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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/SnippetSplitSim/SnippetSplitSim.cpp
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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.
+
+
+// *******************************************************************************************************
+// In addition to the simulate() function, which performs both collision detection and dynamics update,
+// the PhysX SDK provides an api for separate execution of the collision detection and dynamics update steps.
+// We shall refer to this feature as "split sim". This snippet demonstrates two ways to use the split sim feature
+// so that application work can be performed concurrently with the collision detection step.
+
+// The snippet creates a list of kinematic box actors along with a number of dynamic actors that
+// interact with the kinematic actors.
+
+//The defines OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG and OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
+//demonstrate two distinct modes of split sim operation:
+
+// (1)Enabling OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG allows the collision detection step to run in parallel
+// with the renderer and with the update of the kinematic target poses without introducing any lag between
+// application time and physics time. This is equivalent to calling simulate() and fetchResults() with the key
+// difference being that the application can schedule work to run concurrently with the collision detection.
+// A consequence of this approach is that the first frame is more expensive than subsequent frames because it has to
+// perform blocking collision detection and dynamics update calls.
+
+// (2)OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG also allows the collision to run in parallel with
+// the renderer and the update of the kinematic target poses but this time with a lag between physics time and
+// application time; that is, the physics is always a single timestep behind the application because the first
+// frame merely starts the collision detection for the subsequent frame. A consequence of this approach is that
+// the first frame is cheaper than subsequent frames.
+// ********************************************************************************************************
+
+
+#include <ctype.h>
+#include "PxPhysicsAPI.h"
+
+#include "../SnippetCommon/SnippetPrint.h"
+#include "../SnippetCommon/SnippetPVD.h"
+
+//This will allow the split sim to overlap collision and render and game logic.
+#define OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG 1
+#define OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG 0
+
+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;
+
+#define NB_KINE_X 16
+#define NB_KINE_Y 16
+#define KINE_SCALE 3.1f
+
+static bool isFirstFrame = true;
+
+PxRigidDynamic* gKinematics[NB_KINE_Y][NB_KINE_X];
+
+PxQuat setRotY(PxMat33& m, const PxReal angle)
+{
+ m = PxMat33(PxIdentity);
+
+ const PxReal cos = cosf(angle);
+ const PxReal sin = sinf(angle);
+
+ m[0][0] = m[2][2] = cos;
+ m[0][2] = -sin;
+ m[2][0] = sin;
+
+ return PxQuat(m);
+}
+
+void createDynamics()
+{
+ const PxU32 NbX = 8;
+ const PxU32 NbY = 8;
+
+ const PxVec3 dims(0.2f, 0.1f, 0.2f);
+ const PxReal sphereRadius = 0.2f;
+ const PxReal capsuleRadius = 0.2f;
+ const PxReal halfHeight = 0.5f;
+
+ const PxU32 NbLayers = 3;
+ const float YScale = 0.4f;
+ const float YStart = 6.0f;
+ PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(dims), *gMaterial);
+ PxShape* sphereShape = gPhysics->createShape(PxSphereGeometry(sphereRadius), *gMaterial);
+ PxShape* capsuleShape = gPhysics->createShape(PxCapsuleGeometry(capsuleRadius, halfHeight), *gMaterial);
+ PX_UNUSED(boxShape);
+ PX_UNUSED(sphereShape);
+ PX_UNUSED(capsuleShape);
+ PxMat33 m;
+ for(PxU32 j=0;j<NbLayers;j++)
+ {
+ const float angle = float(j)*0.08f;
+ const PxQuat rot = setRotY(m, angle);
+
+ const float ScaleX = 4.0f;
+ const float ScaleY = 4.0f;
+
+ for(PxU32 y=0;y<NbY;y++)
+ {
+ for(PxU32 x=0;x<NbX;x++)
+ {
+ const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
+ const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
+
+ PxRigidDynamic* dynamic = NULL;
+
+ PxU32 v = j&3;
+ PxVec3 pos = PxVec3(xf, YStart + float(j)*YScale, yf);
+
+ switch(v)
+ {
+ case 0:
+ {
+ PxTransform pose(pos, rot);
+ dynamic = gPhysics->createRigidDynamic(pose);
+ dynamic->attachShape(*boxShape);
+ break;
+ }
+ case 1:
+ {
+ PxTransform pose(pos, PxQuat(PxIdentity));
+ dynamic = gPhysics->createRigidDynamic(pose);
