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All rights reserved. // **************************************************************************** // This snippet shows how to use deformable meshes in PhysX. // **************************************************************************** #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; PxCooking* gCooking = NULL; PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; PxMaterial* gMaterial = NULL; PxPvd* gPvd = NULL; PxTriangleMesh* gMesh = NULL; PxRigidStatic* gActor = NULL; PxReal stackZ = 10.0f; static const PxU32 gGridSize = 8; static const PxReal gGridStep = 512.0f / PxReal(gGridSize-1); static float gTime = 0.0f; static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0), PxReal density=1.0f) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density); dynamic->setLinearVelocity(velocity); gScene->addActor(*dynamic); return dynamic; } static 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, 10.0f); gScene->addActor(*body); } } shape->release(); } struct Triangle { PxU32 ind0, ind1, ind2; }; static void updateVertices(PxVec3* verts, float amplitude=0.0f) { const PxU32 gridSize = gGridSize; const PxReal gridStep = gGridStep; for(PxU32 a=0; acreateTriangleMesh(meshDesc, gPhysics->getPhysicsInsertionCallback()); return triMesh; } 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); PxCookingParams cookingParams(gPhysics->getTolerancesScale()); // Deformable meshes are only supported with PxMeshMidPhase::eBVH33. cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH33); // We need to disable the mesh cleaning part so that the vertex mapping remains untouched. cookingParams.meshPreprocessParams = PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH; gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, cookingParams); 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); PxTriangleMesh* mesh = createMeshGround(); gMesh = mesh; PxTriangleMeshGeometry geom(mesh); PxRigidStatic* groundMesh = gPhysics->createRigidStatic(PxTransform(PxVec3(0, 2, 0))); gActor = groundMesh; PxShape* shape = gPhysics->createShape(geom, *gMaterial); { shape->setContactOffset(0.02f); // A negative rest offset helps to avoid jittering when the deformed mesh moves away from objects resting on it. shape->setRestOffset(-0.5f); } groundMesh->attachShape(*shape); gScene->addActor(*groundMesh); createStack(PxTransform(PxVec3(0,22,0)), 10, 2.0f); } void stepPhysics(bool /*interactive*/) { { PxVec3* verts = gMesh->getVerticesForModification(); gTime += 0.01f; updateVertices(verts, sinf(gTime)*20.0f); PxBounds3 newBounds = gMesh->refitBVH(); PX_UNUSED(newBounds); // Reset filtering to tell the broadphase about the new mesh bounds. gScene->resetFiltering(*gActor); } gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); } void cleanupPhysics(bool /*interactive*/) { PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PX_RELEASE(gPhysics); PX_RELEASE(gCooking); if(gPvd) { PxPvdTransport* transport = gPvd->getTransport(); gPvd->release(); gPvd = NULL; PX_RELEASE(transport); } PX_RELEASE(gFoundation); printf("SnippetDeformableMesh 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, 3.0f); 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