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XCEngine/engine/third_party/physx/snippets/snippetgyroscopic/SnippetGyroscopic.cpp

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6.1 KiB
C++

// 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 enable gyroscopic forces. The behavior of
// the object is known as the Dzhanibekov effect.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.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 bool gPause = false;
static bool gOneFrame = false;
static const PxU32 gScenarioCount = 2;
static PxU32 gScenario = 0;
static void initScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
const PxTransform pose(PxVec3(0.0f, 1.0f, 0.0f));
PxRigidDynamic* actor = gPhysics->createRigidDynamic(pose);
PxShape* shape0 = gPhysics->createShape(PxBoxGeometry(PxVec3(0.05f, 0.5f, 0.05f)), *gMaterial, true);
actor->attachShape(*shape0);
PxShape* shape1 = gPhysics->createShape(PxBoxGeometry(PxVec3(0.1f, 0.05f, 0.05f)), *gMaterial, true);
shape1->setLocalPose(PxTransform(PxVec3(0.1f, 0.0f, 0.0f)));
actor->attachShape(*shape1);
PxRigidBodyExt::updateMassAndInertia(*actor, 1.0f);
actor->setAngularVelocity(PxVec3(30.f*0.25f, 20.1f*0.25f, 0.0f));
actor->setAngularDamping(0.0f);
if(gScenario==0)
actor->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES, true);
gScene->addActor(*actor);
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 or F2 to run with or without gyroscopic forces enabled.");
#endif
}
void initPhysics(bool /*interactive*/)
{
printf("Gyroscopic 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 F2 - run with or without gyroscopic forces enabled\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);
}
static void releaseScene()
{
PX_RELEASE(gScene);
}
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("SnippetGyroscopic 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;
}