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XCEngine/engine/third_party/physx/snippets/snippetcustomconvex/SnippetCustomConvex.cpp

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// 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) 2008-2025 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 shows how to use GJK queries to create custom convex geometry.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "geometry/PxGjkQuery.h"
#include "extensions/PxCustomGeometryExt.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxArray<PxCustomGeometryExt::BaseConvexCallbacks*> gConvexes;
static PxArray<PxRigidActor*> gActors;
struct RenderMesh;
static PxArray<RenderMesh*> gMeshes;
RenderMesh* createRenderCylinder(float radius, float height, float margin);
RenderMesh* createRenderCone(float height, float radius, float margin);
void destroyRenderMesh(RenderMesh* mesh);
void renderMesh(const RenderMesh& mesh, const PxTransform& pose, bool sleeping);
void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit);
void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit);
void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit);
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0), PxReal density = 1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void createCylinderActor(float height, float radius, float margin, const PxTransform& pose)
{
PxCustomGeometryExt::CylinderCallbacks* cylinder = new PxCustomGeometryExt::CylinderCallbacks(height, radius, 0, margin);
gConvexes.pushBack(cylinder);
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxCustomGeometry(*cylinder), *gMaterial);
shape->setFlag(PxShapeFlag::eVISUALIZATION, true);
PxRigidBodyExt::updateMassAndInertia(*actor, 100);
gScene->addActor(*actor);
gActors.pushBack(actor);
RenderMesh* mesh = createRenderCylinder(height, radius, margin);
gMeshes.pushBack(mesh);
}
static void createConeActor(float height, float radius, float margin, const PxTransform& pose)
{
PxCustomGeometryExt::ConeCallbacks* cone = new PxCustomGeometryExt::ConeCallbacks(height, radius, 0, margin);
gConvexes.pushBack(cone);
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
PxShape* shape = PxRigidActorExt::createExclusiveShape(*actor, PxCustomGeometry(*cone), *gMaterial);
shape->setFlag(PxShapeFlag::eVISUALIZATION, true);
PxRigidBodyExt::updateMassAndInertia(*actor, 100);
gScene->addActor(*actor);
gActors.pushBack(actor);
RenderMesh* mesh = createRenderCone(height, radius, margin);
gMeshes.pushBack(mesh);
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_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);
gScene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, 1.0f);
gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0f);
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);
// Some custom convexes
float heights[] = { 1.0f, 1.25f, 1.5f, 1.75f };
float radiuss[] = { 0.3f, 0.35f, 0.4f, 0.45f };
float margins[] = { 0.0f, 0.05f, 0.1f, 0.15f };
for (int i = 0; i < 50; ++i)
{
float height = heights[rand() % (sizeof(heights) / sizeof(heights[0]))];
float raduis = radiuss[rand() % (sizeof(radiuss) / sizeof(radiuss[0]))];
float margin = margins[rand() % (sizeof(margins) / sizeof(margins[0]))];
float angle = PX_PIDIV2;
createCylinderActor(height, raduis, margin, (PxTransform(PxVec3(-2.0f, 2.0f + i * 2, 2.0f), PxQuat(angle, PxVec3(0.0f, 0.0f, 1.0f)))));
}
for (int i = 0; i < 50; ++i)
{
float height = heights[rand() % (sizeof(heights) / sizeof(heights[0]))];
float raduis = radiuss[rand() % (sizeof(radiuss) / sizeof(radiuss[0]))];
float margin = margins[rand() % (sizeof(margins) / sizeof(margins[0]))];
float angle = PX_PIDIV2;
createConeActor(height, raduis, margin, (PxTransform(PxVec3(2.0f, 2.0f + i * 2, -2.0f), PxQuat(angle, PxVec3(0, 0, 1)))));
}
// Ground plane
PxRigidStatic* planeActor = gPhysics->createRigidStatic(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0.0f, 0.0f, 1.0f))));
PxRigidActorExt::createExclusiveShape(*planeActor, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*planeActor);
}
void debugRender()
{
for (int i = 0; i < int(gConvexes.size()); ++i)
{
PxRigidActor* actor = gActors[i];
RenderMesh* mesh = gMeshes[i];
renderMesh(*mesh, actor->getGlobalPose(), !actor->is<PxRigidDynamic>() || actor->is<PxRigidDynamic>()->isSleeping());
}
int count = 20;
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
PxVec3 origin(x + i, 0.5f, x);
PxVec3 unitDir(0, 0, 1);
float maxDist = (float)count;
PxRaycastBuffer buffer;
gScene->raycast(origin, unitDir, maxDist, buffer);
renderRaycast(origin, unitDir, maxDist, buffer.hasBlock ? &buffer.block : nullptr);
}
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
PxVec3 origin(x, 0.5f, x + i);
PxVec3 unitDir(1, 0, 0);
float maxDist = (float)count;
PxVec3 halfExtents(0.2f, 0.1f, 0.4f);
PxSweepBuffer buffer;
gScene->sweep(PxBoxGeometry(halfExtents), PxTransform(origin), unitDir, maxDist, buffer);
renderSweepBox(origin, unitDir, maxDist, halfExtents, buffer.hasBlock ? &buffer.block : nullptr);
}
for (int i = 0; i < count; ++i)
{
float x = -count / 2.0f;
for (int j = 0; j < count; ++j)
{
PxVec3 origin(x + i, 0.0f, x + j);
PxVec3 halfExtents(0.4f, 0.1f, 0.4f);
PxOverlapBuffer buffer;
gScene->overlap(PxBoxGeometry(halfExtents), PxTransform(origin), buffer, PxQueryFilterData(PxQueryFlag::eANY_HIT | PxQueryFlag::eDYNAMIC));
renderOverlapBox(origin, halfExtents, buffer.hasAnyHits());
}
}
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
while (!gConvexes.empty())
{
delete gConvexes.back();
gConvexes.popBack();
}
gConvexes.reset();
while (!gMeshes.empty())
{
destroyRenderMesh(gMeshes.back());
gMeshes.popBack();
}
gMeshes.reset();
while (!gActors.empty())
{
PX_RELEASE(gActors.back());
gActors.popBack();
}
gActors.reset();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetCustomConvex done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(1.0f), camera.rotate(PxVec3(0, 0, -1)) * 100, 3.0f); break;
}
}
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;
}
#else
int snippetMain(int, const char* const*)
{
return 0;
}
#endif