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All rights reserved. // **************************************************************************** // This snippet illustrates simple use of rack & pinion joints // **************************************************************************** #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; static PxRigidDynamic* createGearWithBoxes(PxPhysics& sdk, const PxBoxGeometry& boxGeom, const PxTransform& transform, PxMaterial& material, int nbShapes) { PxRigidDynamic* actor = sdk.createRigidDynamic(transform); PxMat33 m(PxIdentity); for(int i=0;isetLocalPose(localPose); actor->attachShape(*shape); } PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f); return actor; } static PxRigidDynamic* createRackWithBoxes(PxPhysics& sdk, const PxTransform& transform, PxMaterial& material, int nbTeeth, float rackLength) { PxRigidDynamic* actor = sdk.createRigidDynamic(transform); { const PxBoxGeometry boxGeom(rackLength*0.5f, 0.25f, 0.25f); PxShape* shape = sdk.createShape(boxGeom, material, true); actor->attachShape(*shape); } PxMat33 m(PxIdentity); const float angle = PxPi * 0.25f; const PxReal cos = cosf(angle); const PxReal sin = sinf(angle); m[0][0] = m[1][1] = cos; m[0][1] = sin; m[1][0] = -sin; PxTransform localPose; localPose.p = PxVec3(0.0f); localPose.q = PxQuat(m); const float offset = rackLength / float(nbTeeth); localPose.p.x = (offset - rackLength)*0.5f; for(int i=0;isetLocalPose(localPose); actor->attachShape(*shape); localPose.p.x += offset; } PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f); return actor; } static PxRevoluteJoint* gHinge0 = NULL; 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); PxInitExtensions(*gPhysics, 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); const float velocityTarget = 0.5f; const float radius = 3.0f; const float rackLength = 3.0f*10.0f; const int nbPinionTeeth = int(radius)*4; // 'radius' teeth for PI/2 const int nbRackTeeth = 5*3; const PxBoxGeometry boxGeom0(radius, radius, 0.5f); const PxVec3 boxPos0(0.0f, 10.0f, 0.0f); const PxVec3 boxPos1(0.0f, 10.0f+radius+1.5f, 0.0f); PxRigidDynamic* actor0 = createGearWithBoxes(*gPhysics, boxGeom0, PxTransform(boxPos0), *gMaterial, int(radius)); gScene->addActor(*actor0); PxRigidDynamic* actor1 = createRackWithBoxes(*gPhysics, PxTransform(boxPos1), *gMaterial, nbRackTeeth, rackLength); gScene->addActor(*actor1); const PxQuat x2z = PxShortestRotation(PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f, 0.0f, 1.0f)); PxRevoluteJoint* hinge = PxRevoluteJointCreate(*gPhysics, NULL, PxTransform(boxPos0, x2z), actor0, PxTransform(PxVec3(0.0f), x2z)); PxPrismaticJoint* prismatic = PxPrismaticJointCreate(*gPhysics, NULL, PxTransform(boxPos1), actor1, PxTransform(PxVec3(0.0f))); if(1) { hinge->setDriveVelocity(velocityTarget); hinge->setRevoluteJointFlag(PxRevoluteJointFlag::eDRIVE_ENABLED, true); gHinge0 = hinge; } PxRackAndPinionJoint* rackJoint = PxRackAndPinionJointCreate(*gPhysics, actor0, PxTransform(PxVec3(0.0f), x2z), actor1, PxTransform(PxVec3(0.0f))); rackJoint->setJoints(hinge, prismatic); rackJoint->setData(nbRackTeeth, nbPinionTeeth, rackLength); } void stepPhysics(bool /*interactive*/) { if(gHinge0) { static float globalTime = 0.0f; globalTime += 1.0f/60.0f; const float velocityTarget = cosf(globalTime)*3.0f; gHinge0->setDriveVelocity(velocityTarget); } gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); } void cleanupPhysics(bool /*interactive*/) { PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PxCloseExtensions(); PX_RELEASE(gPhysics); if(gPvd) { PxPvdTransport* transport = gPvd->getTransport(); PX_RELEASE(gPvd); PX_RELEASE(transport); } PX_RELEASE(gFoundation); printf("SnippetRackJoint done.\n"); } 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