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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.
//
// It defines a filter shader function that requests 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.
//
// ****************************************************************************
#include <vector>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "PsAtomic.h"
#include "task/PxTask.h"
#define PARALLEL_CALLBACKS 1
using namespace physx;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
const PxI32 maxCount = 10000;
PxI32 gSharedIndex = 0;
PxVec3* gContactPositions;
PxVec3* gContactImpulses;
PxVec3* gContactVertices;
class CallbackFinishTask : public PxLightCpuTask
{
SnippetUtils::Sync* mSync;
public:
CallbackFinishTask(){ mSync = SnippetUtils::syncCreate(); }
virtual void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSync);
}
void reset() { SnippetUtils::syncReset(mSync); }
void wait() { SnippetUtils::syncWait(mSync); }
virtual void run() { /*Do nothing - release the sync in the release method for thread-safety*/}
virtual const char* getName() const { return "CallbackFinishTask"; }
}
callbackFinishTask;
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;
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)
{
PX_UNUSED((pairHeader));
//Maximum of 64 vertices can be produced by contact gen
PxContactPairPoint contactPoints[64];
for (PxU32 i = 0; i<nbPairs; i++)
{
PxU32 contactCount = pairs[i].contactCount;
if (contactCount)
{
pairs[i].extractContacts(&contactPoints[0], contactCount);
PxI32 startIdx = physx::shdfnd::atomicAdd(&gSharedIndex, int32_t(contactCount));
for (PxU32 j = 0; j<contactCount; j++)
{
gContactPositions[startIdx+j] = contactPoints[j].position;
gContactImpulses[startIdx+j] = contactPoints[j].impulse;
gContactVertices[2*(startIdx + j)] = contactPoints[j].position;
gContactVertices[2*(startIdx + j) + 1] = contactPoints[j].position + contactPoints[j].impulse * 0.1f;
}
}
}
}
};
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++)
{
for (PxU32 j = 0; j<size - i; j++)
{
PxTransform localTm(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gContactPositions = new PxVec3[maxCount];
gContactImpulses = new PxVec3[maxCount];
gContactVertices = new PxVec3[2*maxCount];
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;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
const PxU32 nbStacks = 50;
for (PxU32 i = 0; i < nbStacks; ++i)
{
createStack(PxTransform(PxVec3(0, 3.0f, 10.f - 5.f*i)), 5, 2.0f);
}
}
void stepPhysics(bool /*interactive*/)
{
gSharedIndex = 0;
gScene->simulate(1.0f / 60.0f);
#if !PARALLEL_CALLBACKS
gScene->fetchResults(true);
#else
//Call fetchResultsStart. Get the set of pair headers
const PxContactPairHeader* pairHeader;
PxU32 nbContactPairs;
gScene->fetchResultsStart(pairHeader, nbContactPairs, true);
//Set up continuation task to be run after callbacks have been processed in parallel
callbackFinishTask.setContinuation(*gScene->getTaskManager(), NULL);
callbackFinishTask.reset();
//process the callbacks
gScene->processCallbacks(&callbackFinishTask);
callbackFinishTask.removeReference();
callbackFinishTask.wait();
gScene->fetchResultsFinish();
#endif
printf("%d contact reports\n", PxU32(gSharedIndex));
}
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);
delete gContactPositions;
delete gContactImpulses;
delete gContactVertices;
printf("SnippetSplitFetchResults 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 PxVec3* gContactPositions;
extern PxVec3* gContactImpulses;
extern PxI32 gSharedIndex;
extern 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);
}
PxI32 count = gSharedIndex;
if (count)
{
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(count*2));
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 Split fetchResults");
Snippets::setupDefaultRenderState();
glutIdleFunc(idleCallback);
glutDisplayFunc(renderCallback);
glutKeyboardFunc(keyboardCallback);
glutMouseFunc(mouseCallback);
glutMotionFunc(motionCallback);
motionCallback(0, 0);
atexit(exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif