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XCEngine/engine/third_party/physx/snippets/snippetccd/SnippetCCD.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 different types of CCD methods,
// including linear, raycast and speculative CCD.
//
// The scene has two parts:
// - a simple box stack and a fast moving sphere. Without (linear) CCD the
// sphere goes through the box stack. With CCD the sphere hits the stack and
// the behavior is more convincing.
// - a simple rotating plank (fixed in space except for one rotation axis)
// that collides with a falling box. Wihout (angular) CCD the collision is missed.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "extensions/PxRaycastCCD.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetRender.h"
#endif
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 RaycastCCDManager* gRaycastCCD = NULL;
static PxReal stackZ = 10.0f;
enum CCDAlgorithm
{
// Uses linear CCD algorithm
LINEAR_CCD,
// Uses speculative/angular CCD algorithm
SPECULATIVE_CCD,
// Uses linear & angular CCD at the same time
FULL_CCD,
// Uses raycast CCD algorithm
RAYCAST_CCD,
// Switch to NO_CCD to see the sphere go through the box stack without CCD.
NO_CCD,
// Number of CCD algorithms used in this snippet
CCD_COUNT
};
static bool gPause = false;
static bool gOneFrame = false;
static const PxU32 gScenarioCount = CCD_COUNT;
static PxU32 gScenario = 0;
static PX_FORCE_INLINE CCDAlgorithm getCCDAlgorithm()
{
return CCDAlgorithm(gScenario);
}
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0), bool enableLinearCCD = false, bool enableSpeculativeCCD = false)
{
PX_ASSERT(gScene);
PxRigidDynamic* dynamic = NULL;
if(gScene)
{
dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
if(enableLinearCCD)
dynamic->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if(enableSpeculativeCCD)
dynamic->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
}
return dynamic;
}
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent, bool enableLinearCCD = false, bool enableSpeculativeCCD = false)
{
PX_ASSERT(gScene);
if(!gScene)
return;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
PX_ASSERT(shape);
if(!shape)
return;
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
const PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
if(enableLinearCCD)
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if(enableSpeculativeCCD)
body->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
gScene->addActor(*body);
}
}
shape->release();
}
static PxFilterFlags ccdFilterShader(
PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(filterData0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlock);
PX_UNUSED(constantBlockSize);
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT | PxPairFlag::eDETECT_CCD_CONTACT;
return PxFilterFlags();
}
static void registerForRaycastCCD(PxRigidDynamic* actor)
{
if(actor)
{
PxShape* shape = NULL;
actor->getShapes(&shape, 1);
// Register each object for which CCD should be enabled. In this snippet we only enable it for the sphere.
gRaycastCCD->registerRaycastCCDObject(actor, shape);
}
}
static void initScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
bool enableLinearCCD = false;
bool enableSpeculativeCCD = false;
const CCDAlgorithm ccd = getCCDAlgorithm();
if(ccd == LINEAR_CCD)
{
enableLinearCCD = true;
sceneDesc.filterShader = ccdFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using linear CCD.\n");
}
else if(ccd == SPECULATIVE_CCD)
{
enableSpeculativeCCD = true;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using speculative/angular CCD.\n");
}
else if(ccd == FULL_CCD)
{
enableLinearCCD = true;
enableSpeculativeCCD = true;
sceneDesc.filterShader = ccdFilterShader;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
gScene = gPhysics->createScene(sceneDesc);
printf("- Using full CCD.\n");
}
else if(ccd == RAYCAST_CCD)
{
gScene = gPhysics->createScene(sceneDesc);
gRaycastCCD = new RaycastCCDManager(gScene);
printf("- Using raycast CCD.\n");
}
else if(ccd == NO_CCD)
{
gScene = gPhysics->createScene(sceneDesc);
printf("- Using no CCD.\n");
}
// Create a scenario that requires angular CCD: a rotating plank colliding with a falling box.
{
PxRigidDynamic* actor = createDynamic(PxTransform(PxVec3(40.0f, 20.0f, 0.0f)), PxBoxGeometry(10.0f, 1.0f, 0.1f), PxVec3(0.0f), enableLinearCCD, enableSpeculativeCCD);
actor->setAngularVelocity(PxVec3(0.0f, 10.0f, 0.0f));
actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_X, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_Y, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_LINEAR_Z, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_ANGULAR_X, true);
actor->setRigidDynamicLockFlag(PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z, true);
if(gRaycastCCD)
registerForRaycastCCD(actor);
PxRigidDynamic* actor2 = createDynamic(PxTransform(PxVec3(40.0f, 20.0f, 10.0f)), PxBoxGeometry(0.1f, 1.0f, 1.0f), PxVec3(0.0f), enableLinearCCD, enableSpeculativeCCD);
if(gRaycastCCD)
registerForRaycastCCD(actor2);
}
// Create a scenario that requires linear CCD: a fast moving sphere moving towards a box stack.
{
PxRigidDynamic* actor = createDynamic(PxTransform(PxVec3(0.0f, 18.0f, 100.0f)), PxSphereGeometry(2.0f), PxVec3(0.0f, 0.0f, -1000.0f), enableLinearCCD, enableSpeculativeCCD);
if(gRaycastCCD)
registerForRaycastCCD(actor);
createStack(PxTransform(PxVec3(0, 0, stackZ)), 10, 2.0f, enableLinearCCD, enableSpeculativeCCD);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
}
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to F4 to select a scenario.");
switch(PxU32(gScenario))
{
case 0: { Snippets::print("Current scenario: linear CCD"); }break;
case 1: { Snippets::print("Current scenario: angular CCD"); }break;
case 2: { Snippets::print("Current scenario: linear + angular CCD"); }break;
case 3: { Snippets::print("Current scenario: raycast CCD"); }break;
case 4: { Snippets::print("Current scenario: no CCD"); }break;
}
#endif
}
void initPhysics(bool /*interactive*/)
{
printf("CCD snippet. Use these keys:\n");
printf(" P - enable/disable pause\n");
printf(" O - step simulation for one frame\n");
printf(" R - reset scene\n");
printf(" F1 to F4 - select scenes with different CCD algorithms\n");
printf(" F1 - Using linear CCD\n");
printf(" F2 - Using speculative/angular CCD\n");
printf(" F3 - Using full CCD (linear+angular)\n");
printf(" F4 - Using raycast CCD\n");
printf(" F5 - Using no CCD\n");
printf("\n");
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);
const PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.25f);
initScene();
}
void stepPhysics(bool /*interactive*/)
{
if (gPause && !gOneFrame)
return;
gOneFrame = false;
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
// Simply call this after fetchResults to perform CCD raycasts.
if(gRaycastCCD)
gRaycastCCD->doRaycastCCD(true);
}
static void releaseScene()
{
PX_RELEASE(gScene);
PX_DELETE(gRaycastCCD);
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetCCD 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;
}
if(gScene)
{
if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}
}
}
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;
}