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XCEngine/engine/third_party/physx/snippets/snippetcustomgeometryqueries/SnippetCustomGeometryQueries.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 shows how to implement custom geometries queries
// callbacks, using PhysX geometry queries.
// ****************************************************************************
#include <ctype.h>
#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