// // 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 illustrates the usage of PxBVHStructure // // It creates a large number of small sphere shapes forming a large sphere. Large sphere // represents an actor and the actor is inserted into the scene with BVHStructure // that is precomputed from all the small spheres. When an actor is insterted this // way the scene queries against this object behave actor centric rather than shape // centric. // Each actor that is added with a BVHSctructure does not update any of its shape bounds // within a pruning structure. It does update just the actor bounds and the query then // goes into actors bounds pruner, then a local query is done against the shapes in the // actor. // For a dynamic actor consisting of a large amound of shapes there can be a significant // performance benefits. During fetch results, there is no need to synchronize all // shape bounds into scene query system. Also when a new AABB tree is build inside // scene query system these actors shapes are not contained there. // **************************************************************************** #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; void createLargeSphere(const PxTransform& t, PxU32 density, PxReal largeRadius, PxReal radius, bool useAggregate) { PxRigidDynamic* body = gPhysics->createRigidDynamic(t); // generate the sphere shapes const float gStep = PxPi/float(density); const float tStep = 2.0f*PxPi/float(density); for(PxU32 i=0; icreateShape(PxSphereGeometry(radius), *gMaterial); shape->setLocalPose(localTm); body->attachShape(*shape); shape->release(); } } PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); // get the bounds from the actor, this can be done through a helper function in PhysX extensions PxU32 numBounds = 0; PxBounds3* bounds = PxRigidActorExt::getRigidActorShapeLocalBoundsList(*body, numBounds); // setup the PxBVHStructureDesc, it does contain only the PxBounds3 data PxBVHStructureDesc bvhDesc; bvhDesc.bounds.count = numBounds; bvhDesc.bounds.data = bounds; bvhDesc.bounds.stride = sizeof(PxBounds3); // cook the bvh structure PxBVHStructure* bvh = gCooking->createBVHStructure(bvhDesc, gPhysics->getPhysicsInsertionCallback()); // release the memory allocated within extensions, the bounds are not required anymore gAllocator.deallocate(bounds); // add the actor to the scene and provide the bvh structure (regular path without aggregate usage) if(!useAggregate) gScene->addActor(*body, bvh); // Note that when objects with large amound of shapes are created it is also // recommended to create an aggregate from them, see the code below that would replace // the gScene->addActor(*body, bvh) if(useAggregate) { PxAggregate* aggregate = gPhysics->createAggregate(1, false); aggregate->addActor(*body, bvh); gScene->addAggregate(*aggregate); } // bvh can be released at this point, the precomputed BVH structure was copied to the SDK pruners. bvh->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); gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale())); 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); for(PxU32 i = 0; i < 10; i++) createLargeSphere(PxTransform(PxVec3(200.0f*i, .0f, 100.0f)), 50, 30.0f, 1.0f, false); } void stepPhysics(bool /*interactive*/) { 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("SnippetBVHStructure done.\n"); } void keyPress(unsigned char , const PxTransform& ) { } int snippetMain(int, const char*const*) { static const PxU32 frameCount = 50; initPhysics(false); for(PxU32 i=0; i