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All rights reserved. // **************************************************************************** // This snippet shows how to use deformable meshes in PhysX. // **************************************************************************** #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; 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 PxTriangleMesh* gMesh = NULL; static PxRigidStatic* gActor = NULL; static const PxU32 gGridSize = 8; static const PxReal gGridStep = 512.0f / PxReal(gGridSize-1); static float gTime = 0.0f; 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 createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for(PxU32 i=0; icreateRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); } } shape->release(); } struct Triangle { PxU32 ind0, ind1, ind2; }; static void updateVertices(PxVec3* verts, float amplitude=0.0f) { const PxU32 gridSize = gGridSize; const PxReal gridStep = gGridStep; for(PxU32 a=0; agetPhysicsInsertionCallback()); return triMesh; } 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(1.0f, 1.0f, 0.0f); PxCookingParams cookingParams(gPhysics->getTolerancesScale()); if(0) { cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH33); } else { cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34); cookingParams.midphaseDesc.mBVH34Desc.quantized = false; } // We need to disable the mesh cleaning part so that the vertex mapping remains untouched. cookingParams.meshPreprocessParams = PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH; PxTriangleMesh* mesh = createMeshGround(cookingParams); gMesh = mesh; PxTriangleMeshGeometry geom(mesh); PxRigidStatic* groundMesh = gPhysics->createRigidStatic(PxTransform(PxVec3(0, 2, 0))); gActor = groundMesh; PxShape* shape = gPhysics->createShape(geom, *gMaterial); { shape->setContactOffset(0.02f); // A negative rest offset helps to avoid jittering when the deformed mesh moves away from objects resting on it. shape->setRestOffset(-0.5f); } groundMesh->attachShape(*shape); gScene->addActor(*groundMesh); createStack(PxTransform(PxVec3(0,22,0)), 10, 2.0f); } PxBounds3 gBounds; void debugRender() { const PxVec3 c = gBounds.getCenter(); const PxVec3 e = gBounds.getExtents(); PxVec3 pts[8]; pts[0] = c + PxVec3(-e.x, -e.y, e.z); pts[1] = c + PxVec3(-e.x, e.y, e.z); pts[2] = c + PxVec3( e.x, e.y, e.z); pts[3] = c + PxVec3( e.x, -e.y, e.z); pts[4] = c + PxVec3(-e.x, -e.y, -e.z); pts[5] = c + PxVec3(-e.x, e.y, -e.z); pts[6] = c + PxVec3( e.x, e.y, -e.z); pts[7] = c + PxVec3( e.x, -e.y, -e.z); PxArray gContactVertices; struct AddQuad { static void func(PxArray& v, const PxVec3* pts_, PxU32 index0, PxU32 index1, PxU32 index2, PxU32 index3) { v.pushBack(pts_[index0]); v.pushBack(pts_[index1]); v.pushBack(pts_[index1]); v.pushBack(pts_[index2]); v.pushBack(pts_[index2]); v.pushBack(pts_[index3]); v.pushBack(pts_[index3]); v.pushBack(pts_[index0]); } }; AddQuad::func(gContactVertices, pts, 0, 1, 2, 3); AddQuad::func(gContactVertices, pts, 4, 5, 6, 7); AddQuad::func(gContactVertices, pts, 0, 1, 5, 4); AddQuad::func(gContactVertices, pts, 2, 3, 7, 6); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glDisable(GL_LIGHTING); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]); glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size())); glDisableClientState(GL_VERTEX_ARRAY); glEnable(GL_LIGHTING); } void stepPhysics(bool /*interactive*/) { { PxVec3* verts = gMesh->getVerticesForModification(); gTime += 0.01f; updateVertices(verts, sinf(gTime)*20.0f); { // unsigned long long time = __rdtsc(); gBounds = gMesh->refitBVH(); // time = __rdtsc() - time; // printf("Time: %d\n", int(time)); } // Reset filtering to tell the broadphase about the new mesh bounds. gScene->resetFiltering(*gActor); } 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("SnippetDeformableMesh 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