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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/Snippets/SnippetArticulation
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/Snippets/SnippetArticulation')
-rw-r--r--PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulation.cpp224
-rw-r--r--PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulationRender.cpp137
2 files changed, 361 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulation.cpp b/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulation.cpp
new file mode 100644
index 00000000..11401167
--- /dev/null
+++ b/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulation.cpp
@@ -0,0 +1,224 @@
+// 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.
+
+// ****************************************************************************
+// This snippet demonstrates the use of articulations.
+// ****************************************************************************
+
+#include <ctype.h>
+#include <vector>
+
+#include "PxPhysicsAPI.h"
+
+#include "../SnippetUtils/SnippetUtils.h"
+#include "../SnippetCommon/SnippetPrint.h"
+#include "../SnippetCommon/SnippetPVD.h"
+
+using namespace physx;
+
+PxDefaultAllocator gAllocator;
+PxDefaultErrorCallback gErrorCallback;
+
+PxFoundation* gFoundation = NULL;
+PxPhysics* gPhysics = NULL;
+
+PxDefaultCpuDispatcher* gDispatcher = NULL;
+PxScene* gScene = NULL;
+
+PxMaterial* gMaterial = NULL;
+
+PxPvd* gPvd = NULL;
+
+PxArticulation* gArticulation = NULL;
+
+void initPhysics(bool /*interactive*/)
+{
+ gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback);
+ gPvd = PxCreatePvd(*gFoundation);
+ PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
+ gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
+
+ gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
+
+ PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
+ sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
+
+ PxU32 numCores = SnippetUtils::getNbPhysicalCores();
+ gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
+ sceneDesc.cpuDispatcher = gDispatcher;
+ sceneDesc.filterShader = PxDefaultSimulationFilterShader;
+
+ gScene = gPhysics->createScene(sceneDesc);
+ PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
+ if(pvdClient)
+ {
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
+ }
+
+ gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
+
+ PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
+ gScene->addActor(*groundPlane);
+
+ gArticulation = gPhysics->createArticulation();
+
+ // Stabilization can create artefacts on jointed objects so we just disable it
+ gArticulation->setStabilizationThreshold(0.0f);
+
+ gArticulation->setMaxProjectionIterations(16);
+ gArticulation->setSeparationTolerance(0.001f);
+
+ const float scale = 0.25f;
+ const float radius = 0.5f*scale;
+ const float halfHeight = 1.0f*scale;
+ const PxU32 nbCapsules = 40;
+ const float capsuleMass = 1.0f;
+
+ const PxVec3 initPos(0.0f, 24.0f, 0.0f);
+ PxVec3 pos = initPos;
+ PxShape* capsuleShape = gPhysics->createShape(PxCapsuleGeometry(radius, halfHeight), *gMaterial);
+ PxArticulationLink* firstLink = NULL;
+ PxArticulationLink* parent = NULL;
+
+ const bool overlappingLinks = true; // Change this for another kind of rope
+
+ // Create rope
+ for(PxU32 i=0;i<nbCapsules;i++)
+ {
+ PxArticulationLink* link = gArticulation->createLink(parent, PxTransform(pos));
+ if(!firstLink)
+ firstLink = link;
+
+ link->attachShape(*capsuleShape);
+ PxRigidBodyExt::setMassAndUpdateInertia(*link, capsuleMass);
+
+ PxArticulationJoint* joint = link->getInboundJoint();
+ if(joint) // Will be null for root link
+ {
+ if(overlappingLinks)
+ {
+ joint->setParentPose(PxTransform(PxVec3(halfHeight, 0.0f, 0.0f)));
+ joint->setChildPose(PxTransform(PxVec3(-halfHeight, 0.0f, 0.0f)));
+ }
+ else
+ {
+ joint->setParentPose(PxTransform(PxVec3(radius + halfHeight, 0.0f, 0.0f)));
+ joint->setChildPose(PxTransform(PxVec3(-radius - halfHeight, 0.0f, 0.0f)));
+ }
+ }
+
+ if(overlappingLinks)
+ pos.x += (radius + halfHeight*2.0f);
+ else
+ pos.x += (radius + halfHeight) * 2.0f;
+ parent = link;
+ }
+
+ // Attach large & heavy box at the end of the rope
+ {
+ const float boxMass = 50.0f;
+ const float boxSize = 1.0f;
+ PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(boxSize, boxSize, boxSize), *gMaterial);
+
+ pos.x -= (radius + halfHeight) * 2.0f;
+ pos.x += (radius + halfHeight) + boxSize;
+
+ PxArticulationLink* link = gArticulation->createLink(parent, PxTransform(pos));
+
+ link->attachShape(*boxShape);
