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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetContactModification/SnippetContactModification.cpp | |
| download | physx-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/SnippetContactModification/SnippetContactModification.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetContactModification/SnippetContactModification.cpp | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetContactModification/SnippetContactModification.cpp b/PhysX_3.4/Snippets/SnippetContactModification/SnippetContactModification.cpp new file mode 100644 index 00000000..6fe0c55f --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetContactModification/SnippetContactModification.cpp @@ -0,0 +1,349 @@ +// 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 illustrates the use of simple contact reports and contact modification. +// +// It defines a filter shader function that requests contact modification and +// touch reports for all pairs, and a contact callback function that saves +// the contact points. It configures the scene to use this filter and callback, +// and prints the number of contact reports each frame. If rendering, it renders +// each contact as a line whose length and direction are defined by the contact +// impulse. +// This test sets up a situation that would be unstable without contact modification +// due to very large mass ratios. This test uses local mass modification to make +// the configuration stable. It also demonstrates how to interpret contact impulses +// when local mass modification is used. +// Local mass modification can be disabled with the MODIFY_MASS_PROPERTIES #define +// to demonstrate the instability if it was not used. +// +// **************************************************************************** + +#include <vector> + +#include "PxPhysicsAPI.h" + +#include "../SnippetUtils/SnippetUtils.h" +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" + +using namespace physx; + +#define MODIFY_MASS_PROPERTIES 1 + +PxDefaultAllocator gAllocator; +PxDefaultErrorCallback gErrorCallback; + +PxFoundation* gFoundation = NULL; +PxPhysics* gPhysics = NULL; + +PxDefaultCpuDispatcher* gDispatcher = NULL; +PxScene* gScene = NULL; +PxMaterial* gMaterial = NULL; +PxPvd* gPvd = NULL; + +std::vector<PxVec3> gContactPositions; +std::vector<PxVec3> gContactImpulses; +std::vector<PxVec3> gContactLinearImpulses[2]; +std::vector<PxVec3> gContactAngularImpulses[2]; + + +PxFilterFlags contactReportFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0, + PxFilterObjectAttributes attributes1, PxFilterData filterData1, + PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize) +{ + PX_UNUSED(attributes0); + PX_UNUSED(attributes1); + PX_UNUSED(filterData0); + PX_UNUSED(filterData1); + PX_UNUSED(constantBlockSize); + PX_UNUSED(constantBlock); + + // all initial and persisting reports for everything, with per-point data + pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT + | PxPairFlag::eNOTIFY_TOUCH_FOUND + | PxPairFlag::eNOTIFY_TOUCH_PERSISTS + | PxPairFlag::eNOTIFY_CONTACT_POINTS + | PxPairFlag::eMODIFY_CONTACTS; + return PxFilterFlag::eDEFAULT; +} + +class ContactModifyCallback: public PxContactModifyCallback +{ + void onContactModify(PxContactModifyPair* const pairs, PxU32 count) + { +#if MODIFY_MASS_PROPERTIES + //We define a maximum mass ratio that we will accept in this test, which is a ratio of 2 + const PxReal maxMassRatio = 2.f; + + for(PxU32 i = 0; i < count; i++) + { + const PxRigidDynamic* dynamic0 = pairs[i].actor[0]->is<PxRigidDynamic>(); + const PxRigidDynamic* dynamic1 = pairs[i].actor[1]->is<PxRigidDynamic>(); + if(dynamic0 != NULL && dynamic1 != NULL) + { + //We only want to perform local mass modification between 2 dynamic bodies because we intend on + //normalizing the mass ratios between the pair within a tolerable range + + PxReal mass0 = dynamic0->getMass(); + PxReal mass1 = dynamic1->getMass(); + + if(mass0 > mass1) + { + //dynamic0 is heavier than dynamic1 so we will locally increase the mass of dynamic1 + //to be half the mass of dynamic0. + PxReal ratio = mass0/mass1; + if(ratio > maxMassRatio) + { + PxReal invMassScale = maxMassRatio/ratio; + pairs[i].contacts.setInvMassScale1(invMassScale); + pairs[i].contacts.setInvInertiaScale1(invMassScale); + } + } + else + { + //dynamic1 is heavier than dynamic0 so we will locally increase the mass of dynamic0 + //to be half the mass of dynamic1. + PxReal ratio = mass1/mass0; + if(ratio > maxMassRatio) + { + PxReal invMassScale = maxMassRatio/ratio; + pairs[i].contacts.setInvMassScale0(invMassScale); + pairs[i].contacts.setInvInertiaScale0(invMassScale); + } + } + } + } +#endif + } +}; + +ContactModifyCallback gContactModifyCallback; + +PxU32 extractContactsWithMassScale(const PxContactPair& pair, PxContactPairPoint* userBuffer, PxU32 bufferSize, PxReal& invMassScale0, PxReal& invMassScale1) +{ + const PxU8* contactStream = pair.contactPoints; + const PxU8* patchStream = pair.contactPatches; + const PxU32* faceIndices = pair.getInternalFaceIndices(); + + PxU32 nbContacts = 0; + + if(pair.contactCount && bufferSize) + { + PxContactStreamIterator