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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/SnippetHelloGRB/SnippetHelloGRB.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 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;
+}