// // 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 creates convex meshes with different cooking settings // and shows how these settings affect the convex mesh creation performance and // the size of the resulting cooked meshes. // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetutils/SnippetUtils.h" using namespace physx; PxDefaultAllocator gAllocator; PxDefaultErrorCallback gErrorCallback; PxFoundation* gFoundation = NULL; PxPhysics* gPhysics = NULL; PxCooking* gCooking = NULL; float rand(float loVal, float hiVal) { return loVal + (float(rand())/float(RAND_MAX))*(hiVal - loVal); } template void createRandomConvex(PxU32 numVerts, const PxVec3* verts) { PxCookingParams params = gCooking->getParams(); // Use the new (default) PxConvexMeshCookingType::eQUICKHULL params.convexMeshCookingType = convexMeshCookingType; // If the gaussMapLimit is chosen higher than the number of output vertices, no gauss map is added to the convex mesh data (here 256). // If the gaussMapLimit is chosen lower than the number of output vertices, a gauss map is added to the convex mesh data (here 16). params.gaussMapLimit = gaussMapLimit; gCooking->setParams(params); // Setup the convex mesh descriptor PxConvexMeshDesc desc; // We provide points only, therefore the PxConvexFlag::eCOMPUTE_CONVEX flag must be specified desc.points.data = verts; desc.points.count = numVerts; desc.points.stride = sizeof(PxVec3); desc.flags = PxConvexFlag::eCOMPUTE_CONVEX; PxU32 meshSize = 0; PxConvexMesh* convex = NULL; PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue(); if(directInsertion) { // Directly insert mesh into PhysX convex = gCooking->createConvexMesh(desc, gPhysics->getPhysicsInsertionCallback()); PX_ASSERT(convex); } else { // Serialize the cooked mesh into a stream. PxDefaultMemoryOutputStream outStream; bool res = gCooking->cookConvexMesh(desc, outStream); PX_UNUSED(res); PX_ASSERT(res); meshSize = outStream.getSize(); // Create the mesh from a stream. PxDefaultMemoryInputData inStream(outStream.getData(), outStream.getSize()); convex = gPhysics->createConvexMesh(inStream); PX_ASSERT(convex); } // Print the elapsed time for comparison PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue(); float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime); printf("\t -----------------------------------------------\n"); printf("\t Create convex mesh with %d triangles: \n", numVerts); directInsertion ? printf("\t\t Direct mesh insertion enabled\n") : printf("\t\t Direct mesh insertion disabled\n"); printf("\t\t Gauss map limit: %d \n", gaussMapLimit); printf("\t\t Created hull number of vertices: %d \n", convex->getNbVertices()); printf("\t\t Created hull number of polygons: %d \n", convex->getNbPolygons()); printf("\t Elapsed time in ms: %f \n", double(elapsedTime)); if (!directInsertion) { printf("\t Mesh size: %d \n", meshSize); } convex->release(); } void createConvexMeshes() { const PxU32 numVerts = 64; PxVec3* vertices = new PxVec3[numVerts]; // Prepare random verts for(PxU32 i = 0; i < numVerts; i++) { vertices[i] = PxVec3(rand(-20.0f, 20.0f), rand(-20.0f, 20.0f), rand(-20.0f, 20.0f)); } // Create convex mesh using the quickhull algorithm with different settings printf("-----------------------------------------------\n"); printf("Create convex mesh using the quickhull algorithm: \n\n"); // The default convex mesh creation serializing to a stream, useful for offline cooking. createRandomConvex(numVerts, vertices); // The default convex mesh creation without the additional gauss map data. createRandomConvex(numVerts, vertices); // Convex mesh creation inserting the mesh directly into PhysX. // Useful for runtime cooking. createRandomConvex(numVerts, vertices); // Convex mesh creation inserting the mesh directly into PhysX, without gauss map data. // Useful for runtime cooking. createRandomConvex(numVerts, vertices); delete [] vertices; } void initPhysics() { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true); gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale())); } void cleanupPhysics() { gPhysics->release(); gCooking->release(); gFoundation->release(); printf("SnippetConvexMeshCreate done.\n"); } int snippetMain(int, const char*const*) { initPhysics(); createConvexMeshes(); cleanupPhysics(); return 0; }