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XCEngine/engine/third_party/physx/snippets/snippetstandalonebroadphase/SnippetStandaloneBroadphase.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 standalone broadphase.
// It creates a small custom scene (no PxScene) and creates a broadphase for the
// scene objects. These objects are then updated each frame and rendered in red
// when they touch another object, or green if they don't. Use the P and O keys
// to pause and step the simulation one frame, to visually check the results.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "PxImmediateMode.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
using namespace physx;
using namespace immediate;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static const PxU32 gNbObjects = 100;
static float gTime = 0.0f;
static bool gPause = false;
static bool gOneFrame = false;
static PxVec3 computeObjectPosition(PxU32 i)
{
const float coeff = float(i)*0.2f;
return PxVec3( sinf(gTime*coeff*0.567f)*cosf(gTime+coeff)*3.0f,
cosf(gTime*coeff*0.0917f)*cosf(gTime*1.17f+coeff)*2.0f,
sinf(gTime*coeff*0.533f)*cosf(gTime*0.33f+coeff)*3.0f);
}
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void render();
void updateObjects();
void createBroadphase();
void runBroadphase();
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
PxU32 mNbCollisions;
};
PxArray<Object> mObjects;
PxBroadPhase* mBroadphase;
PxAABBManager* mAABBManager;
};
CustomScene::CustomScene() : mBroadphase(NULL), mAABBManager(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mAABBManager);
PX_RELEASE(mBroadphase);
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::createBroadphase()
{
PxBroadPhaseDesc bpDesc(PxBroadPhaseType::eABP);
mBroadphase = PxCreateBroadPhase(bpDesc);
mAABBManager = PxCreateAABBManager(*mBroadphase);
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
obj.mPose.p = computeObjectPosition(i);
obj.mNbCollisions = 0;
PxBounds3 bounds;
PxGeometryQuery::computeGeomBounds(bounds, obj.mGeom.any(), obj.mPose);
mAABBManager->addObject(i, bounds, PxGetBroadPhaseDynamicFilterGroup(i));
}
runBroadphase();
}
void CustomScene::runBroadphase()
{
PxBroadPhaseResults results;
mAABBManager->updateAndFetchResults(results);
for(PxU32 i=0;i<results.mNbCreatedPairs;i++)
{
const PxU32 id0 = results.mCreatedPairs[i].mID0;
const PxU32 id1 = results.mCreatedPairs[i].mID1;
mObjects[id0].mNbCollisions++;
mObjects[id1].mNbCollisions++;
}
for(PxU32 i=0;i<results.mNbDeletedPairs;i++)
{
const PxU32 id0 = results.mDeletedPairs[i].mID0;
const PxU32 id1 = results.mDeletedPairs[i].mID1;
PX_ASSERT(mObjects[id0].mNbCollisions);
PX_ASSERT(mObjects[id1].mNbCollisions);
mObjects[id0].mNbCollisions--;
mObjects[id1].mNbCollisions--;
}
}
void CustomScene::updateObjects()
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
gTime += 0.001f;
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
Object& obj = mObjects[i];
obj.mPose.p = computeObjectPosition(i);
PxBounds3 newBounds;
PxGeometryQuery::computeGeomBounds(newBounds, obj.mGeom.any(), obj.mPose);
mAABBManager->updateObject(i, &newBounds);
}
runBroadphase();
}
void CustomScene::render()
{
updateObjects();
#ifdef RENDER_SNIPPET
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
const PxVec3 color = obj.mNbCollisions ? PxVec3(1.0f, 0.0f, 0.0f) : PxVec3(0.0f, 1.0f, 0.0f);
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
#endif
}
}
static void initScene()
{
}
static void releaseScene()
{
}
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gScene = new CustomScene;
for(PxU32 i=0;i<gNbObjects;i++)
gScene->addGeom(PxBoxGeometry(PxVec3(0.1f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->createBroadphase();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gFoundation);
printf("SnippetStandaloneBroadphase done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
}
int snippetMain(int, const char*const*)
{
printf("Standalone broadphase 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;
}