iter(patchStream, contactStream, faceIndices, pair.patchCount, pair.contactCount); + + const PxReal* impulses = reinterpret_cast<const PxReal*>(pair.contactImpulses); + + PxU32 flippedContacts = (pair.flags & PxContactPairFlag::eINTERNAL_CONTACTS_ARE_FLIPPED); + PxU32 hasImpulses = (pair.flags & PxContactPairFlag::eINTERNAL_HAS_IMPULSES); + + + invMassScale0 = iter.getInvMassScale0(); + invMassScale1 = iter.getInvMassScale1(); + while(iter.hasNextPatch()) + { + iter.nextPatch(); + while(iter.hasNextContact()) + { + iter.nextContact(); + PxContactPairPoint& dst = userBuffer[nbContacts]; + dst.position = iter.getContactPoint(); + dst.separation = iter.getSeparation(); + dst.normal = iter.getContactNormal(); + if (!flippedContacts) + { + dst.internalFaceIndex0 = iter.getFaceIndex0(); + dst.internalFaceIndex1 = iter.getFaceIndex1(); + } + else + { + dst.internalFaceIndex0 = iter.getFaceIndex1(); + dst.internalFaceIndex1 = iter.getFaceIndex0(); + } + + if (hasImpulses) + { + PxReal impulse = impulses[nbContacts]; + dst.impulse = dst.normal * impulse; + } + else + dst.impulse = PxVec3(0.0f); + ++nbContacts; + if(nbContacts == bufferSize) + return nbContacts; + } + } + } + + return nbContacts; +} + + + +class ContactReportCallback: public PxSimulationEventCallback +{ + void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); } + void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); } + void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); } + void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); } + void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {} + void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs) + { + PX_UNUSED((pairHeader)); + std::vector<PxContactPairPoint> contactPoints; + + + for(PxU32 i=0;i<nbPairs;i++) + { + PxU32 contactCount = pairs[i].contactCount; + if(contactCount) + { + contactPoints.resize(contactCount); + PxReal invMassScale[2]; + extractContactsWithMassScale(pairs[i], &contactPoints[0], contactCount, invMassScale[0], invMassScale[1]); + + for(PxU32 j=0;j<contactCount;j++) + { + gContactPositions.push_back(contactPoints[j].position); + //Push back reported contact impulses + gContactImpulses.push_back(contactPoints[j].impulse); + + //Compute the effective linear/angular impulses for each body. + //Note that the local mass scaling permits separate scales for invMass and invInertia. + for(PxU32 k = 0; k < 2; ++k) + { + const PxRigidDynamic* dynamic = pairHeader.actors[k]->is<PxRigidDynamic>(); + PxVec3 linImpulse(0.f), angImpulse(0.f); + if(dynamic != NULL) + { + PxRigidBodyExt::computeLinearAngularImpulse(*dynamic, dynamic->getGlobalPose(), contactPoints[j].position, + k == 0 ? contactPoints[j].impulse : -contactPoints[j].impulse, invMassScale[k], invMassScale[k], linImpulse, angImpulse); + } + gContactLinearImpulses[k].push_back(linImpulse); + gContactAngularImpulses[k].push_back(angImpulse); + } + } + } + } + } +}; + +ContactReportCallback gContactReportCallback; + +void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) +{ + PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); + for(PxU32 i=0; i<size;i++) + { + PxTransform localTm(PxVec3(0, PxReal(i*2+1), 0) * halfExtent); + PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm)); + body->attachShape(*shape); + PxRigidBodyExt::updateMassAndInertia(*body, (i+1)*(i+1)*(i+1)*10.0f); + gScene->addActor(*body); + } + shape->release(); +} + +void initPhysics(bool interactive) +{ + PX_UNUSED(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); + PxInitExtensions(*gPhysics, gPvd); + + PxU32 numCores = SnippetUtils::getNbPhysicalCores(); + gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); + PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); + sceneDesc.cpuDispatcher = gDispatcher; + sceneDesc.gravity = PxVec3(0, -9.81f, 0); + sceneDesc.filterShader = contactReportFilterShader; + sceneDesc.simulationEventCallback = &gContactReportCallback; + sceneDesc.contactModifyCallback = &gContactModifyCallback; + gScene = gPhysics->createScene(sceneDesc); + + PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); + if(pvdClient) + { + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); + } + + gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); + + PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); + gScene->addActor(*groundPlane); + createStack(PxTransform(PxVec3(0,0.0f,10.0f)), 5, 2.0f); +} + +void stepPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gContactPositions.clear(); + gContactImpulses.clear(); + + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); + printf("%d contact reports\n", PxU32(gContactPositions.size())); +} + +void cleanupPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->release(); + gDispatcher->release(); + PxCloseExtensions(); + gPhysics->release(); + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + + gFoundation->release(); + + printf("SnippetContactModification done.\n"); +} + +int snippetMain(int, const char*const*) +{ +#ifdef RENDER_SNIPPET + extern void renderLoop(); + renderLoop(); +#else + initPhysics(false); + for(PxU32 i=0; i<250; i++) + stepPhysics(false); + cleanupPhysics(false); +#endif + + return 0; +} + |