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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 simple use of joints in physx // // It creates a chain of objects joined by limited spherical joints, a chain // joined by fixed joints which is breakable, and a chain of damped D6 joints // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" 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; PxReal chainZ = 10.0f; PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); gScene->addActor(*dynamic); return dynamic; } // spherical joint limited to an angle of at most pi/4 radians (45 degrees) PxJoint* createLimitedSpherical(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1) { PxSphericalJoint* j = PxSphericalJointCreate(*gPhysics, a0, t0, a1, t1); j->setLimitCone(PxJointLimitCone(PxPi/4, PxPi/4, 0.05f)); j->setSphericalJointFlag(PxSphericalJointFlag::eLIMIT_ENABLED, true); return j; } // revolute joint limited to an angle of at most pi/4 radians (45 degrees) // fixed, breakable joint PxJoint* createBreakableFixed(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1) { PxFixedJoint* j = PxFixedJointCreate(*gPhysics, a0, t0, a1, t1); j->setBreakForce(1000, 100000); j->setConstraintFlag(PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES, true); j->setConstraintFlag(PxConstraintFlag::eDISABLE_PREPROCESSING, true); return j; } // D6 joint with a spring maintaining its position PxJoint* createDampedD6(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1) { PxD6Joint* j = PxD6JointCreate(*gPhysics, a0, t0, a1, t1); j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE); j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE); j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE); j->setDrive(PxD6Drive::eSLERP, PxD6JointDrive(0, 1000, FLT_MAX, true)); return j; } typedef PxJoint* (*JointCreateFunction)(PxRigidActor* a0, const PxTransform& t0, PxRigidActor* a1, const PxTransform& t1); // create a chain rooted at the origin and extending along the x-axis, all transformed by the argument t. void createChain(const PxTransform& t, PxU32 length, const PxGeometry& g, PxReal separation, JointCreateFunction createJoint) { PxVec3 offset(separation/2, 0, 0); PxTransform localTm(offset); PxRigidDynamic* prev = NULL; for(PxU32 i=0;iaddActor(*current); prev = current; localTm.p.x += separation; } } 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); PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); gDispatcher = PxDefaultCpuDispatcherCreate(2); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; gScene = gPhysics->createScene(sceneDesc); PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); if(pvdClient) { pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); gScene->addActor(*groundPlane); createChain(PxTransform(PxVec3(0.0f, 20.0f, 0.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createLimitedSpherical); createChain(PxTransform(PxVec3(0.0f, 20.0f, -10.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createBreakableFixed); createChain(PxTransform(PxVec3(0.0f, 20.0f, -20.0f)), 5, PxBoxGeometry(2.0f, 0.5f, 0.5f), 4.0f, createDampedD6); } void stepPhysics(bool /*interactive*/) { gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); } 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("SnippetJoint done.\n"); } void keyPress(unsigned char key, const PxTransform& camera) { switch(toupper(key)) { case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break; } } int snippetMain(int, const char*const*) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else static const PxU32 frameCount = 100; initPhysics(false); for(PxU32 i=0; i