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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 the use of simple contact reports and contact modification. // // It defines a filter shader function that requests contact modification and // 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. // This test sets up a situation that would be unstable without contact modification // due to very large mass ratios. This test uses local mass modification to make // the configuration stable. It also demonstrates how to interpret contact impulses // when local mass modification is used. // Local mass modification can be disabled with the MODIFY_MASS_PROPERTIES #define // to demonstrate the instability if it was not used. // // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetutils/SnippetUtils.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" using namespace physx; #define MODIFY_MASS_PROPERTIES 1 PxDefaultAllocator gAllocator; PxDefaultErrorCallback gErrorCallback; PxFoundation* gFoundation = NULL; PxPhysics* gPhysics = NULL; PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; PxMaterial* gMaterial = NULL; PxPvd* gPvd = NULL; std::vector gContactPositions; std::vector gContactImpulses; std::vector gContactLinearImpulses[2]; std::vector gContactAngularImpulses[2]; 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 | PxPairFlag::eMODIFY_CONTACTS; return PxFilterFlag::eDEFAULT; } class ContactModifyCallback: public PxContactModifyCallback { void onContactModify(PxContactModifyPair* const pairs, PxU32 count) { #if MODIFY_MASS_PROPERTIES //We define a maximum mass ratio that we will accept in this test, which is a ratio of 2 const PxReal maxMassRatio = 2.f; for(PxU32 i = 0; i < count; i++) { const PxRigidDynamic* dynamic0 = pairs[i].actor[0]->is(); const PxRigidDynamic* dynamic1 = pairs[i].actor[1]->is(); if(dynamic0 != NULL && dynamic1 != NULL) { //We only want to perform local mass modification between 2 dynamic bodies because we intend on //normalizing the mass ratios between the pair within a tolerable range PxReal mass0 = dynamic0->getMass(); PxReal mass1 = dynamic1->getMass(); if(mass0 > mass1) { //dynamic0 is heavier than dynamic1 so we will locally increase the mass of dynamic1 //to be half the mass of dynamic0. PxReal ratio = mass0/mass1; if(ratio > maxMassRatio) { PxReal invMassScale = maxMassRatio/ratio; pairs[i].contacts.setInvMassScale1(invMassScale); pairs[i].contacts.setInvInertiaScale1(invMassScale); } } else { //dynamic1 is heavier than dynamic0 so we will locally increase the mass of dynamic0 //to be half the mass of dynamic1. PxReal ratio = mass1/mass0; if(ratio > maxMassRatio) { PxReal invMassScale = maxMassRatio/ratio; pairs[i].contacts.setInvMassScale0(invMassScale); pairs[i].contacts.setInvInertiaScale0(invMassScale); } } } } #endif } }; ContactModifyCallback gContactModifyCallback; PxU32 extractContactsWithMassScale(const PxContactPair& pair, PxContactPairPoint* userBuffer, PxU32 bufferSize, PxReal& invMassScale0, PxReal& invMassScale1) { const PxU8* contactStream = pair.contactPoints; const PxU8* patchStream = pair.contactPatches; const PxU32* faceIndices = pair.getInternalFaceIndices(); PxU32 nbContacts = 0; if(pair.contactCount && bufferSize) { PxContactStreamIterator iter(patchStream, contactStream, faceIndices, pair.patchCount, pair.contactCount); const PxReal* impulses = reinterpret_cast(pair.contactImpulses); PxU32 flippedContacts = (pair.flags & PxContactPairFlag::eINTERNAL_CONTACTS_ARE_FLIPPED); PxU32 hasImpulses = (pair.flags & PxContactPairFlag::eINTERNAL_HAS_IMPULSES); invMassScale0 = iter.getInvMassScale0(); invMassScale1 = iter.getInvMassScale1(); while(iter.hasNextPatch()) { iter.nextPatch(); while(iter.hasNextContact()) { iter.nextContact(); PxContactPairPoint& dst = userBuffer[nbContacts]; dst.position = iter.getContactPoint(); dst.separation = iter.getSeparation(); dst.normal = iter.getContactNormal(); if (!flippedContacts) { dst.internalFaceIndex0 = iter.getFaceIndex0(); dst.internalFaceIndex1 = iter.getFaceIndex1(); } else { dst.internalFaceIndex0 = iter.getFaceIndex1(); dst.internalFaceIndex1 = iter.getFaceIndex0(); } if (hasImpulses) { PxReal impulse = impulses[nbContacts]; dst.impulse = dst.normal * impulse; } else dst.impulse = PxVec3(0.0f); ++nbContacts; if(nbContacts == bufferSize) return nbContacts; } } } return nbContacts; } 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)); std::vector contactPoints; for(PxU32 i=0;iis(); PxVec3 linImpulse(0.f), angImpulse(0.f); if(dynamic != NULL) { PxRigidBodyExt::computeLinearAngularImpulse(*dynamic, dynamic->getGlobalPose(), contactPoints[j].position, k == 0 ? contactPoints[j].impulse : -contactPoints[j].impulse, invMassScale[k], invMassScale[k], linImpulse, angImpulse); } gContactLinearImpulses[k].push_back(linImpulse); gContactAngularImpulses[k].push_back(angImpulse); } } } } } }; ContactReportCallback gContactReportCallback; void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for(PxU32 i=0; icreateRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, (i+1)*(i+1)*(i+1)*10.0f); gScene->addActor(*body); } shape->release(); } 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); 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; sceneDesc.contactModifyCallback = &gContactModifyCallback; gScene = gPhysics->createScene(sceneDesc); PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); if(pvdClient) { pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); gScene->addActor(*groundPlane); createStack(PxTransform(PxVec3(0,0.0f,10.0f)), 5, 2.0f); } void stepPhysics(bool /*interactive*/) { gContactPositions.clear(); gContactImpulses.clear(); gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); printf("%d contact reports\n", PxU32(gContactPositions.size())); } 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("SnippetContactModification 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; }