// // 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 concept of PxToleranceScale. // // It creates 2 scenes using different units for length and mass. // Use PVD to replay the scene and see how scaling affects the simulation. // ******************************************************************************** #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; PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; PxMaterial* gMaterial = NULL; PxPvd* gPvd = NULL; PxReal gStackZ = 10.0f; PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxReal& mass, const PxVec3& velocity=PxVec3(0)) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); PxRigidBodyExt::setMassAndUpdateInertia(*dynamic, mass); gScene->addActor(*dynamic); return dynamic; } void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent, const PxReal& mass) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for(PxU32 i=0; icreateRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::setMassAndUpdateInertia(*body, mass); gScene->addActor(*body); } } shape->release(); } void initPhysics(bool interactive, const PxTolerancesScale& scale, PxReal scaleMass) { 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, scale, true, gPvd); PxReal scaleLength = scale.length; PxSceneDesc sceneDesc(scale); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f) * scaleLength; 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<5;i++) createStack(PxTransform(PxVec3(0,0,gStackZ-=10.0f) * scaleLength), 10, 2.0f * scaleLength, 1.0f * scaleMass); if(!interactive) createDynamic(PxTransform(PxVec3(0,40,100) * scaleLength), PxSphereGeometry(10 * scaleLength), 100.0f * scaleMass, PxVec3(0,-50,-100) * scaleLength); } 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); if(gPvd) { PxPvdTransport* transport = gPvd->getTransport(); gPvd->release(); gPvd = NULL; PX_RELEASE(transport); } PX_RELEASE(gFoundation); } void runSim(const PxTolerancesScale& scale, PxReal scaleMass) { static const PxU32 frameCount = 150; initPhysics(false, scale, scaleMass); for(PxU32 i=0; i