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XCEngine/engine/third_party/physx/snippets/snippetjointdrive/SnippetJointDrive.cpp

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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 simple use of joint drives in physx
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.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;
#if PX_SUPPORT_GPU_PHYSX
static PxCudaContextManager* gCudaContextManager = NULL;
#endif
static bool gPause = false;
static bool gOneFrame = false;
static bool gChangeObjectAType = false;
static bool gChangeObjectBRotation = false;
static bool gChangeJointFrameARotation = false;
static bool gChangeJointFrameBRotation = false;
#if PX_SUPPORT_GPU_PHYSX
static bool gUseGPU = false;
#endif
static PxU32 gSceneIndex = 0;
static const PxU32 gMaxSceneIndex = 4;
static void setupActor(PxRigidActor* actor)
{
actor->setActorFlag(PxActorFlag::eVISUALIZATION, true);
gScene->addActor(*actor);
}
static void createScene()
{
PX_RELEASE(gScene);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
// Disable gravity so that the motion is only produced by the drive
sceneDesc.gravity = PxVec3(0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
#if PX_SUPPORT_GPU_PHYSX
if(gUseGPU)
{
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.gpuMaxNumPartitions = 8;
}
#endif
gScene = gPhysics->createScene(sceneDesc);
// Visualize joint local frames
gScene->setVisualizationParameter(PxVisualizationParameter::eSCALE, 1.0f);
gScene->setVisualizationParameter(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, 1.0f);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
if(gSceneIndex<gMaxSceneIndex)
{
const PxQuat rotZ = PxGetRotZQuat(-PxPi/4.0f);
const PxBoxGeometry boxGeom(0.5f, 0.5f, 0.5f);
PxTransform tr(PxVec3(0.0f, 2.0f, -20.0f));
PxRigidActor* actor0;
if(gChangeObjectAType)
{
PxRigidDynamic* actor = PxCreateDynamic(*gPhysics, tr, boxGeom, *gMaterial, 1.0f);
actor->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
actor0 = actor;
}
else
{
actor0 = PxCreateStatic(*gPhysics, tr, boxGeom, *gMaterial);
}
setupActor(actor0);
tr.p.x += boxGeom.halfExtents.x * 2.0f;
if(gChangeObjectBRotation)
tr.q = rotZ;
PxRigidDynamic* actor1 = PxCreateDynamic(*gPhysics, tr, boxGeom, *gMaterial, 1.0f);
setupActor(actor1);
PxTransform jointFrame0(PxIdentity);
PxTransform jointFrame1(PxIdentity);
// We're going to setup a linear drive along "X" = actor0's joint frame's X axis.
// That axis will be either aligned with the actors' X axis or tilted 45 degrees.
if(gChangeJointFrameARotation)
jointFrame0.q = rotZ;
else
jointFrame0.q = PxQuat(PxIdentity);
if(gChangeJointFrameBRotation)
jointFrame1.q = rotZ;
else
jointFrame1.q = PxQuat(PxIdentity);
PxD6Joint* j = PxD6JointCreate(*gPhysics, actor0, jointFrame0, actor1, jointFrame1);
j->setAngularDriveConfig(PxD6AngularDriveConfig::eSWING_TWIST);
j->setConstraintFlag(PxConstraintFlag::eVISUALIZATION, true);
// Locked axes would move the joint frames & snap them together. In this test we explicitly want them disjoint,
// to check in which direction the drives operates. So we set all DOFs free to make sure none of that interferes
// with the drive.
j->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eZ, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
if(gSceneIndex==0)
{
// Linear drive along "X" = actor0's joint frame's X axis
j->setDrive(PxD6Drive::eX, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(1.0f, 0.0f, 0.0f), PxVec3(0.0f), true);
}
else if(gSceneIndex==1)
{
j->setDrive(PxD6Drive::eTWIST, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(1.0f, 0.0f, 0.0f), true);
}
else if(gSceneIndex==2)
{
j->setDrive(PxD6Drive::eSWING1, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(0.0f, 1.0f, 0.0f), true);
}
else if(gSceneIndex==3)
{
j->setAngularDriveConfig(PxD6AngularDriveConfig::eSLERP);
j->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(0, 1000, FLT_MAX, true));
j->setDriveVelocity(PxVec3(0.0f), PxVec3(0.0f, 1.0f, 0.0f), true);
}
}
}
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);
#if PX_SUPPORT_GPU_PHYSX
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if(gCudaContextManager)
{
if(!gCudaContextManager->contextIsValid())
PX_RELEASE(gCudaContextManager);
}
#endif
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
createScene();
}
void stepPhysics(bool /*interactive*/)
{
if(gPause && !gOneFrame)
return;
gOneFrame = false;
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);
}
#if PX_SUPPORT_GPU_PHYSX
PX_RELEASE(gCudaContextManager);
#endif
PX_RELEASE(gFoundation);
printf("SnippetJointDrive done.\n");
}
void renderText()
{
#ifdef RENDER_SNIPPET
Snippets::print("Press F1 to change body0's joint frame orientation");
Snippets::print("Press F2 to change body0's type (static/kinematic)");
Snippets::print("Press F3 to change body1's joint frame orientation");
Snippets::print("Press F4 to change body1's orientation");
#if PX_SUPPORT_GPU_PHYSX
Snippets::print("Press F5 to use CPU or GPU");
#endif
Snippets::print("Press F6 to select the next drive");
switch(gSceneIndex)
{
case 0:
Snippets::print("Current drive: linear X");
break;
case 1:
Snippets::print("Current drive: angular twist (around X)");
break;
case 2:
Snippets::print("Current drive: angular swing (around Y)");
break;
case 3:
Snippets::print("Current drive: angular slerp (around Y)");
break;
}
#if PX_SUPPORT_GPU_PHYSX
if(gUseGPU)
Snippets::print("Current mode: GPU");
else
Snippets::print("Current mode: CPU");
#endif
Snippets::print("body1's translation or rotation (drive) axis should only depend on body0's joint axes.");
#endif
}
void keyPress(unsigned char key, const PxTransform&)
{
if(key=='p' || key=='P')
gPause = !gPause;
if(key=='o' || key=='O')
{
gPause = true;
gOneFrame = true;
}
if(key==1)
{
gChangeJointFrameARotation = !gChangeJointFrameARotation;
createScene();
}
else if(key==2)
{
gChangeObjectAType = !gChangeObjectAType;
createScene();
}
else if(key==3)
{
gChangeJointFrameBRotation = !gChangeJointFrameBRotation;
createScene();
}
else if(key==4)
{
gChangeObjectBRotation = !gChangeObjectBRotation;
createScene();
}
#if PX_SUPPORT_GPU_PHYSX
else if(key==5)
{
gUseGPU = !gUseGPU;
createScene();
}
#endif
else if(key==6)
{
gSceneIndex = gSceneIndex + 1;
if(gSceneIndex==gMaxSceneIndex)
gSceneIndex = 0;
createScene();
}
}
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;
}