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XCEngine/engine/third_party/physx/snippets/snippetfrustumquery/SnippetFrustumQuery.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 illustrates how to use a PxBVH to implement view-frustum culling.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
//#define BENCHMARK_MODE
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void createBVH();
void render() const;
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
};
PxArray<Object> mObjects;
PxBVH* mBVH;
};
CustomScene::CustomScene() : mBVH(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mBVH);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
Object obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
mObjects.pushBack(obj);
}
void CustomScene::createBVH()
{
const PxU32 nbObjects = mObjects.size();
PxBounds3* bounds = new PxBounds3[nbObjects];
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbObjects;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
bvhDesc.enlargement = 0.0f;
mBVH = PxCreateBVH(bvhDesc);
delete [] bounds;
}
enum FrustumPlaneIndex
{
FRUSTUM_PLANE_LEFT = 0,
FRUSTUM_PLANE_RIGHT = 1,
FRUSTUM_PLANE_TOP = 2,
FRUSTUM_PLANE_BOTTOM = 3,
FRUSTUM_PLANE_NEAR = 4,
FRUSTUM_PLANE_FAR = 5,
};
void CustomScene::render() const
{
#ifdef RENDER_SNIPPET
if(0)
{
// This codepath to draw all objects without culling
const PxVec3 color(1.0f, 0.5f, 0.25f);
for(PxU32 i=0;i<mObjects.size();i++)
{
const CustomScene::Object& obj = mObjects[i];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
return;
}
// Extract planes from the view/proj matrices. You could also build them from the frustum's vertices.
PxPlane planes[6];
{
float VM[16];
glGetFloatv(GL_MODELVIEW_MATRIX, VM);
const PxMat44 ViewMatrix(VM);
float PM[16];
glGetFloatv(GL_PROJECTION_MATRIX, PM);
const PxMat44 ProjMatrix(PM);
const PxMat44 combo = ProjMatrix * ViewMatrix;
planes[FRUSTUM_PLANE_LEFT].n.x = -(combo.column0[3] + combo.column0[0]);
planes[FRUSTUM_PLANE_LEFT].n.y = -(combo.column1[3] + combo.column1[0]);
planes[FRUSTUM_PLANE_LEFT].n.z = -(combo.column2[3] + combo.column2[0]);
planes[FRUSTUM_PLANE_LEFT].d = -(combo.column3[3] + combo.column3[0]);
planes[FRUSTUM_PLANE_RIGHT].n.x = -(combo.column0[3] - combo.column0[0]);
planes[FRUSTUM_PLANE_RIGHT].n.y = -(combo.column1[3] - combo.column1[0]);
planes[FRUSTUM_PLANE_RIGHT].n.z = -(combo.column2[3] - combo.column2[0]);
planes[FRUSTUM_PLANE_RIGHT].d = -(combo.column3[3] - combo.column3[0]);
planes[FRUSTUM_PLANE_TOP].n.x = -(combo.column0[3] - combo.column0[1]);
planes[FRUSTUM_PLANE_TOP].n.y = -(combo.column1[3] - combo.column1[1]);
planes[FRUSTUM_PLANE_TOP].n.z = -(combo.column2[3] - combo.column2[1]);
planes[FRUSTUM_PLANE_TOP].d = -(combo.column3[3] - combo.column3[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.x = -(combo.column0[3] + combo.column0[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.y = -(combo.column1[3] + combo.column1[1]);
planes[FRUSTUM_PLANE_BOTTOM].n.z = -(combo.column2[3] + combo.column2[1]);
planes[FRUSTUM_PLANE_BOTTOM].d = -(combo.column3[3] + combo.column3[1]);
planes[FRUSTUM_PLANE_NEAR].n.x = -(combo.column0[3] + combo.column0[2]);
planes[FRUSTUM_PLANE_NEAR].n.y = -(combo.column1[3] + combo.column1[2]);
planes[FRUSTUM_PLANE_NEAR].n.z = -(combo.column2[3] + combo.column2[2]);
planes[FRUSTUM_PLANE_NEAR].d = -(combo.column3[3] + combo.column3[2]);
planes[FRUSTUM_PLANE_FAR].n.x = -(combo.column0[3] - combo.column0[2]);
planes[FRUSTUM_PLANE_FAR].n.y = -(combo.column1[3] - combo.column1[2]);
planes[FRUSTUM_PLANE_FAR].n.z = -(combo.column2[3] - combo.column2[2]);
planes[FRUSTUM_PLANE_FAR].d = -(combo.column3[3] - combo.column3[2]);
for(PxU32 i=0;i<6;i++)
planes[i].normalize();
}
if(mBVH)
{
struct LocalCB : PxBVH::OverlapCallback
{
LocalCB(const CustomScene& scene) : mScene(scene)
{
mVisibles.reserve(10000);
}
virtual bool reportHit(PxU32 boundsIndex)
{
mVisibles.pushBack(boundsIndex);
return true;
}
const CustomScene& mScene;
PxArray<PxU32> mVisibles;
LocalCB& operator=(const LocalCB&){return *this;}
};
LocalCB cb(*this);
#ifdef BENCHMARK_MODE
unsigned long long time = __rdtsc();
#endif
mBVH->cull(6, planes, cb);
char buffer[256];
#ifdef BENCHMARK_MODE
time = __rdtsc() - time;
sprintf(buffer, "%d visible objects (%d)\n", cb.mVisibles.size(), int(time/1024));
#else
sprintf(buffer, "%d visible objects\n", cb.mVisibles.size());
#endif
const PxVec3 color(1.0f, 0.5f, 0.25f);
for(PxU32 i=0;i<cb.mVisibles.size();i++)
{
const CustomScene::Object& obj = mObjects[cb.mVisibles[i]];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
if(1)
{
const PxU32 nbObjects = mBVH->getNbBounds();
for(PxU32 i=0;i<nbObjects;i++)
Snippets::DrawBounds(mBVH->getBounds()[i]);
}
Snippets::print(buffer);
}
#endif
}
}
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static void initScene()
{
}
static void releaseScene()
{
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
gScene = new CustomScene;
#ifdef BENCHMARK_MODE
{
SnippetUtils::BasicRandom rnd(42);
PxVec3 v;
const float coeff = 30.0f;
for(int i=0;i<1000;i++)
{
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(v+PxVec3(0.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(v+PxVec3(4.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(v+PxVec3(-4.0f, 0.0f, 0.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(v+PxVec3(0.0f, 0.0f, 4.0f)));
rnd.unitRandomPt(v); v*=coeff;
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(v+PxVec3(0.0f, 0.0f, -4.0f)));
}
}
#else
{
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
}
#endif
gScene->createBVH();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetFrustumQuery done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
/* if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}*/
}
int snippetMain(int, const char*const*)
{
printf("Frustum query snippet.\n");
#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;
}