+ PxRigidBodyExt::setMassAndUpdateInertia(*link, boxMass);
+
+ PxArticulationJoint* joint = link->getInboundJoint();
+ if(joint) // Will be null for root link
+ {
+ joint->setParentPose(PxTransform(PxVec3(radius + halfHeight, 0.0f, 0.0f)));
+ joint->setChildPose(PxTransform(PxVec3(-boxSize, 0.0f, 0.0f)));
+ }
+ }
+ gScene->addArticulation(*gArticulation);
+
+ // Attach articulation to static world
+ {
+ PxShape* anchorShape = gPhysics->createShape(PxSphereGeometry(0.05f), *gMaterial);
+ PxRigidStatic* anchor = PxCreateStatic(*gPhysics, PxTransform(initPos), *anchorShape);
+ gScene->addActor(*anchor);
+ PxSphericalJoint* j = PxSphericalJointCreate(*gPhysics, anchor, PxTransform(PxVec3(0.0f)), firstLink, PxTransform(PxVec3(0.0f)));
+ PX_UNUSED(j);
+ }
+
+ // Create obstacle
+ {
+ PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(1.0f, 0.1f, 2.0f), *gMaterial);
+ PxRigidStatic* obstacle = PxCreateStatic(*gPhysics, PxTransform(initPos+PxVec3(10.0f, -3.0f, 0.0f)), *boxShape);
+ gScene->addActor(*obstacle);
+ }
+}
+
+void stepPhysics(bool /*interactive*/)
+{
+ gScene->simulate(1.0f/60.0f);
+ gScene->fetchResults(true);
+}
+
+void cleanupPhysics(bool /*interactive*/)
+{
+ gArticulation->release();
+ gScene->release();
+ gDispatcher->release();
+ gPhysics->release();
+ PxPvdTransport* transport = gPvd->getTransport();
+ gPvd->release();
+ transport->release();
+
+ gFoundation->release();
+
+ printf("SnippetArticulation done.\n");
+}
+
+void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
+{
+}
+
+int snippetMain(int, const char*const*)
+{
+#ifdef RENDER_SNIPPET
+ extern void renderLoop();
+ renderLoop();
+#else
+ static const PxU32 frameCount = 100;
+ initPhysics(false);
+ for(PxU32 i=0; i<frameCount; i++)
+ stepPhysics(false);
+ cleanupPhysics(false);
+#endif
+
+ return 0;
+}
diff --git a/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulationRender.cpp b/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulationRender.cpp
new file mode 100644
index 00000000..166e62fc
--- /dev/null
+++ b/PhysX_3.4/Snippets/SnippetArticulation/SnippetArticulationRender.cpp
@@ -0,0 +1,137 @@
+// 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.
+
+#ifdef RENDER_SNIPPET
+
+#include <vector>
+
+#include "PxPhysicsAPI.h"
+
+#include "../SnippetRender/SnippetRender.h"
+#include "../SnippetRender/SnippetCamera.h"
+
+using namespace physx;
+
+extern void initPhysics(bool interactive);
+extern void stepPhysics(bool interactive);
+extern void cleanupPhysics(bool interactive);
+extern void keyPress(unsigned char key, const PxTransform& camera);
+
+
+namespace
+{
+Snippets::Camera* sCamera;
+
+void motionCallback(int x, int y)
+{
+ sCamera->handleMotion(x, y);
+}
+
+void keyboardCallback(unsigned char key, int x, int y)
+{
+ if(key==27)
+ exit(0);
+
+ if(!sCamera->handleKey(key, x, y))
+ keyPress(key, sCamera->getTransform());
+}
+
+void mouseCallback(int button, int state, int x, int y)
+{
+ sCamera->handleMouse(button, state, x, y);
+}
+
+void idleCallback()
+{
+ glutPostRedisplay();
+}
+
+void renderCallback()
+{
+ stepPhysics(true);
+
+ Snippets::startRender(sCamera->getEye(), sCamera->getDir());
+
+ PxScene* scene;
+ PxGetPhysics().getScenes(&scene,1);
+ PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
+ if(nbActors)
+ {
+ std::vector<PxRigidActor*> actors(nbActors);
+ scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
+ Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
+ }
+
+ PxU32 nbArticulations = scene->getNbArticulations();
+ for(PxU32 i=0;i<nbArticulations;i++)
+ {
+ PxArticulation* articulation;
+ scene->getArticulations(&articulation, 1, i);
+
+ const PxU32 nbLinks = articulation->getNbLinks();
+ std::vector<PxArticulationLink*> links(nbLinks);
+ articulation->getLinks(&links[0], nbLinks);
+
+ Snippets::renderActors(reinterpret_cast<PxRigidActor**>(&links[0]), static_cast<PxU32>(links.size()), true);
+ }
+
+ Snippets::finishRender();
+}
+
+void exitCallback(void)
+{
+ delete sCamera;
+ cleanupPhysics(true);
+}
+}
+
+const PxVec3 gCamEye(9.621917f, 24.677629f, 16.127209f);
+const PxVec3 gCamDir(-0.138525f, -0.468482f, -0.872546f);
+
+void renderLoop()
+{
+ sCamera = new Snippets::Camera(gCamEye, gCamDir);
+
+ Snippets::setupDefaultWindow("PhysX Snippet Articulation");
+ Snippets::setupDefaultRenderState();
+
+ glutIdleFunc(idleCallback);
+ glutDisplayFunc(renderCallback);
+ glutKeyboardFunc(keyboardCallback);
+ glutMouseFunc(mouseCallback);
+ glutMotionFunc(motionCallback);
+ motionCallback(0,0);
+
+ atexit(exitCallback);
+
+ initPhysics(true);
+ glutMainLoop();
+}
+
+#endif