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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) 2008-2021 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 the use of simple contact reports and contact modification.
//
// It defines a filter shader function that requests contact modification and
// touch reports for all pairs, and a contact callback function that saves
// the contact points. It configures the scene to use this filter and callback,
// and prints the number of contact reports each frame. If rendering, it renders
// each contact as a line whose length and direction are defined by the contact
// impulse.
// This test sets up a situation that would be unstable without contact modification
// due to very large mass ratios. This test uses local mass modification to make
// the configuration stable. It also demonstrates how to interpret contact impulses
// when local mass modification is used.
// Local mass modification can be disabled with the MODIFY_MASS_PROPERTIES #define
// to demonstrate the instability if it was not used.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
#define MODIFY_MASS_PROPERTIES 1
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
std::vector<PxVec3> gContactPositions;
std::vector<PxVec3> gContactImpulses;
std::vector<PxVec3> gContactLinearImpulses[2];
std::vector<PxVec3> gContactAngularImpulses[2];
PxFilterFlags contactReportFilterShader(PxFilterObjectAttributes attributes0, PxFilterData filterData0,
PxFilterObjectAttributes attributes1, PxFilterData filterData1,
PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize)
{
PX_UNUSED(attributes0);
PX_UNUSED(attributes1);
PX_UNUSED(filterData0);
PX_UNUSED(filterData1);
PX_UNUSED(constantBlockSize);
PX_UNUSED(constantBlock);
// all initial and persisting reports for everything, with per-point data
pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_TOUCH_PERSISTS
| PxPairFlag::eNOTIFY_CONTACT_POINTS
| PxPairFlag::eMODIFY_CONTACTS;
return PxFilterFlag::eDEFAULT;
}
class ContactModifyCallback: public PxContactModifyCallback
{
void onContactModify(PxContactModifyPair* const pairs, PxU32 count)
{
#if MODIFY_MASS_PROPERTIES
//We define a maximum mass ratio that we will accept in this test, which is a ratio of 2
const PxReal maxMassRatio = 2.f;
for(PxU32 i = 0; i < count; i++)
{
const PxRigidDynamic* dynamic0 = pairs[i].actor[0]->is<PxRigidDynamic>();
const PxRigidDynamic* dynamic1 = pairs[i].actor[1]->is<PxRigidDynamic>();
if(dynamic0 != NULL && dynamic1 != NULL)
{
//We only want to perform local mass modification between 2 dynamic bodies because we intend on
//normalizing the mass ratios between the pair within a tolerable range
PxReal mass0 = dynamic0->getMass();
PxReal mass1 = dynamic1->getMass();
if(mass0 > mass1)
{
//dynamic0 is heavier than dynamic1 so we will locally increase the mass of dynamic1
//to be half the mass of dynamic0.
PxReal ratio = mass0/mass1;
if(ratio > maxMassRatio)
{
PxReal invMassScale = maxMassRatio/ratio;
pairs[i].contacts.setInvMassScale1(invMassScale);
pairs[i].contacts.setInvInertiaScale1(invMassScale);
}
}
else
{
//dynamic1 is heavier than dynamic0 so we will locally increase the mass of dynamic0
//to be half the mass of dynamic1.
PxReal ratio = mass1/mass0;
if(ratio > maxMassRatio)
{
PxReal invMassScale = maxMassRatio/ratio;
pairs[i].contacts.setInvMassScale0(invMassScale);
pairs[i].contacts.setInvInertiaScale0(invMassScale);
}
}
}
}
#endif
}
};
ContactModifyCallback gContactModifyCallback;
PxU32 extractContactsWithMassScale(const PxContactPair& pair, PxContactPairPoint* userBuffer, PxU32 bufferSize, PxReal& invMassScale0, PxReal& invMassScale1)
{
const PxU8* contactStream = pair.contactPoints;
const PxU8* patchStream = pair.contactPatches;
const PxU32* faceIndices = pair.getInternalFaceIndices();
PxU32 nbContacts = 0;
if(pair.contactCount && bufferSize)
{
PxContactStreamIterator iter(patchStream, contactStream, faceIndices, pair.patchCount, pair.contactCount);
const PxReal* impulses = reinterpret_cast<const PxReal*>(pair.contactImpulses);
PxU32 flippedContacts = (pair.flags & PxContactPairFlag::eINTERNAL_CONTACTS_ARE_FLIPPED);
PxU32 hasImpulses = (pair.flags & PxContactPairFlag::eINTERNAL_HAS_IMPULSES);
invMassScale0 = iter.getInvMassScale0();
invMassScale1 = iter.getInvMassScale1();
while(iter.hasNextPatch())
{
iter.nextPatch();
while(iter.hasNextContact())
{
iter.nextContact();
PxContactPairPoint& dst = userBuffer[nbContacts];
dst.position = iter.getContactPoint();
dst.separation = iter.getSeparation();
dst.normal = iter.getContactNormal();
if (!flippedContacts)
{
dst.internalFaceIndex0 = iter.getFaceIndex0();
dst.internalFaceIndex1 = iter.getFaceIndex1();
}
else
{
dst.internalFaceIndex0 = iter.getFaceIndex1();
