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XCEngine/engine/third_party/physx/snippets/snippetmassproperties/SnippetMassProperties.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 different ways of setting mass for rigid bodies.
//
// It creates 5 snowmen with different mass properties:
// - massless with a weight at the bottom
// - only the mass of the lowest snowball
// - the mass of all the snowballs
// - the whole mass but with a low center of gravity
// - manual setup of masses
//
// The different mass properties can be visually inspected by firing a rigid
// ball towards each snowman using the space key.
//
// For more details, please consult the "Rigid Body Dynamics" section of the
// user guide.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.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;
// create a dynamic ball to throw at the snowmen.
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static PxRigidDynamic* createSnowMan(const PxTransform& pos, PxU32 mode)
{
PxRigidDynamic* snowmanActor = gPhysics->createRigidDynamic(PxTransform(pos));
if(!snowmanActor)
{
printf("create snowman actor failed");
return NULL;
}
PxShape* armL = NULL; PxShape* armR = NULL;
switch(mode%5)
{
case 0: // with a weight at the bottom
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.2), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,-.29,0)));
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,10);
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
}
break;
case 1: // only considering lowest shape mass
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1);
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
}
break;
case 2: // considering whole mass
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1);
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
}
break;
case 3: // considering whole mass with low COM
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
const PxVec3 localPos = PxVec3(0,-.5,0);
PxRigidBodyExt::updateMassAndInertia(*snowmanActor,1,&localPos);
}
break;
case 4: // setting up mass properties manually
{
PxShape* shape = NULL;
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.5), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.4), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,.6,0)));
shape = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxSphereGeometry(.3), *gMaterial);
if(!shape)
printf("creating snowman shape failed");
shape->setLocalPose(PxTransform(PxVec3(0,1.1,0)));
armL = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armL)
printf("creating snowman shape failed");
armL->setLocalPose(PxTransform(PxVec3(-.4,.7,0)));
armR = PxRigidActorExt::createExclusiveShape(*snowmanActor, PxCapsuleGeometry(.1,.1), *gMaterial);
if(!armR)
printf("creating snowman shape failed");
armR->setLocalPose(PxTransform(PxVec3( .4,.7,0)));
snowmanActor->setMass(1);
snowmanActor->setCMassLocalPose(PxTransform(PxVec3(0,-.5,0)));
snowmanActor->setMassSpaceInertiaTensor(PxVec3(.05,100,100));
}
break;
default:
break;
}
gScene->addActor(*snowmanActor);
return snowmanActor;
}
static void createSnowMen()
{
PxU32 numSnowmen = 5;
for(PxU32 i=0; i<numSnowmen; i++)
{
PxVec3 pos(i * 2.5f,1,-8);
createSnowMan(PxTransform(pos), i);
}
}
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);
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);
createSnowMen();
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
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("SnippetMassProperties done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(0.1f), camera.rotate(PxVec3(0,0,-1))*20); 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;
}