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XCEngine/engine/third_party/physx/snippets/snippetstandalonebvh/SnippetStandaloneBVH.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 a standalone PxBVH.
// It creates a small custom scene (no PxScene) and creates a PxBVH for the
// scene objects. The BVH is then used to raytrace the scene. The snippet
// also shows how to update the BVH after the objects have moved.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "foundation/PxArray.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#ifdef RENDER_SNIPPET
#include "../snippetrender/SnippetCamera.h"
#include "../snippetrender/SnippetRender.h"
#endif
using namespace physx;
// Change this to use either refit the full BVH or just a subset of nodes
static const bool gUsePartialRefit = false;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
namespace
{
class CustomScene
{
public:
CustomScene();
~CustomScene();
void release();
void addGeom(const PxGeometry& geom, const PxTransform& pose);
void createBVH();
void render();
bool raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const;
void updateObjects();
struct Object
{
PxGeometryHolder mGeom;
PxTransform mPose;
};
PxArray<Object> mObjects;
PxBVH* mBVH;
};
CustomScene::CustomScene() : mBVH(NULL)
{
}
CustomScene::~CustomScene()
{
}
void CustomScene::release()
{
PX_RELEASE(mBVH);
mObjects.reset();
PX_DELETE_THIS;
}
void CustomScene::addGeom(const PxGeometry& geom, const PxTransform& pose)
{
Object obj;
obj.mGeom.storeAny(geom);
obj.mPose = pose;
mObjects.pushBack(obj);
}
void CustomScene::updateObjects()
{
static float time = 0.0f;
time += 0.01f;
if(gUsePartialRefit)
{
// This version is more efficient if you have to update a small subset of nodes
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i+=3) // Don't update all objects
{
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
Object& obj = mObjects[i];
obj.mPose.p.x = sinf(time)*cosf(time+coeff)*10.0f;
obj.mPose.p.y = sinf(time*1.17f)*cosf(time*1.17f+coeff)*2.0f;
obj.mPose.p.z = sinf(time*0.33f)*cosf(time*0.33f+coeff)*10.0f;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
obj.mPose.q = PxQuat(rot);
obj.mPose.q.normalize();
PxBounds3 newBounds;
PxGeometryQuery::computeGeomBounds(newBounds, obj.mGeom.any(), obj.mPose);
mBVH->updateBounds(i, newBounds);
}
mBVH->partialRefit();
}
else
{
// This version is more efficient if you have to update all nodes
PxBounds3* bounds = mBVH->getBoundsForModification();
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
// const float coeff = float(i)/float(nbObjects);
const float coeff = float(i);
Object& obj = mObjects[i];
obj.mPose.p.x = sinf(time)*cosf(time+coeff)*10.0f;
obj.mPose.p.y = sinf(time*1.17f)*cosf(time*1.17f+coeff)*2.0f;
obj.mPose.p.z = sinf(time*0.33f)*cosf(time*0.33f+coeff)*10.0f;
PxMat33 rotX; PxSetRotX(rotX, time+coeff);
PxMat33 rotY; PxSetRotY(rotY, time*1.17f+coeff);
PxMat33 rotZ; PxSetRotZ(rotZ, time*0.33f+coeff);
PxMat33 rot = rotX * rotY * rotZ;
obj.mPose.q = PxQuat(rot);
obj.mPose.q.normalize();
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
mBVH->refit();
}
}
void CustomScene::createBVH()
{
const PxU32 nbObjects = mObjects.size();
