// // 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 #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 gContactPositions; std::vector gContactImpulses; std::vector 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 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()) 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; }