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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/SnippetCustomJoint/SnippetCustomJoint.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/SnippetCustomJoint/SnippetCustomJoint.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetCustomJoint/SnippetCustomJoint.cpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetCustomJoint/SnippetCustomJoint.cpp b/PhysX_3.4/Snippets/SnippetCustomJoint/SnippetCustomJoint.cpp new file mode 100644 index 00000000..9f0ec6ec --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetCustomJoint/SnippetCustomJoint.cpp @@ -0,0 +1,145 @@ +// 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 implementation and use of a pulley joint +// using physx' custom constraint framework. +// **************************************************************************** + +#include <ctype.h> + +#include "PxPhysicsAPI.h" + +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" +#include "PulleyJoint.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; + +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); + + PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); + sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); + gDispatcher = PxDefaultCpuDispatcherCreate(2); + 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); + + // two boxes connected by the pulley, one twice the density of the other + + PxBoxGeometry boxGeom(1.0f, 1.0f, 1.0f); + PxRigidDynamic* box0 = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(5,5,0)), boxGeom, *gMaterial, 1.0f); + PxRigidDynamic* box1 = PxCreateDynamic(*gPhysics, PxTransform(PxVec3(0,5,0)), boxGeom, *gMaterial, 2.0f); + + PulleyJoint* joint = new PulleyJoint(*gPhysics, *box0, PxTransform(PxVec3(0.0f,1.0f,0.0f)), PxVec3(5.0f,10.0f,0.0f), + *box1, PxTransform(PxVec3(0.0f,1.0f,0.0f)), PxVec3(0.0f,10.0f,0.0f)); + + joint->setDistance(8.0f); + + gScene->addActor(*box0); + gScene->addActor(*box1); +} + +void stepPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); +} + +void cleanupPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->release(); + gDispatcher->release(); + gPhysics->release(); + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + + gFoundation->release(); + + printf("SnippetCustomJoint done.\n"); +} + +void keyPress(unsigned char, const PxTransform&) +{ +} + +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; +} |