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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/SnippetRaycastCCD | |
| 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/SnippetRaycastCCD')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCD.cpp | 184 | ||||
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCDRender.cpp | 120 |
2 files changed, 304 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCD.cpp b/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCD.cpp new file mode 100644 index 00000000..d7b56c98 --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCD.cpp @@ -0,0 +1,184 @@ +// 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 how to use the raycast CCD extension. +// +// It creates a simple box stack and a fast moving sphere. Without CCD the +// sphere goes through the box stack. With raycast CCD the sphere hits the +// stack and the behavior is more convincing. +// **************************************************************************** + +#include <ctype.h> + +#include "PxPhysicsAPI.h" +#include "extensions/PxRaycastCCD.h" + +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" +#include "../SnippetUtils/SnippetUtils.h" + + +using namespace physx; + +static const bool gEnableRaycastCCD = true; // Switch to false to see the sphere go through the box stack without CCD. + +PxDefaultAllocator gAllocator; +PxDefaultErrorCallback gErrorCallback; + +PxFoundation* gFoundation = NULL; +PxPhysics* gPhysics = NULL; + +PxDefaultCpuDispatcher* gDispatcher = NULL; +PxScene* gScene = NULL; + +PxMaterial* gMaterial = NULL; + +PxPvd* gPvd = NULL; + +RaycastCCDManager* gRaycastCCD = 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::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); + + createStack(PxTransform(PxVec3(0,0,stackZ)), 10, 2.0f); + + // Create a fast moving sphere which goes through the box stack without CCD. + PxRigidDynamic* actor = createDynamic(PxTransform(PxVec3(0.0f, 20.0f, 100.0f)), PxSphereGeometry(2.0f), PxVec3(0.0f, 0.0f, -1000.0f)); + if(gEnableRaycastCCD) + { + PxShape* shape; + actor->getShapes(&shape, 1); + + gRaycastCCD = new RaycastCCDManager(gScene); + // Register each object for which CCD should be enabled. In this snippet we only enable it for the sphere. + gRaycastCCD->registerRaycastCCDObject(actor, shape); + } +} + +void stepPhysics(bool /*interactive*/) +{ + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); + + // Simply call this after fetchResults to perform CCD raycasts. + if(gRaycastCCD) + gRaycastCCD->doRaycastCCD(true); +} + +void cleanupPhysics(bool /*interactive*/) +{ + if(gRaycastCCD) + delete gRaycastCCD; + + gScene->release(); + gDispatcher->release(); + gPhysics->release(); + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + + gFoundation->release(); + + printf("SnippetRaycastCCD done.\n"); +} + +void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/) +{ +} + +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; +} diff --git a/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCDRender.cpp b/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCDRender.cpp new file mode 100644 index 00000000..27e3fe55 --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCDRender.cpp @@ -0,0 +1,120 @@ +// 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. + +#ifdef RENDER_SNIPPET + +#include <vector> + +#include "PxPhysicsAPI.h" + +#include "../SnippetRender/SnippetRender.h" +#include "../SnippetRender/SnippetCamera.h" + +using namespace physx; + +extern void initPhysics(bool interactive); +extern void stepPhysics(bool interactive); +extern void cleanupPhysics(bool interactive); +extern void keyPress(unsigned char key, const PxTransform& camera); + + +namespace +{ +Snippets::Camera* sCamera; + +void motionCallback(int x, int y) +{ + sCamera->handleMotion(x, y); +} + +void keyboardCallback(unsigned char key, int x, int y) +{ + if(key==27) + exit(0); + + if(!sCamera->handleKey(key, x, y)) + keyPress(key, sCamera->getTransform()); +} + +void mouseCallback(int button, int state, int x, int y) +{ + sCamera->handleMouse(button, state, x, y); +} + +void idleCallback() +{ + glutPostRedisplay(); +} + +void renderCallback() +{ + stepPhysics(true); + + Snippets::startRender(sCamera->getEye(), sCamera->getDir()); + + PxScene* scene; + PxGetPhysics().getScenes(&scene,1); + PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC); + if(nbActors) + { + std::vector<PxRigidActor*> actors(nbActors); + scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors); + Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true); + } + + Snippets::finishRender(); +} + +void exitCallback(void) +{ + delete sCamera; + cleanupPhysics(true); +} +} + +void renderLoop() +{ + sCamera = new Snippets::Camera(PxVec3(50.0f, 50.0f, 50.0f), PxVec3(-0.6f,-0.2f,-0.7f)); + + Snippets::setupDefaultWindow("PhysX Snippet RaycastCCD"); + Snippets::setupDefaultRenderState(); + + glutIdleFunc(idleCallback); + glutDisplayFunc(renderCallback); + glutKeyboardFunc(keyboardCallback); + glutMouseFunc(mouseCallback); + glutMotionFunc(motionCallback); + motionCallback(0,0); + + atexit(exitCallback); + + initPhysics(true); + glutMainLoop(); +} +#endif |