// // 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 shows how to work with nested scenes. // // It is based on SnippetVehicleTank, which creates a tank-like vehicle // and drives it around. // // In this sample we add a cargo bed to the tank which contains a bunch of dynamic // crates. These crates have their own scene in order to reduce clutter in // the main scene and increase performance. The geometry of the cargo bed against // which the crates collide is also only in this 'nested scene' as static geometry. // Meanwhile the tank only uses a single dynamic box representation in the main scene. // // The objects in the tank's 'nested scene' are color coded green while the objects // in the main scene are colored red in order to visualize the distinction. // // In this sample the crates on the tank are tossed about by the motion of the tank // because we apply the velocity changes of the tank to the crates as external // impulses. These impulses can be scaled by the user to tune the precise // desired behavior. // // The crates can also fall off the truck bed and onto the ground. This is detected // by the sample by means of a trigger around the cargo bed. When crates leave // the cargo bed they are removed from the nested scene and added to the main scene. // There they collide with the ground plane and the tank's wheels as expected. // // In a real game one could additionally suspend simulation of the embedded scene if // the tank is far away from the player. // // **************************************************************************** #include #include #include "PxPhysicsAPI.h" #include "../snippetvehiclecommon/SnippetVehicleSceneQuery.h" #include "../snippetvehiclecommon/SnippetVehicleFilterShader.h" #include "../snippetvehiclecommon/SnippetVehicleTireFriction.h" #include "../snippetvehiclecommon/SnippetVehicleCreate.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" using namespace physx; using namespace snippetvehicle; #include "NestedScene.h" PxDefaultAllocator gAllocator; PxDefaultErrorCallback gErrorCallback; PxFoundation* gFoundation = NULL; PxPhysics* gPhysics = NULL; PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; PxCooking* gCooking = NULL; PxMaterial* gMaterial = NULL; VehicleSceneQueryData* gVehicleSceneQueryData = NULL; PxBatchQuery* gBatchQuery = NULL; PxVehicleDrivableSurfaceToTireFrictionPairs* gFrictionPairs = NULL; PxRigidStatic* gGroundPlane = NULL; PxPvd* gPvd = NULL; PxF32 gTankModeLifetime = 4.0f; PxF32 gTankModeTimer = 0.0f; PxU32 gTankOrderProgress = 0; bool gTankOrderComplete = false; bool gMimicKeyInputs = false; VehicleDesc initTankDesc(); class TankEntity { public: TankEntity() : mVehicleDriveTank(NULL), mNestedScene(NULL) { } ~TankEntity() { if (mNestedScene) { delete mNestedScene; mNestedScene = NULL; } } void create() { PX_ASSERT(mVehicleDriveTank == NULL); PX_ASSERT(mNestedScene == NULL); VehicleDesc tankDesc = initTankDesc(); mVehicleDriveTank = createVehicleTank(tankDesc, gPhysics, gCooking); PxTransform startTransform(PxVec3(0, (tankDesc.chassisDims.y*0.5f + tankDesc.wheelRadius + 1.0f), 0), PxQuat(PxIdentity)); mVehicleDriveTank->getRigidDynamicActor()->setGlobalPose(startTransform); gScene->addActor(*mVehicleDriveTank->getRigidDynamicActor()); //Set the tank to rest in first gear. //Set the tank to use auto-gears. //Set the tank to use the standard control model mVehicleDriveTank->setToRestState(); mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST); mVehicleDriveTank->mDriveDynData.setUseAutoGears(true); mVehicleDriveTank->setDriveModel(PxVehicleDriveTankControlModel::eSTANDARD); mNestedScene = new NestedScene(mVehicleDriveTank->getRigidDynamicActor()); mNestedScene->createBoxStack(); //can create stuff inside that scene now ... let's say this is the cargo of the vehicle. } void simulate(PxScene * scene, PxF32 timeStep) { PX_ASSERT(mNestedScene != NULL); mNestedScene->simulate(scene, timeStep); } void render() { PX_ASSERT(mNestedScene != NULL); mNestedScene->render(); } void reverse() { mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eREVERSE); } void forward() { mVehicleDriveTank->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST); } PxVehicleDriveTank* getVehicleDriveTank() { return mVehicleDriveTank; } private: PxVehicleDriveTank* mVehicleDriveTank; NestedScene* mNestedScene; } tankEntity; PxVehicleKeySmoothingData gKeySmoothingData= { { 6.0f, //rise rate eANALOG_INPUT_ACCEL=0, 6.0f, //rise rate eANALOG_INPUT_BRAKE, 6.0f, //rise rate eANALOG_INPUT_HANDBRAKE, 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT, 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT, }, { 10.0f, //fall rate eANALOG_INPUT_ACCEL=0, 10.0f, //fall rate eANALOG_INPUT_BRAKE, 10.0f, //fall rate eANALOG_INPUT_HANDBRAKE, 5.0f, //fall rate eANALOG_INPUT_STEER_LEFT, 5.0f //fall rate eANALOG_INPUT_STEER_RIGHT, } }; PxVehiclePadSmoothingData gPadSmoothingData= { { 6.0f, //rise rate eANALOG_INPUT_ACCEL=0, 6.0f, //rise rate eANALOG_INPUT_BRAKE, 6.0f, //rise rate eANALOG_INPUT_HANDBRAKE, 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT, 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT, }, { 10.0f, //fall rate eANALOG_INPUT_ACCEL=0 10.0f, //fall rate eANALOG_INPUT_BRAKE_LEFT 10.0f, //fall rate eANALOG_INPUT_BRAKE_RIGHT 5.0f, //fall rate eANALOG_INPUT_THRUST_LEFT 5.0f //fall rate eANALOG_INPUT_THRUST_RIGHT } }; PxVehicleDriveTankRawInputData gVehicleInputData(PxVehicleDriveTankControlModel::eSTANDARD); enum DriveMode { eDRIVE_MODE_ACCEL_FORWARDS=0, eDRIVE_MODE_ACCEL_REVERSE, eDRIVE_MODE_HARD_TURN_LEFT, eDRIVE_MODE_SOFT_TURN_LEFT, eDRIVE_MODE_HARD_TURN_RIGHT, eDRIVE_MODE_SOFT_TURN_RIGHT, eDRIVE_MODE_BRAKE, eDRIVE_MODE_NONE }; DriveMode gDriveModeOrder[] = { eDRIVE_MODE_BRAKE, eDRIVE_MODE_ACCEL_FORWARDS, eDRIVE_MODE_BRAKE, eDRIVE_MODE_ACCEL_REVERSE, eDRIVE_MODE_BRAKE, eDRIVE_MODE_HARD_TURN_LEFT, eDRIVE_MODE_BRAKE, eDRIVE_MODE_HARD_TURN_RIGHT, eDRIVE_MODE_BRAKE, eDRIVE_MODE_SOFT_TURN_LEFT, eDRIVE_MODE_BRAKE, eDRIVE_MODE_SOFT_TURN_RIGHT, eDRIVE_MODE_NONE }; VehicleDesc initTankDesc() { //Set up the chassis mass, dimensions, moment of inertia, and center of mass offset. //The moment of inertia is just the moment of inertia of a cuboid but modified for easier steering. //Center of mass offset is 0.65m above the base of the chassis and 0.25m towards the front. const PxF32 chassisMass = 1500.0f; const PxVec3 chassisDims(3.5f,2.0f,9.0f); const PxVec3 chassisMOI ((chassisDims.y*chassisDims.y + chassisDims.z*chassisDims.z)*chassisMass/12.0f, (chassisDims.x*chassisDims.x + chassisDims.z*chassisDims.z)*0.8f*chassisMass/12.0f, (chassisDims.x*chassisDims.x + chassisDims.y*chassisDims.y)*chassisMass/12.0f); const PxVec3 chassisCMOffset(0.0f, -chassisDims.y*0.5f + 0.65f, 0.25f); //Set up the wheel mass, radius, width, moment of inertia, and number of wheels. //Moment of inertia is just the moment of inertia of a cylinder. const PxF32 wheelMass = 20.0f; const PxF32 wheelRadius = 0.5f; const PxF32 wheelWidth = 0.4f; const PxF32 wheelMOI = 0.5f*wheelMass*wheelRadius*wheelRadius; const PxU32 nbWheels = 14; VehicleDesc tankDesc; tankDesc.chassisMass = chassisMass; tankDesc.chassisDims = chassisDims; tankDesc.chassisMOI = chassisMOI; tankDesc.chassisCMOffset = chassisCMOffset; tankDesc.chassisMaterial = gMaterial; tankDesc.wheelMass = wheelMass; tankDesc.wheelRadius = wheelRadius; tankDesc.wheelWidth = wheelWidth; tankDesc.wheelMOI = wheelMOI; tankDesc.numWheels = nbWheels; tankDesc.wheelMaterial = gMaterial; return tankDesc; } void startAccelerateForwardsMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalLeftThrust(true); gVehicleInputData.setDigitalRightThrust(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogLeftThrust(1.0f); gVehicleInputData.setAnalogRightThrust(1.0f); } } void startAccelerateReverseMode() { tankEntity.reverse(); if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalLeftThrust(true); gVehicleInputData.setDigitalRightThrust(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogLeftThrust(1.0f); gVehicleInputData.setAnalogRightThrust(1.0f); } } void startBrakeMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalLeftBrake(true); gVehicleInputData.setDigitalRightBrake(true); } else { gVehicleInputData.setAnalogLeftBrake(1.0f); gVehicleInputData.setAnalogRightBrake(1.0f); } } void startTurnHardLeftMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalLeftThrust(true); gVehicleInputData.setDigitalRightBrake(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogLeftThrust(1.0f); gVehicleInputData.setAnalogRightBrake(1.0f); } } void startTurnHardRightMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalRightThrust(true); gVehicleInputData.setDigitalLeftBrake(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogRightThrust(1.0f); gVehicleInputData.setAnalogLeftBrake(1.0f); } } void startTurnSoftLeftMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalLeftThrust(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogLeftThrust(1.0f); gVehicleInputData.setAnalogRightThrust(0.3f); } } void startTurnSoftRightMode() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(true); gVehicleInputData.setDigitalRightThrust(true); } else { gVehicleInputData.setAnalogAccel(1.0f); gVehicleInputData.setAnalogRightThrust(1.0f); gVehicleInputData.setAnalogLeftThrust(0.3f); } } void releaseAllControls() { if(gMimicKeyInputs) { gVehicleInputData.setDigitalAccel(false); gVehicleInputData.setDigitalRightThrust(false); gVehicleInputData.setDigitalLeftThrust(false); gVehicleInputData.setDigitalRightBrake(false); gVehicleInputData.setDigitalLeftBrake(false); } else { gVehicleInputData.setAnalogAccel(0.0f); gVehicleInputData.setAnalogRightThrust(0.0f); gVehicleInputData.setAnalogLeftThrust(0.0f); gVehicleInputData.setAnalogRightBrake(0.0f); gVehicleInputData.setAnalogLeftBrake(0.0f); } } 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 numWorkers = 1; gDispatcher = PxDefaultCpuDispatcherCreate(numWorkers); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = VehicleFilterShader; 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); gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale())); ///////////////////////////////////////////// PxInitVehicleSDK(*gPhysics); PxVehicleSetBasisVectors(PxVec3(0,1,0), PxVec3(0,0,1)); PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE); //Create the batched scene queries for the suspension raycasts. gVehicleSceneQueryData = VehicleSceneQueryData::allocate(1, PX_MAX_NB_WHEELS, 1, 1, WheelSceneQueryPreFilterBlocking, NULL, gAllocator); gBatchQuery = VehicleSceneQueryData::setUpBatchedSceneQuery(0, *gVehicleSceneQueryData, gScene); //Create the friction table for each combination of tire and surface type. gFrictionPairs = createFrictionPairs(gMaterial); //Create a plane to drive