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All rights reserved. // **************************************************************************** // This snippet shows how to implement custom geometries queries // callbacks, using PhysX geometry queries. // **************************************************************************** #include #include "PxPhysicsAPI.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; 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); /* Two crossed bars. */ struct BarCrosss : PxCustomGeometry::Callbacks { PxVec3 barExtents; DECLARE_CUSTOM_GEOMETRY_TYPE BarCrosss() : barExtents(27, 9, 3) {} virtual PxBounds3 getLocalBounds(const PxGeometry&) const { return PxBounds3(-PxVec3(barExtents.x * 0.5f, barExtents.y * 0.5f, barExtents.x * 0.5f), PxVec3(barExtents.x * 0.5f, barExtents.y * 0.5f, barExtents.x * 0.5f)); } virtual bool generateContacts(const PxGeometry&, const PxGeometry&, const PxTransform&, const PxTransform&, const PxReal, const PxReal, const PxReal, PxContactBuffer&) const { return false; } virtual PxU32 raycast(const PxVec3& origin, const PxVec3& unitDir, const PxGeometry&, const PxTransform& pose, PxReal maxDist, PxHitFlags hitFlags, PxU32, PxGeomRaycastHit* rayHits, PxU32, PxRaycastThreadContext*) const { PxBoxGeometry barGeom(barExtents * 0.5f); PxTransform p0 = pose; PxGeomRaycastHit hits[2]; PxGeometryQuery::raycast(origin, unitDir, barGeom, p0, maxDist, hitFlags, 1, hits + 0); p0 = pose.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0)))); PxGeometryQuery::raycast(origin, unitDir, barGeom, p0, maxDist, hitFlags, 1, hits + 1); rayHits[0] = hits[0].distance < hits[1].distance ? hits[0] : hits[1]; return hits[0].distance < PX_MAX_REAL || hits[1].distance < PX_MAX_REAL ? 1 : 0; } virtual bool overlap(const PxGeometry&, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1, PxOverlapThreadContext*) const { PxBoxGeometry barGeom(barExtents * 0.5f); PxTransform p0 = pose0; if (PxGeometryQuery::overlap(barGeom, p0, geom1, pose1, PxGeometryQueryFlags(0))) return true; p0 = pose0.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0)))); if (PxGeometryQuery::overlap(barGeom, p0, geom1, pose1, PxGeometryQueryFlags(0))) return true; return false; } virtual bool sweep(const PxVec3& unitDir, const PxReal maxDist, const PxGeometry&, const PxTransform& pose0, const PxGeometry& geom1, const PxTransform& pose1, PxGeomSweepHit& sweepHit, PxHitFlags hitFlags, const PxReal inflation, PxSweepThreadContext*) const { PxBoxGeometry barGeom(barExtents * 0.5f); PxTransform p0 = pose0; PxGeomSweepHit hits[2]; PxGeometryQuery::sweep(unitDir, maxDist, geom1, pose1, barGeom, p0, hits[0], hitFlags, inflation); p0 = pose0.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0)))); PxGeometryQuery::sweep(unitDir, maxDist, geom1, pose1, barGeom, p0, hits[1], hitFlags, inflation); sweepHit = hits[0].distance < hits[1].distance ? hits[0] : hits[1]; return hits[0].distance < PX_MAX_REAL || hits[1].distance < PX_MAX_REAL; } virtual void visualize(const PxGeometry&, PxRenderOutput&, const PxTransform&, const PxBounds3&) const {} virtual void computeMassProperties(const PxGeometry&, PxMassProperties&) const {} virtual bool usePersistentContactManifold(const PxGeometry&, PxReal&) const { return false; } }; IMPLEMENT_CUSTOM_GEOMETRY_TYPE(BarCrosss) 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 PxRigidDynamic* gActor = NULL; static BarCrosss gBarCrosss; static PxReal gTime = 0; 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; } 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 * 3, 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); // Create bar cross actor PxRigidDynamic* barCrossActor = gPhysics->createRigidDynamic(PxTransform(PxVec3(0, gBarCrosss.barExtents.y * 0.5f, 0))); barCrossActor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true); PxRigidActorExt::createExclusiveShape(*barCrossActor, PxCustomGeometry(gBarCrosss), *gMaterial); gScene->addActor(*barCrossActor); gActor = barCrossActor; } void debugRender() { PxGeometryHolder geom; geom.storeAny(PxBoxGeometry(gBarCrosss.barExtents * 0.5f)); PxTransform pose = gActor->getGlobalPose(); Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.7f)); pose = pose.transform(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 1, 0)))); Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.7f)); // Raycast { PxVec3 origin((gBarCrosss.barExtents.x + 10) * 0.5f, 0, 0); PxVec3 unitDir(-1, 0, 0); float maxDist = gBarCrosss.barExtents.x + 20; PxRaycastBuffer buffer; gScene->raycast(origin, unitDir, maxDist, buffer); renderRaycast(origin, unitDir, maxDist, buffer.hasBlock ? &buffer.block : nullptr); } // Sweep { PxVec3 origin(0, 0, (gBarCrosss.barExtents.x + 10) * 0.5f); PxVec3 unitDir(0, 0, -1); float maxDist = gBarCrosss.barExtents.x + 20; PxVec3 halfExtents(1.5f, 0.5f, 1.0f); PxSweepBuffer buffer; gScene->sweep(PxBoxGeometry(halfExtents), PxTransform(origin), unitDir, maxDist, buffer); renderSweepBox(origin, unitDir, maxDist, halfExtents, buffer.hasBlock ? &buffer.block : nullptr); } // Overlap { PxVec3 origin((gBarCrosss.barExtents.x) * -0.4f, 0, (gBarCrosss.barExtents.x) * -0.4f); PxVec3 halfExtents(gBarCrosss.barExtents.z * 1.5f, gBarCrosss.barExtents.y * 1.1f, gBarCrosss.barExtents.z * 1.5f); PxOverlapBuffer buffer; gScene->overlap(PxBoxGeometry(halfExtents), PxTransform(origin), buffer, PxQueryFilterData(PxQueryFlag::eANY_HIT | PxQueryFlag::eDYNAMIC)); renderOverlapBox(origin, halfExtents, buffer.hasAnyHits()); } } void stepPhysics(bool /*interactive*/) { gTime += 1.0f / 60.0f; gActor->setKinematicTarget(PxTransform(PxQuat(gTime * 0.3f, PxVec3(0, 1, 0)))); 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("SnippetCustomGeometryQueries done.\n"); } void keyPress(unsigned char key, const PxTransform& camera) { switch (toupper(key)) { case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0, 0, -1)) * 200, 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