PxBounds3* bounds = new PxBounds3[nbObjects];
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
PxGeometryQuery::computeGeomBounds(bounds[i], obj.mGeom.any(), obj.mPose);
}
PxBVHDesc bvhDesc;
bvhDesc.bounds.count = nbObjects;
bvhDesc.bounds.data = bounds;
bvhDesc.bounds.stride = sizeof(PxBounds3);
bvhDesc.numPrimsPerLeaf = 1;
mBVH = PxCreateBVH(bvhDesc);
delete [] bounds;
}
struct LocalCB : PxBVH::RaycastCallback
{
LocalCB(const CustomScene& scene, const PxVec3& origin, const PxVec3& dir, PxGeomRaycastHit& hit) :
mScene (scene),
mHit (hit),
mOrigin (origin),
mDir (dir),
mStatus (false)
{
}
virtual bool reportHit(PxU32 boundsIndex, PxReal& distance)
{
const CustomScene::Object& obj = mScene.mObjects[boundsIndex];
if(PxGeometryQuery::raycast(mOrigin, mDir, obj.mGeom.any(), obj.mPose, distance, PxHitFlag::eDEFAULT, 1, &mLocalHit, sizeof(PxGeomRaycastHit)))
{
if(mLocalHit.distance<distance)
{
distance = mLocalHit.distance;
mHit = mLocalHit;
mStatus = true;
}
}
return true;
}
const CustomScene& mScene;
PxGeomRaycastHit& mHit;
PxGeomRaycastHit mLocalHit;
const PxVec3& mOrigin;
const PxVec3& mDir;
bool mStatus;
PX_NOCOPY(LocalCB)
};
bool CustomScene::raycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, PxGeomRaycastHit& hit) const
{
if(!mBVH)
return false;
LocalCB CB(*this, origin, unitDir, hit);
mBVH->raycast(origin, unitDir, maxDist, CB);
return CB.mStatus;
}
void CustomScene::render()
{
updateObjects();
#ifdef RENDER_SNIPPET
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxU32 nbObjects = mObjects.size();
for(PxU32 i=0;i<nbObjects;i++)
{
const Object& obj = mObjects[i];
Snippets::renderGeoms(1, &obj.mGeom, &obj.mPose, false, color);
}
struct DrawBounds : PxBVH::TraversalCallback
{
virtual bool visitNode(const PxBounds3& bounds)
{
Snippets::DrawBounds(bounds);
return true;
}
virtual bool reportLeaf(PxU32, const PxU32*)
{
return true;
}
}drawBounds;
mBVH->traverse(drawBounds);
const PxU32 screenWidth = Snippets::getScreenWidth();
const PxU32 screenHeight = Snippets::getScreenHeight();
Snippets::Camera* sCamera = Snippets::getCamera();
const PxVec3 camPos = sCamera->getEye();
const PxVec3 camDir = sCamera->getDir();
#if PX_DEBUG
const PxU32 RAYTRACING_RENDER_WIDTH = 64;
const PxU32 RAYTRACING_RENDER_HEIGHT = 64;
#else
const PxU32 RAYTRACING_RENDER_WIDTH = 256;
const PxU32 RAYTRACING_RENDER_HEIGHT = 256;
#endif
const PxU32 textureWidth = RAYTRACING_RENDER_WIDTH;
const PxU32 textureHeight = RAYTRACING_RENDER_HEIGHT;
GLubyte* pixels = new GLubyte[textureWidth*textureHeight*4];
const float fScreenWidth = float(screenWidth)/float(RAYTRACING_RENDER_WIDTH);
const float fScreenHeight = float(screenHeight)/float(RAYTRACING_RENDER_HEIGHT);
GLubyte* buffer = pixels;
for(PxU32 j=0;j<RAYTRACING_RENDER_HEIGHT;j++)
{
const PxU32 yi = PxU32(fScreenHeight*float(j));
for(PxU32 i=0;i<RAYTRACING_RENDER_WIDTH;i++)
{
const PxU32 xi = PxU32(fScreenWidth*float(i));
const PxVec3 dir = Snippets::computeWorldRay(xi, yi, camDir);
PxGeomRaycastHit hit;
if(raycast(camPos, dir, 5000.0f, hit))
{
buffer[0] = 128+GLubyte(hit.normal.x*127.0f);
buffer[1] = 128+GLubyte(hit.normal.y*127.0f);
buffer[2] = 128+GLubyte(hit.normal.z*127.0f);
