// // 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 demonstrates the use of broad phase regions (MBP). // // It shows the setup of MBP and its regions. In this example 4 regions are setup // and set for the MBP. Created stacks are then simulated in multiple regions. // Note that current regions setup is not optimal, some objects get out of regions bounds. // In this case a warning is reported. It is possible to add PxBroadPhaseCallback // to scene to handle such cases. // // **************************************************************************** #include #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; PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; PxMaterial* gMaterial = NULL; PxPvd* gPvd = NULL; PxReal stackZ = 10.0f; PxU32 gRegionHandles[4]; 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; } 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(); } class SnippetMBPBroadPhaseCallback : public physx::PxBroadPhaseCallback { std::vector outOfBoundsActors; public: virtual void onObjectOutOfBounds(PxShape& /*shape*/, PxActor& actor) { PxU32 i = 0; for(; i < outOfBoundsActors.size(); ++i) { if(outOfBoundsActors[i] == &actor) break; } if(i == outOfBoundsActors.size()) { outOfBoundsActors.push_back(&actor); } } virtual void onObjectOutOfBounds(PxAggregate& /*aggregate*/) { //This test does not use aggregates so no need to do anything here } void purgeOutOfBoundsObjects() { for(PxU32 i = 0; i < outOfBoundsActors.size(); ++i) { outOfBoundsActors[i]->release(); } outOfBoundsActors.clear(); } } gBroadPhaseCallback; 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); PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; sceneDesc.broadPhaseType = PxBroadPhaseType::eMBP; 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); } PxBroadPhaseRegion regions[4] = { { PxBounds3(PxVec3(-100, -100, -100), PxVec3( 0, 100, 0)), reinterpret_cast(1) }, { PxBounds3(PxVec3(-100, -100, 0), PxVec3( 0, 100, 100)), reinterpret_cast(2) }, { PxBounds3(PxVec3( 0, -100, -100), PxVec3(100, 100, 0)), reinterpret_cast(3) }, { PxBounds3(PxVec3( 0, -100, 0), PxVec3(100, 100, 100)), reinterpret_cast(4) } }; for(PxU32 i=0;i<4;i++) gScene->addBroadPhaseRegion(regions[i]); gScene->setBroadPhaseCallback(&gBroadPhaseCallback); gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); gScene->addActor(*groundPlane); for(PxU32 i=0;i<5;i++) createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); if(!interactive) createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100)); } void stepPhysics(bool /*interactive*/) { gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); gBroadPhaseCallback.purgeOutOfBoundsObjects(); } void cleanupPhysics(bool /*interactive*/) { PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PX_RELEASE(gPhysics); if(gPvd) { PxPvdTransport* transport = gPvd->getTransport(); gPvd->release(); gPvd = NULL; PX_RELEASE(transport); } PX_RELEASE(gFoundation); printf("SnippetMBP done.\n"); } void keyPress(unsigned char key, const PxTransform& camera) { switch(toupper(key)) { case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break; 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