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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 in combination
// with continuous collision detection (CCD). Furthermore, extra contact report
// data will be requested.
//
// The snippet defines a filter shader function that enables CCD and requests
// touch reports for all pairs, and a contact callback function that saves the
// contact points and the actor positions at time of impact.
// It configures the scene to use this filter and callback, enables CCD and
// prints the number of contact points found. If rendering, it renders each
// contact as a line whose length and direction are defined by the contact
// impulse (the line points in the opposite direction of the impulse). In
// addition, the path of the fast moving dynamic object is drawn with lines.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
using namespace physx;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxCooking* gCooking = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxTriangleMesh* gTriangleMesh = NULL;
PxRigidStatic* gTriangleMeshActor = NULL;
PxRigidDynamic* gSphereActor = NULL;
PxPvd* gPvd = NULL;
PxU32 gSimStepCount = 0;
std::vector<PxVec3> gContactPositions;
std::vector<PxVec3> gContactImpulses;
std::vector<PxVec3> gContactSphereActorPositions;
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);
//
// Enable CCD for the pair, request contact reports for initial and CCD contacts.
// Additionally, provide information per contact point and provide the actor
// pose at the time of contact.
//
pairFlags = PxPairFlag::eCONTACT_DEFAULT
| PxPairFlag::eDETECT_CCD_CONTACT
| PxPairFlag::eNOTIFY_TOUCH_CCD
| PxPairFlag::eNOTIFY_TOUCH_FOUND
| PxPairFlag::eNOTIFY_CONTACT_POINTS
| PxPairFlag::eCONTACT_EVENT_POSE;
return PxFilterFlag::eDEFAULT;
}
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)
{
std::vector<PxContactPairPoint> contactPoints;
PxTransform spherePose(PxIdentity);
PxU32 nextPairIndex = 0xffffffff;
PxContactPairExtraDataIterator iter(pairHeader.extraDataStream, pairHeader.extraDataStreamSize);
bool hasItemSet = iter.nextItemSet();
if (hasItemSet)
nextPairIndex = iter.contactPairIndex;
for(PxU32 i=0; i < nbPairs; i++)
{
//
// Get the pose of the dynamic object at time of impact.
//
if (nextPairIndex == i)
{
if (pairHeader.actors[0]->is<PxRigidDynamic>())
spherePose = iter.eventPose->globalPose[0];
else
spherePose = iter.eventPose->globalPose[1];
gContactSphereActorPositions.push_back(spherePose.p);
hasItemSet = iter.nextItemSet();
if (hasItemSet)
nextPairIndex = iter.contactPairIndex;
}
//
// Get the contact points for the pair.
//
const PxContactPair& cPair = pairs[i];
if (cPair.events & (PxPairFlag::eNOTIFY_TOUCH_FOUND | PxPairFlag::eNOTIFY_TOUCH_CCD))
{
PxU32 contactCount = cPair.contactCount;
contactPoints.resize(contactCount);
cPair.extractContacts(&contactPoints[0], contactCount);
for(PxU32 j=0; j < contactCount; j++)
{
gContactPositions.push_back(contactPoints[j].position);
gContactImpulses.push_back(contactPoints[j].impulse);
}
}
}
}
};
ContactReportCallback gContactReportCallback;
void initScene()
{
//
// Create a static triangle mesh
//
PxVec3 vertices[] = { PxVec3(-8.0f, 0.0f, -3.0f),
PxVec3(-8.0f, 0.0f, 3.0f),
PxVec3(0.0f, 0.0f, 3.0f),
PxVec3(0.0f, 0.0f, -3.0f),
PxVec3(-8.0f, 10.0f, -3.0f),
PxVec3(-8.0f, 10.0f, 3.0f),
PxVec3(0.0f, 10.0f, 3.0f),
PxVec3(0.0f, 10.0f, -3.0f),
};
PxU32 vertexCount = sizeof(vertices) / sizeof(vertices[0]);
PxU32 triangleIndices[] = { 0, 1, 2,
0, 2, 3,
0, 5, 1,
0, 4, 5,
4, 6, 5,
4, 7, 6
};
PxU32 triangleCount = (sizeof(triangleIndices) / sizeof(triangleIndices[0])) / 3;
PxTriangleMeshDesc triangleMeshDesc;
triangleMeshDesc.points.count = vertexCount;
triangleMeshDesc.points.data = vertices;
triangleMeshDesc.points.stride = sizeof(PxVec3);
triangleMeshDesc.triangles.count = triangleCount;
triangleMeshDesc.triangles.data = triangleIndices;
triangleMeshDesc.triangles.stride = 3 * sizeof(PxU32);
gTriangleMesh = gCooking->createTriangleMesh(triangleMeshDesc, gPhysics->getPhysicsInsertionCallback());
if (!gTriangleMesh)
return;
gTriangleMeshActor = gPhysics->createRigidStatic(PxTransform(PxVec3(0.0f, 1.0f, 0.0f), PxQuat(PxHalfPi / 60.0f, PxVec3(0.0f, 1.0f, 0.0f))));
if (!gTriangleMeshActor)
return;
PxTriangleMeshGeometry triGeom(gTriangleMesh);
PxShape* triangleMeshShape = PxRigidActorExt::createExclusiveShape(*gTriangleMeshActor, triGeom, *gMaterial);
if (!triangleMeshShape)
return;
gScene->addActor(*gTriangleMeshActor);
//
// Create a fast moving sphere that will hit and bounce off the static triangle mesh 3 times
// in one simulation step.
//
PxTransform spherePose(PxVec3(0.0f, 5.0f, 1.0f));
gContactSphereActorPositions.push_back(spherePose.p);
gSphereActor = gPhysics->createRigidDynamic(spherePose);
gSphereActor->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_CCD, true);
if (!gSphereActor)
return;
PxSphereGeometry sphereGeom(1.0f);
PxShape* sphereShape = PxRigidActorExt::createExclusiveShape(*gSphereActor, sphereGeom, *gMaterial);
if (!sphereShape)
return;
PxRigidBodyExt::updateMassAndInertia(*gSphereActor, 1.0f);
PxReal velMagn = 900.0f;
PxVec3 vel = PxVec3(-1.0f, -1.0f, 0.0f);
vel.normalize();
vel *= velMagn;
gSphereActor->setLinearVelocity(vel);
gScene->addActor(*gSphereActor);
}
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);
gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));
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, 0, 0);
sceneDesc.filterShader = contactReportFilterShader;
sceneDesc.simulationEventCallback = &gContactReportCallback;
sceneDesc.flags |= PxSceneFlag::eENABLE_CCD;
sceneDesc.ccdMaxPasses = 4;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 1.0f);
initScene();
}
void stepPhysics(bool /*interactive*/)
{
if (!gSimStepCount)
{
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
printf("%d contact points\n", PxU32(gContactPositions.size()));
if (gSphereActor)
gContactSphereActorPositions.push_back(gSphereActor->getGlobalPose().p);
gSimStepCount = 1;
}
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gSphereActor);
PX_RELEASE(gTriangleMeshActor);
PX_RELEASE(gTriangleMesh);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PxCloseExtensions();
PX_RELEASE(gPhysics);
PX_RELEASE(gCooking);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetContactReportCCD done.\n");
}
int snippetMain(int, const char*const*)
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
initPhysics(false);
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}