buffer[3] = 255;
}
else
{
buffer[0] = 0;
buffer[1] = 0;
buffer[2] = 0;
buffer[3] = 255;
}
buffer+=4;
}
}
const GLuint texID = Snippets::CreateTexture(textureWidth, textureHeight, pixels, false);
#if PX_DEBUG
Snippets::DisplayTexture(texID, 256, 10);
#else
Snippets::DisplayTexture(texID, RAYTRACING_RENDER_WIDTH, 10);
#endif
delete [] pixels;
Snippets::ReleaseTexture(texID);
#endif
}
}
static PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, const PxCookingParams& params)
{
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
return PxCreateConvexMesh(params, convexDesc);
}
static PxConvexMesh* createCylinderMesh(const PxF32 width, const PxF32 radius, const PxCookingParams& params)
{
PxVec3 points[2*16];
for(PxU32 i = 0; i < 16; i++)
{
const PxF32 cosTheta = PxCos(i*PxPi*2.0f/16.0f);
const PxF32 sinTheta = PxSin(i*PxPi*2.0f/16.0f);
const PxF32 y = radius*cosTheta;
const PxF32 z = radius*sinTheta;
points[2*i+0] = PxVec3(-width/2.0f, y, z);
points[2*i+1] = PxVec3(+width/2.0f, y, z);
}
return createConvexMesh(points, 32, params);
}
static void initScene()
{
}
static void releaseScene()
{
}
static PxConvexMesh* gConvexMesh = NULL;
static PxTriangleMesh* gTriangleMesh = NULL;
static CustomScene* gScene = NULL;
void renderScene()
{
if(gScene)
gScene->render();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
const PxTolerancesScale scale;
PxCookingParams params(scale);
params.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH34);
// params.midphaseDesc.mBVH34Desc.quantized = false;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gConvexMesh = createCylinderMesh(3.0f, 1.0f, params);
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = SnippetUtils::Bunny_getNbVerts();
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.points.data = SnippetUtils::Bunny_getVerts();
meshDesc.triangles.count = SnippetUtils::Bunny_getNbFaces();
meshDesc.triangles.stride = sizeof(int)*3;
meshDesc.triangles.data = SnippetUtils::Bunny_getFaces();
gTriangleMesh = PxCreateTriangleMesh(params, meshDesc);
}
gScene = new CustomScene;
gScene->addGeom(PxBoxGeometry(PxVec3(1.0f, 2.0f, 0.5f)), PxTransform(PxVec3(0.0f, 0.0f, 0.0f)));
gScene->addGeom(PxSphereGeometry(1.5f), PxTransform(PxVec3(4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxCapsuleGeometry(1.0f, 1.0f), PxTransform(PxVec3(-4.0f, 0.0f, 0.0f)));
gScene->addGeom(PxConvexMeshGeometry(gConvexMesh), PxTransform(PxVec3(0.0f, 0.0f, 4.0f)));
gScene->addGeom(PxTriangleMeshGeometry(gTriangleMesh), PxTransform(PxVec3(0.0f, 0.0f, -4.0f)));
gScene->createBVH();
initScene();
}
void stepPhysics(bool /*interactive*/)
{
}
void cleanupPhysics(bool /*interactive*/)
{
releaseScene();
PX_RELEASE(gScene);
PX_RELEASE(gConvexMesh);
PX_RELEASE(gFoundation);
printf("SnippetStandaloneBVH done.\n");
}
void keyPress(unsigned char /*key*/, const PxTransform& /*camera*/)
{
/* if(key >= 1 && key <= gScenarioCount)
{
gScenario = key - 1;
releaseScene();
initScene();
}
if(key == 'r' || key == 'R')
{
releaseScene();
initScene();
}*/
}
int snippetMain(int, const char*const*)
{
printf("Standalone BVH snippet.\n");
#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;
}