+ dynamic->attachShape(*sphereShape);
+ break;
+ }
+ default:
+ {
+ PxTransform pose(pos, rot);
+ dynamic = gPhysics->createRigidDynamic(pose);
+ dynamic->attachShape(*capsuleShape);
+ break;
+ }
+ };
+
+ PxRigidBodyExt::updateMassAndInertia(*dynamic, 10.f);
+
+ gScene->addActor(*dynamic);
+
+ }
+ }
+ }
+}
+
+void createGroudPlane()
+{
+ PxTransform pose = PxTransform(PxVec3(0.0f, 0.0f, 0.0f),PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)));
+ PxRigidStatic* actor = gPhysics->createRigidStatic(pose);
+ PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxPlaneGeometry(), *gMaterial);
+ PX_UNUSED(shape);
+ gScene->addActor(*actor);
+}
+
+void createKinematics()
+{
+ const PxU32 NbX = NB_KINE_X;
+ const PxU32 NbY = NB_KINE_Y;
+
+ const PxVec3 dims(1.5f, 0.2f, 1.5f);
+ const PxQuat rot = PxQuat(PxIdentity);
+
+ const float YScale = 0.4f;
+
+ PxShape* shape = gPhysics->createShape(PxBoxGeometry(dims), *gMaterial);
+
+
+ const float ScaleX = KINE_SCALE;
+ const float ScaleY = KINE_SCALE;
+ for(PxU32 y=0;y<NbY;y++)
+ {
+ for(PxU32 x=0;x<NbX;x++)
+ {
+ const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
+ const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
+ PxTransform pose(PxVec3(xf, 0.2f + YScale, yf), rot);
+ PxRigidDynamic* body = gPhysics->createRigidDynamic(pose);
+ body->attachShape(*shape);
+ gScene->addActor(*body);
+ body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
+
+ gKinematics[y][x] = body;
+ }
+ }
+
+}
+
+void updateKinematics(PxReal timeStep)
+{
+ const float YScale = 0.4f;
+
+ PxTransform motion;
+ motion.q = PxQuat(PxIdentity);
+
+ static float gTime = 0.0f;
+ gTime += timeStep;
+
+ const PxU32 NbX = NB_KINE_X;
+ const PxU32 NbY = NB_KINE_Y;
+
+ const float Coeff = 0.2f;
+
+ const float ScaleX = KINE_SCALE;
+ const float ScaleY = KINE_SCALE;
+ for(PxU32 y=0;y<NbY;y++)
+ {
+ for(PxU32 x=0;x<NbX;x++)
+ {
+ const float xf = (float(x)-float(NbX)*0.5f)*ScaleX;
+ const float yf = (float(y)-float(NbY)*0.5f)*ScaleY;
+
+ const float h = sinf(gTime*2.0f + float(x)*Coeff + + float(y)*Coeff)*2.0f;
+ motion.p = PxVec3(xf, h + 2.0f + YScale, yf);
+
+ PxRigidDynamic* kine = gKinematics[y][x];
+ kine->setKinematicTarget(motion);
+ }
+ }
+}
+
+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);
+
+ createKinematics();
+ createDynamics();
+
+}
+
+#if OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG
+void stepPhysics(bool interactive)
+{
+ PX_UNUSED(interactive);
+ PxReal timeStep = 1.0f/60.0f;
+
+ if(isFirstFrame)
+ {
+ //Run the first frame's collision detection
+ gScene->collide(timeStep);
+ isFirstFrame = false;
+ }
+ //update the kinematice target pose in parallel with collision running
+ updateKinematics(timeStep);
+ gScene->fetchCollision(true);
+ gScene->advance();
+ gScene->fetchResults(true);
+
+ //Run the deferred collision detection for the next frame. This will run in parallel with render.
+ gScene->collide(timeStep);
+}
+#elif OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
+
+void stepPhysics(bool interactive)
+{
+ PX_UNUSED(interactive);
+ PxReal timeStep = 1.0/60.0f;
+
+ //update the kinematice target pose in parallel with collision running
+ updateKinematics(timeStep);
+ if(!isFirstFrame)
+ {
+ gScene->fetchCollision(true);
+ gScene->advance();
+ gScene->fetchResults(true);
+ }
+
+ isFirstFrame = false;
+ //Run the deferred collision detection for the next frame. This will run in parallel with render.
+ gScene->collide(timeStep);
+}
+
+#else
+
+void stepPhysics(bool interactive)
+{
+ PX_UNUSED(interactive);
+ PxReal timeStep = 1.0/60.0f;
+ //update the kinematice target pose in parallel with collision running
+ gScene->collide(timeStep);
+ updateKinematics(timeStep);
+ gScene->fetchCollision(true);
+ gScene->advance();
+ gScene->fetchResults(true);
+}
+#endif
+
+
+void cleanupPhysics(bool interactive)
+{
+#if OVERLAP_COLLISION_AND_RENDER_WITH_NO_LAG || OVERLAP_COLLISION_AND_RENDER_WITH_ONE_FRAME_LAG
+ //Close out remainder of previously running scene. If we don't do this, it will be implicitly done
+ //in gScene->release() but a warning will be issued.
+ gScene->fetchCollision(true);
+ gScene->advance();
+ gScene->fetchResults(true);
+#endif
+ PX_UNUSED(interactive);
+ gScene->release();
+ gDispatcher->release();
+ gPhysics->release();
+ PxPvdTransport* transport = gPvd->getTransport();
+ gPvd->release();
+ transport->release();
+
+ gFoundation->release();
+
+ printf("SnippetSplitSim done.\n");
+}
+
+void keyPress(unsigned char key, const PxTransform& camer)
+{
+ PX_UNUSED(key);
+ PX_UNUSED(camer);
+}
+
+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;
+}