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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/SnippetContactReport/SnippetContactReport.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]
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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.
+//
+// It defines a filter shader function that requests 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.
+//
+// ****************************************************************************
+
+#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;
+
+std::vector<PxVec3> gContactPositions;
+std::vector<PxVec3> gContactImpulses;
+
+
+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;
+ return PxFilterFlag::eDEFAULT;
+}
+
+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);
+ pairs[i].extractContacts(&contactPoints[0], contactCount);
+
+ for(PxU32 j=0;j<contactCount;j++)
+ {
+ gContactPositions.push_back(contactPoints[j].position);
+ gContactImpulses.push_back(contactPoints[j].impulse);
+ }
+ }
+ }
+ }
+};
+
+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++)
+ {
+ for(PxU32 j=0;j<size-i;j++)
+ {
+ PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
+ PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
+ body->attachShape(*shape);
+ PxRigidBodyExt::updateMassAndInertia(*body, 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;
+ gScene = gPhysics->createScene(sceneDesc);
+
+ PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
+ if(pvdClient)
+ {
+ pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, 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(0,3.0f,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("SnippetContactReport 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;
+}
+