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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/SnippetHelloGRB/SnippetHelloGRB.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/SnippetHelloGRB/SnippetHelloGRB.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetHelloGRB/SnippetHelloGRB.cpp | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetHelloGRB/SnippetHelloGRB.cpp b/PhysX_3.4/Snippets/SnippetHelloGRB/SnippetHelloGRB.cpp new file mode 100644 index 00000000..f53dab5e --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetHelloGRB/SnippetHelloGRB.cpp @@ -0,0 +1,235 @@ +// 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 simple use of physx +// +// It creates a number of box stacks on a plane, and if rendering, allows the +// user to create new stacks and fire a ball from the camera position +// **************************************************************************** + +#include <ctype.h> + +#include "PxPhysicsAPI.h" + +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" +#include "../SnippetUtils/SnippetUtils.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; + +PxCudaContextManager* gCudaContextManager = NULL; + +PxReal stackZ = 10.0f; + +PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)) +{ + PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); + dynamic->setAngularDamping(0.5f); + dynamic->setLinearVelocity(velocity); + gScene->addActor(*dynamic); + return dynamic; +} + +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*/) +{ + gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback); + gPvd = PxCreatePvd(*gFoundation); + PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); + gPvd->connect(*transport, PxPvdInstrumentationFlag::ePROFILE); + + gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd); + + PxCudaContextManagerDesc cudaContextManagerDesc; + +#ifdef RENDER_SNIPPET + cudaContextManagerDesc.interopMode = PxCudaInteropMode::OGL_INTEROP; //Choose interop mode. As the snippets use OGL, we select OGL_INTEROP + //when using D3D, cudaContextManagerDesc.graphicsDevice must be set as the graphics device pointer. +#else + cudaContextManagerDesc.interopMode = PxCudaInteropMode::NO_INTEROP; +#endif + + + gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc); //Create the CUDA context manager, required for GRB to dispatch CUDA kernels. + if( gCudaContextManager ) + { + if( !gCudaContextManager->contextIsValid() ) + { + gCudaContextManager->release(); + gCudaContextManager = NULL; + } + } + + PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); + sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); + gDispatcher = PxDefaultCpuDispatcherCreate(4); //Create a CPU dispatcher using 4 worther threads + sceneDesc.cpuDispatcher = gDispatcher; + sceneDesc.filterShader = PxDefaultSimulationFilterShader; + + if(gCudaContextManager) + sceneDesc.gpuDispatcher = gCudaContextManager->getGpuDispatcher(); //Set the GPU dispatcher, used by GRB to dispatch CUDA kernels. + + sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; //Enable GPU dynamics - without this enabled, simulation (contact gen and solver) will run on the CPU. + sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; //Enable PCM. PCM NP is supported on GPU. Legacy contact gen will fall back to CPU + sceneDesc.flags |= PxSceneFlag::eENABLE_STABILIZATION; //Improve solver stability by enabling post-stabilization. + sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; //Enable GPU broad phase. Without this set, broad phase will run on the CPU. + sceneDesc.gpuMaxNumPartitions = 8; //Defines the maximum number of partitions used by the solver. Only power-of-2 values are valid. + //A value of 8 generally gives best balance between performance and stability. + + gScene = gPhysics->createScene(sceneDesc); + + + PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); + if (pvdClient) + { + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, false); + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, false); + pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, false); + } + + + + gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); + + PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); + gScene->addActor(*groundPlane); + + for(PxU32 i=0;i<40;i++) + createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 20, 1.0f); + + //if(!interactive) + PxRigidDynamic* ball = createDynamic(PxTransform(PxVec3(0,20,100)), PxSphereGeometry(5), PxVec3(0,-25,-100)); + PxRigidBodyExt::updateMassAndInertia(*ball, 1000.f); +} + +void stepPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); +} + +void cleanupPhysics(bool interactive) +{ + PX_UNUSED(interactive); + + if (gScene) + { + gScene->release(); + gScene = NULL; + } + if (gDispatcher) + { + gDispatcher->release(); + gDispatcher = NULL; + } + + if (gPhysics) + { + gPhysics->release(); + gPhysics = NULL; + + } + if (gPvd) + { + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + } + + if (gCudaContextManager) + { + gCudaContextManager->release(); + gCudaContextManager = NULL; + } + + if (gFoundation) + { + gFoundation->release(); + gFoundation = NULL; + } + + printf("SnippetHelloWorld done.\n"); +} + +void keyPress(const char key, const PxTransform& camera) +{ + switch(toupper(key)) + { + case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break; + case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break; + } +} + +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; +} |