// 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 #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; iconnect(*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