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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/SnippetContactModification/SnippetContactModification.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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;
+}
+