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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/SnippetRaycastCCD
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]
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetRaycastCCD')
-rw-r--r--PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCD.cpp184
-rw-r--r--PhysX_3.4/Snippets/SnippetRaycastCCD/SnippetRaycastCCDRender.cpp120
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