// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. 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 illustrates simple use of the PxSpatialIndex data structure // // Note that spatial index has been marked as deprecated and will be removed // in future releases // // We create a number of spheres, and raycast against them in a random direction // from the origin. When a raycast hits a sphere, we teleport it to a random // location // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../SnippetCommon/SnippetPrint.h" #include "../SnippetUtils/SnippetUtils.h" using namespace physx; PxDefaultAllocator gAllocator; PxDefaultErrorCallback gErrorCallback; PxFoundation* gFoundation = NULL; static const PxU32 SPHERE_COUNT = 500; float rand01() { return float(rand())/RAND_MAX; } struct Sphere : public PxSpatialIndexItem { Sphere() { radius = 1; resetPosition(); } Sphere(PxReal r) : radius(r) { resetPosition(); } void resetPosition() { do { position = PxVec3(rand01()-0.5f, rand01()-0.5f, rand01()-0.5f)*(5+rand01()*5); } while (position.normalize()==0.0f); } PxBounds3 getBounds() { // Geometry queries err on the side of reporting positive results in the face of floating point inaccuracies. // To ensure that a geometry query only reports true when the bounding boxes in the BVH overlap, use // getWorldBounds, which has a third parameter that scales the bounds slightly (default is scaling by 1.01f) return PxGeometryQuery::getWorldBounds(PxSphereGeometry(radius), PxTransform(position)); } PxVec3 position; PxReal radius; PxSpatialIndexItemId id; }; Sphere gSpheres[SPHERE_COUNT]; PxSpatialIndex* gBvh; void init() { gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback); gBvh = PxCreateSpatialIndex(); // insert the spheres into the BVH, recording the ID so we can later update them for(PxU32 i=0;iinsert(gSpheres[i], gSpheres[i].getBounds()); // force a full rebuild of the BVH gBvh->rebuildFull(); // hint that should rebuild over the course of approximately 20 rebuildStep() calls gBvh->setIncrementalRebuildRate(20); } struct HitCallback : public PxSpatialLocationCallback { HitCallback(const PxVec3 p, const PxVec3& d): position(p), direction(d), closest(FLT_MAX), hitSphere(NULL) {} PxAgain onHit(PxSpatialIndexItem& item, PxReal distance, PxReal& shrunkDistance) { PX_UNUSED(distance); Sphere& s = static_cast(item); PxRaycastHit hitData; // the ray hit the sphere's AABB, now we do a ray-sphere intersection test to find out if the ray hit the sphere PxU32 hit = PxGeometryQuery::raycast(position, direction, PxSphereGeometry(s.radius), PxTransform(s.position), 1e6, PxHitFlag::eDEFAULT, 1, &hitData); // if the raycast hit and it's closer than what we had before, shrink the maximum length of the raycast if(hit && hitData.distance < closest) { closest = hitData.distance; hitSphere = &s; shrunkDistance = hitData.distance; } // and continue the query return true; } PxVec3 position, direction; PxReal closest; Sphere* hitSphere; }; void step() { for(PxU32 hits=0; hits<10;) { // raycast in a random direction from the origin, and teleport the closest sphere we find PxVec3 dir = PxVec3(rand01()-0.5f, rand01()-0.5f, rand01()-0.5f).getNormalized(); HitCallback callback(PxVec3(0), dir); gBvh->raycast(PxVec3(0), dir, FLT_MAX, callback); Sphere* hit = callback.hitSphere; if(hit) { hit->resetPosition(); gBvh->update(hit->id, hit->getBounds()); hits++; } } // run an incremental rebuild step in the background gBvh->rebuildStep(); } void cleanup() { gBvh->release(); gFoundation->release(); printf("SnippetSpatialIndex done.\n"); } int snippetMain(int, const char*const*) { static const PxU32 frameCount = 100; init(); for(PxU32 i=0; i