on. PxFilterData groundPlaneSimFilterData(COLLISION_FLAG_GROUND, COLLISION_FLAG_GROUND_AGAINST, 0, 0); gGroundPlane = createDrivablePlane(groundPlaneSimFilterData, gMaterial, gPhysics); gScene->addActor(*gGroundPlane); //Create a tank that will drive on the plane. tankEntity.create(); gTankModeTimer = 0.0f; gTankOrderProgress = 0; startBrakeMode(); } void incrementDrivingMode(const PxF32 timestep) { gTankModeTimer += timestep; if(gTankModeTimer > gTankModeLifetime) { //If the mode just completed was eDRIVE_MODE_ACCEL_REVERSE then switch back to forward gears. if(eDRIVE_MODE_ACCEL_REVERSE == gDriveModeOrder[gTankOrderProgress]) { tankEntity.forward(); } //Increment to next driving mode. gTankModeTimer = 0.0f; gTankOrderProgress++; releaseAllControls(); //If we are at the end of the list of driving modes then start again. if(eDRIVE_MODE_NONE == gDriveModeOrder[gTankOrderProgress]) { gTankOrderProgress = 0; gTankOrderComplete = true; } //Start driving in the selected mode. DriveMode eDriveMode = gDriveModeOrder[gTankOrderProgress]; switch(eDriveMode) { case eDRIVE_MODE_ACCEL_FORWARDS: startAccelerateForwardsMode(); break; case eDRIVE_MODE_ACCEL_REVERSE: startAccelerateReverseMode(); break; case eDRIVE_MODE_HARD_TURN_LEFT: startTurnHardLeftMode(); break; case eDRIVE_MODE_SOFT_TURN_LEFT: startTurnSoftLeftMode(); break; case eDRIVE_MODE_HARD_TURN_RIGHT: startTurnHardRightMode(); break; case eDRIVE_MODE_SOFT_TURN_RIGHT: startTurnSoftRightMode(); break; case eDRIVE_MODE_BRAKE: startBrakeMode(); break; case eDRIVE_MODE_NONE: break; }; //If the mode about to start is eDRIVE_MODE_ACCEL_REVERSE then switch to reverse gears. if(eDRIVE_MODE_ACCEL_REVERSE == gDriveModeOrder[gTankOrderProgress]) { tankEntity.reverse(); } } } void stepPhysics(bool /*interactive*/) { const PxF32 timestep = 1.0f/60.0f; //Cycle through the driving modes. incrementDrivingMode(timestep); //Update the control inputs for the tank. if(gMimicKeyInputs) { PxVehicleDriveTankSmoothDigitalRawInputsAndSetAnalogInputs(gKeySmoothingData, gVehicleInputData, timestep, *tankEntity.getVehicleDriveTank()); } else { PxVehicleDriveTankSmoothAnalogRawInputsAndSetAnalogInputs(gPadSmoothingData, gVehicleInputData, timestep, *tankEntity.getVehicleDriveTank()); } //Raycasts. PxVehicleWheels* vehicles[1] = {tankEntity.getVehicleDriveTank()}; PxVehicleSuspensionRaycasts(gBatchQuery, 1, vehicles, gVehicleSceneQueryData->getQueryResultBufferSize(), gVehicleSceneQueryData->getRaycastQueryResultBuffer(0)); //Vehicle update. const PxVec3 grav = gScene->getGravity(); PxWheelQueryResult wheelQueryResults[PX_MAX_NB_WHEELS]; PxVehicleWheelQueryResult vehicleQueryResults[1] = {{wheelQueryResults, tankEntity.getVehicleDriveTank()->mWheelsSimData.getNbWheels()}}; PxVehicleUpdates(timestep, grav, *gFrictionPairs, 1, vehicles, vehicleQueryResults); //Scene update. gScene->simulate(timestep); gScene->fetchResults(true); tankEntity.simulate(gScene, timestep); } void renderPhysics() { #ifdef RENDER_SNIPPET renderScene(gScene, NULL, PxVec3(0.94f, 0.25f, 0.5f)); #endif tankEntity.render(); } void cleanupPhysics(bool /*interactive*/) { gVehicleSceneQueryData->free(gAllocator); PX_RELEASE(gFrictionPairs); PxCloseVehicleSDK(); 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("SnippetNestedScene done.\n"); } void keyPress(unsigned char key, const PxTransform& camera) { PX_UNUSED(camera); PX_UNUSED(key); } int snippetMain(int, const char*const*) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else initPhysics(false); while(!gTankOrderComplete) { stepPhysics(false); } cleanupPhysics(false); #endif return 0; }