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IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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 demonstrates the use of articulations. // **************************************************************************** #include #include #include "PxPhysicsAPI.h" #include "../SnippetUtils/SnippetUtils.h" #include "../SnippetCommon/SnippetPrint.h" #include "../SnippetCommon/SnippetPVD.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; PxArticulation* gArticulation = NULL; 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); PxInitExtensions(*gPhysics, gPvd); PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); 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); gArticulation = gPhysics->createArticulation(); // Stabilization can create artefacts on jointed objects so we just disable it gArticulation->setStabilizationThreshold(0.0f); gArticulation->setMaxProjectionIterations(16); gArticulation->setSeparationTolerance(0.001f); const float scale = 0.25f; const float radius = 0.5f*scale; const float halfHeight = 1.0f*scale; const PxU32 nbCapsules = 40; const float capsuleMass = 1.0f; const PxVec3 initPos(0.0f, 24.0f, 0.0f); PxVec3 pos = initPos; PxShape* capsuleShape = gPhysics->createShape(PxCapsuleGeometry(radius, halfHeight), *gMaterial); PxArticulationLink* firstLink = NULL; PxArticulationLink* parent = NULL; const bool overlappingLinks = true; // Change this for another kind of rope // Create rope for(PxU32 i=0;icreateLink(parent, PxTransform(pos)); if(!firstLink) firstLink = link; link->attachShape(*capsuleShape); PxRigidBodyExt::setMassAndUpdateInertia(*link, capsuleMass); PxArticulationJoint* joint = link->getInboundJoint(); if(joint) // Will be null for root link { if(overlappingLinks) { joint->setParentPose(PxTransform(PxVec3(halfHeight, 0.0f, 0.0f))); joint->setChildPose(PxTransform(PxVec3(-halfHeight, 0.0f, 0.0f))); } else { joint->setParentPose(PxTransform(PxVec3(radius + halfHeight, 0.0f, 0.0f))); joint->setChildPose(PxTransform(PxVec3(-radius - halfHeight, 0.0f, 0.0f))); } } if(overlappingLinks) pos.x += (radius + halfHeight*2.0f); else pos.x += (radius + halfHeight) * 2.0f; parent = link; } // Attach large & heavy box at the end of the rope { const float boxMass = 50.0f; const float boxSize = 1.0f; PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(boxSize, boxSize, boxSize), *gMaterial); pos.x -= (radius + halfHeight) * 2.0f; pos.x += (radius + halfHeight) + boxSize; PxArticulationLink* link = gArticulation->createLink(parent, PxTransform(pos)); link->attachShape(*boxShape); PxRigidBodyExt::setMassAndUpdateInertia(*link, boxMass); PxArticulationJoint* joint = link->getInboundJoint(); if(joint) // Will be null for root link { joint->setParentPose(PxTransform(PxVec3(radius + halfHeight, 0.0f, 0.0f))); joint->setChildPose(PxTransform(PxVec3(-boxSize, 0.0f, 0.0f))); } } gScene->addArticulation(*gArticulation); // Attach articulation to static world { PxShape* anchorShape = gPhysics->createShape(PxSphereGeometry(0.05f), *gMaterial); PxRigidStatic* anchor = PxCreateStatic(*gPhysics, PxTransform(initPos), *anchorShape); gScene->addActor(*anchor); PxSphericalJoint* j = PxSphericalJointCreate(*gPhysics, anchor, PxTransform(PxVec3(0.0f)), firstLink, PxTransform(PxVec3(0.0f))); PX_UNUSED(j); } // Create obstacle { PxShape* boxShape = gPhysics->createShape(PxBoxGeometry(1.0f, 0.1f, 2.0f), *gMaterial); PxRigidStatic* obstacle = PxCreateStatic(*gPhysics, PxTransform(initPos+PxVec3(10.0f, -3.0f, 0.0f)), *boxShape); gScene->addActor(*obstacle); } } void stepPhysics(bool /*interactive*/) { gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); } void cleanupPhysics(bool /*interactive*/) { gArticulation->release(); gScene->release(); gDispatcher->release(); gPhysics->release(); PxPvdTransport* transport = gPvd->getTransport(); gPvd->release(); transport->release(); PxCloseExtensions(); gFoundation->release(); printf("SnippetArticulation 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