dst.internalFaceIndex1 = iter.getFaceIndex0();
}
if (hasImpulses)
{
PxReal impulse = impulses[nbContacts];
dst.impulse = dst.normal * impulse;
}
else
dst.impulse = PxVec3(0.0f);
++nbContacts;
if(nbContacts == bufferSize)
return nbContacts;
}
}
}
return nbContacts;
}
class ContactReportCallback: public PxSimulationEventCallback
{
void onConstraintBreak(PxConstraintInfo* constraints, PxU32 count) { PX_UNUSED(constraints); PX_UNUSED(count); }
void onWake(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onSleep(PxActor** actors, PxU32 count) { PX_UNUSED(actors); PX_UNUSED(count); }
void onTrigger(PxTriggerPair* pairs, PxU32 count) { PX_UNUSED(pairs); PX_UNUSED(count); }
void onAdvance(const PxRigidBody*const*, const PxTransform*, const PxU32) {}
void onContact(const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs)
{
PX_UNUSED((pairHeader));
std::vector<PxContactPairPoint> contactPoints;
for(PxU32 i=0;i<nbPairs;i++)
{
PxU32 contactCount = pairs[i].contactCount;
if(contactCount)
{
contactPoints.resize(contactCount);
PxReal invMassScale[2];
extractContactsWithMassScale(pairs[i], &contactPoints[0], contactCount, invMassScale[0], invMassScale[1]);
for(PxU32 j=0;j<contactCount;j++)
{
gContactPositions.push_back(contactPoints[j].position);
//Push back reported contact impulses
gContactImpulses.push_back(contactPoints[j].impulse);
//Compute the effective linear/angular impulses for each body.
//Note that the local mass scaling permits separate scales for invMass and invInertia.
for(PxU32 k = 0; k < 2; ++k)
{
const PxRigidDynamic* dynamic = pairHeader.actors[k]->is<PxRigidDynamic>();
PxVec3 linImpulse(0.f), angImpulse(0.f);
if(dynamic != NULL)
{
PxRigidBodyExt::computeLinearAngularImpulse(*dynamic, dynamic->getGlobalPose(), contactPoints[j].position,
k == 0 ? contactPoints[j].impulse : -contactPoints[j].impulse, invMassScale[k], invMassScale[k], linImpulse, angImpulse);
}
gContactLinearImpulses[k].push_back(linImpulse);
gContactAngularImpulses[k].push_back(angImpulse);
}
}
}
}
}
};
ContactReportCallback gContactReportCallback;
void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
PxTransform localTm(PxVec3(0, PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, (i+1)*(i+1)*(i+1)*10.0f);
gScene->addActor(*body);
}
shape->release();
}
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);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.gravity = PxVec3(0, -9.81f, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
sceneDesc.contactModifyCallback = &gContactModifyCallback;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createStack(PxTransform(PxVec3(0,0.0f,10.0f)), 5, 2.0f);
}
void stepPhysics(bool /*interactive*/)
{
gContactPositions.clear();
gContactImpulses.clear();
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
printf("%d contact reports\n", PxU32(gContactPositions.size()));
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetContactModification done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
for(PxU32 i=0; i<250; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}

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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) 2008-2021 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern std::vector<PxVec3> gContactPositions;
extern std::vector<PxVec3> gContactImpulses;
std::vector<PxVec3> gContactVertices;
namespace
{
Snippets::Camera* sCamera;
void motionCallback(int x, int y)
{
sCamera->handleMotion(x, y);
}
void keyboardCallback(unsigned char key, int x, int y)
{
if(key==27)
exit(0);
sCamera->handleKey(key, x, y);
}
void mouseCallback(int button, int state, int x, int y)
{
sCamera->handleMouse(button, state, x, y);
}
void idleCallback()
{
glutPostRedisplay();
}
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera->getEye(), sCamera->getDir());
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true);
}
if(gContactPositions.size())
{
gContactVertices.clear();
for(PxU32 i=0;i<gContactPositions.size();i++)
{
gContactVertices.push_back(gContactPositions[i]);
gContactVertices.push_back(gContactPositions[i]+gContactImpulses[i]*0.1f);
}
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &gContactVertices[0]);
glDrawArrays(GL_LINES, 0, GLint(gContactVertices.size()));
glDisableClientState(GL_VERTEX_ARRAY);
}
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(50.0f, 50.0f, 50.0f), PxVec3(-0.6f,-0.2f,-0.7f));
Snippets::setupDefaultWindow("PhysX Snippet ContactReport");
Snippets::setupDefaultRenderState();
glutIdleFunc(idleCallback);
glutDisplayFunc(renderCallback);
glutKeyboardFunc(keyboardCallback);
glutMouseFunc(mouseCallback);
glutMotionFunc(motionCallback);
motionCallback(0,0);
atexit(exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif