ return;
+ break;
+#endif
+ }
+ }
+
+ PhysXSample::onDigitalInputEvent(ie,val);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+void SampleCharacterCloth::helpRender(PxU32 x, PxU32 y, PxU8 textAlpha)
+{
+ Renderer* renderer = getRenderer();
+ const PxU32 yInc = 18;
+ const PxReal scale = 0.5f;
+ const PxReal shadowOffset = 6.0f;
+ const RendererColor textColor(255, 255, 255, textAlpha);
+ const bool isMouseSupported = getApplication().getPlatform()->getSampleUserInput()->mouseSupported();
+ const bool isPadSupported = getApplication().getPlatform()->getSampleUserInput()->gamepadSupported();
+ const char* msg;
+
+ if (isMouseSupported && isPadSupported)
+ renderer->print(x, y += yInc, "Use mouse or right stick to rotate the camera", scale, shadowOffset, textColor);
+ else if (isMouseSupported)
+ renderer->print(x, y += yInc, "Use mouse to rotate the camera", scale, shadowOffset, textColor);
+ else if (isPadSupported)
+ renderer->print(x, y += yInc, "Use right stick to rotate the camera", scale, shadowOffset, textColor);
+ if (isPadSupported)
+ renderer->print(x, y += yInc, "Use left stick to move",scale, shadowOffset, textColor);
+ msg = mApplication.inputMoveInfoMsg("Press "," to move", CAMERA_MOVE_FORWARD,CAMERA_MOVE_BACKWARD, CAMERA_MOVE_LEFT, CAMERA_MOVE_RIGHT);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+ msg = mApplication.inputInfoMsg("Press "," to move fast", CAMERA_SHIFT_SPEED, -1);
+ if(msg)
+ renderer->print(x, y += yInc, msg, scale, shadowOffset, textColor);
+ msg = mApplication.inputInfoMsg("Press "," to jump", CAMERA_JUMP, -1);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+
+ msg = mApplication.inputInfoMsg("Press "," to toggle visualization", TOGGLE_VISUALIZATION, -1);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+
+ msg = mApplication.inputInfoMsg("Press "," to reset scene", RESET_SCENE, -1);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+
+ msg = mApplication.inputInfoMsg("Press "," to change flag count", CHANGE_CLOTH_CONTENT,-1);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+
+#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
+ msg = mApplication.inputInfoMsg("Press "," to toggle CPU/GPU", TOGGLE_CPU_GPU, -1);
+ if(msg)
+ renderer->print(x, y += yInc, msg,scale, shadowOffset, textColor);
+#endif
+}
+
+void SampleCharacterCloth::descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha)
+{
+ bool print=(textAlpha!=0.0f);
+
+ if(print)
+ {
+ Renderer* renderer = getRenderer();
+ const PxU32 yInc = 24;
+ const PxReal scale = 0.5f;
+ const PxReal shadowOffset = 6.0f;
+ const RendererColor textColor(255, 255, 255, textAlpha);
+
+ char line0[256]="This sample demonstrates the PhysX cloth feature. In particular, the ";
+ char line1[256]="setup and simulation of a cape attached to an animated character is";
+ char line2[256]="presented. This involves generating an approximate description of the";
+ char line3[256]="character's geometry, cloth instantiation, the binding of the cloth to a";
+ char line4[256]="skinned character, and the setup of simulation parameters and values";
+ char line5[256]="controlling the different phases of the cloth solver. To clarify the";
+ char line6[256]="process, and to offer some variety, a flag is also created and simulated.";
+#if PX_WINDOWS
+ char line7[256]="Finally, the sample illustrates the steps required to enable GPU";
+ char line8[256]="acceleration of PhysX cloth.";
+#endif
+
+ renderer->print(x, y+=yInc, line0, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line1, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line2, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line3, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line4, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line5, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line6, scale, shadowOffset, textColor);
+#if PX_WINDOWS
+ renderer->print(x, y+=yInc, line7, scale, shadowOffset, textColor);
+ renderer->print(x, y+=yInc, line8, scale, shadowOffset, textColor);
+#endif
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::customizeRender()
+{
+#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
+ SampleRenderer::Renderer* renderer = getRenderer();
+
+ const PxU32 yInc = 20;
+ const PxReal scale = 0.5f;
+ const PxReal shadowOffset = 6.0f;
+ PxU32 width, height;
+ renderer->getWindowSize(width, height);
+
+ PxU32 y = height-2*yInc;
+ PxU32 x = width - 360;
+
+ {
+ const RendererColor textColor(255, 0, 0, 255);
+ const char* message[4] = { "Flag count: Moderate", "Flag count: Medium", "Flag count: High", "Flag count: Very High" };
+ renderer->print(x, y, message[mClothFlagCountIndex], scale, shadowOffset, textColor);
+ }
+
+ {
+ y -= yInc;
+ const RendererColor textColor(255, 0, 0, 255);
+
+ char buf[2048];
+ sprintf(buf, mUseGPU ? "Running on GPU" : "Running on CPU");
+
+ if(PX_SUPPORT_GPU_PHYSX && mUseGPU)
+ sprintf(buf + strlen(buf), " (%s)", getActiveScene().getTaskManager()->getGpuDispatcher()->getCudaContextManager()->getDeviceName());
+
+ renderer->print(x, y, buf, scale, shadowOffset, textColor);
+ }
+
+ {
+ y -= yInc;
+
+ char fpsText[512];
+ sprintf(fpsText, "Average PhysX time: %3.3f ms", 1000.0f * mAverageSimulationTime);
+
+ const RendererColor textColor(255, 255, 255, 255);
+ renderer->print(x, y, fpsText, scale, shadowOffset, textColor);
+ }
+
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onInit()
+{
+ mNbThreads = PxMax(PxI32(shdfnd::Thread::getNbPhysicalCores())-1, 0);
+
+ // try to get gpu support
+ mCreateCudaCtxManager = true;
+
+ PhysXSample::onInit();
+
+ PxSceneWriteLock scopedLock(*mScene);
+
+ mApplication.setMouseCursorHiding(true);
+ mApplication.setMouseCursorRecentering(true);
+
+ mClothFlagCountIndex = 0;
+ mClothFlagCountIndexMax = 3;
+
+ // create materials and render setup
+ createRenderMaterials();
+
+ // build static heightfield landscape
+ buildHeightField();
+
+ // create CCT controller
+ createCCTController();
+
+ // create the stickman character
+ createCharacter();
+
+ // create a cape for the stickman
+ createCape();
+
+ // create flags
+ createFlags();
+
+ // reset scene
+ resetScene();
+
+ // apply global physx settings
+ getActiveScene().setGravity(PxVec3(0,-10.0f,0));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::resetScene()
+{
+ PxSceneWriteLock scopedLock(*mScene);
+
+ // reset cct
+ PxVec3 pos = mControllerInitialPosition;
+ mController->setPosition(PxExtendedVec3(pos.x, pos.y, pos.z));
+
+ // compute global pose and local positions
+ PxExtendedVec3 posExt = mController->getPosition();
+ PxTransform pose = mController->getActor()->getGlobalPose();
+ pose.p = PxVec3(PxReal(posExt.x), PxReal(posExt.y), PxReal(posExt.z)) - PxVec3(0.0f, 1.5, 0.0f);
+
+ mCharacter.setGlobalPose(pose);
+
+ resetCharacter();
+ resetCape();
+
+ // reset platforms
+ const size_t nbPlatforms = mPlatforms.size();
+ for(PxU32 i = 0;i < nbPlatforms;i++)
+ mPlatforms[i]->reset();
+
+ // reset camera
+ mCCTCamera->setView(0.0f, 0.0f);
+
+ // reset stats
+ mFrameCount = 0;
+ mAccumulatedSimulationTime = 0.0f;
+ mAverageSimulationTime = 0.0f;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onShutdown()
+{
+ {
+ PxSceneWriteLock scopedLock(*mScene);
+ DELETESINGLE(mCCTCamera);
+ SAFE_RELEASE(mControllerManager);
+ }
+ PhysXSample::onShutdown();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onTickPreRender(float dtime)
+{
+ PhysXSample::onTickPreRender(dtime);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// called after each substep is done (can be called more than once per frame)
+void SampleCharacterCloth::onSubstep(float dtime)
+{
+ PxSceneWriteLock scopedLock(*mScene);
+
+ updatePlatforms(dtime);
+ updateCCT(dtime);
+ updateCharacter(dtime);
+ updateCape(dtime);
+ updateFlags(dtime);
+
+#if PX_SUPPORT_GPU_PHYSX || PX_XBOXONE
+ // update the GPU flag (may have been disabled if CUDA error, not enough shared memory, etc)
+ mUseGPU = mCape->getClothFlags() & (PxClothFlag::eCUDA);
+#endif
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onTickPostRender(float dtime)
+{
+ PhysXSample::onTickPostRender(dtime);
+
+ mFrameCount++;
+ mAccumulatedSimulationTime += getSimulationTime();
+ PxReal delta = PxReal(mTimer.peekElapsedSeconds());
+ if (delta > 1.0f)
+ {
+ mAverageSimulationTime = mAccumulatedSimulationTime / PxReal(mFrameCount);
+ mFrameCount = 0;
+ mAccumulatedSimulationTime = 0.0f;
+ mTimer.getElapsedSeconds();
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+void SampleCharacterCloth::onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val)
+{
+ PhysXSample::onPointerInputEvent(ie,x,y,dx,dy,val);
+}
+
+#endif // PX_USE_CLOTH_API
+
+