395 lines
15 KiB
C++
395 lines
15 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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// ****************************************************************************
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// This snippet demonstrates the possibilities of triangle mesh creation.
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//
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// The snippet creates triangle mesh with a different cooking settings
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// and shows how these settings affect the triangle mesh creation speed.
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// ****************************************************************************
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#include <ctype.h>
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#include "PxPhysicsAPI.h"
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#include "../snippetutils/SnippetUtils.h"
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using namespace physx;
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PxDefaultAllocator gAllocator;
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PxDefaultErrorCallback gErrorCallback;
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PxFoundation* gFoundation = NULL;
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PxPhysics* gPhysics = NULL;
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PxCooking* gCooking = NULL;
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float rand(float loVal, float hiVal)
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{
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return loVal + float(rand()/float(RAND_MAX))*(hiVal - loVal);
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}
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PxU32 rand(PxU32 loVal, PxU32 hiVal)
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{
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return loVal + PxU32(rand()%(hiVal - loVal));
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}
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void indexToCoord(PxU32& x, PxU32& z, PxU32 index, PxU32 w)
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{
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x = index % w;
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z = index / w;
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}
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// Creates a random terrain data.
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void createRandomTerrain(const PxVec3& origin, PxU32 numRows, PxU32 numColumns,
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PxReal cellSizeRow, PxReal cellSizeCol, PxReal heightScale,
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PxVec3*& vertices, PxU32*& indices)
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{
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PxU32 numX = (numColumns + 1);
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PxU32 numZ = (numRows + 1);
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PxU32 numVertices = numX*numZ;
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PxU32 numTriangles = numRows*numColumns * 2;
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if (vertices == NULL)
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vertices = new PxVec3[numVertices];
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if (indices == NULL)
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indices = new PxU32[numTriangles * 3];
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PxU32 currentIdx = 0;
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for (PxU32 i = 0; i <= numRows; i++)
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{
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for (PxU32 j = 0; j <= numColumns; j++)
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{
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PxVec3 v(origin.x + PxReal(j)*cellSizeRow, origin.y, origin.z + PxReal(i)*cellSizeCol);
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vertices[currentIdx++] = v;
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}
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}
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currentIdx = 0;
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for (PxU32 i = 0; i < numRows; i++)
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{
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for (PxU32 j = 0; j < numColumns; j++)
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{
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PxU32 base = (numColumns + 1)*i + j;
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indices[currentIdx++] = base + 1;
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indices[currentIdx++] = base;
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indices[currentIdx++] = base + numColumns + 1;
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indices[currentIdx++] = base + numColumns + 2;
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indices[currentIdx++] = base + 1;
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indices[currentIdx++] = base + numColumns + 1;
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}
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}
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for (PxU32 i = 0; i < numVertices; i++)
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{
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PxVec3& v = vertices[i];
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v.y += heightScale * rand(-1.0f, 1.0f);
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}
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}
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// Setup common cooking params
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void setupCommonCookingParams(PxCookingParams& params, bool skipMeshCleanup, bool skipEdgeData)
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{
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// we suppress the triangle mesh remap table computation to gain some speed, as we will not need it
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// in this snippet
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params.suppressTriangleMeshRemapTable = true;
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// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking. The input mesh must be valid.
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// The following conditions are true for a valid triangle mesh :
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// 1. There are no duplicate vertices(within specified vertexWeldTolerance.See PxCookingParams::meshWeldTolerance)
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// 2. There are no large triangles(within specified PxTolerancesScale.)
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// It is recommended to run a separate validation check in debug/checked builds, see below.
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if (!skipMeshCleanup)
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params.meshPreprocessParams &= ~static_cast<PxMeshPreprocessingFlags>(PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH);
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else
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
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// If DISABLE_ACTIVE_EDGES_PREDOCOMPUTE is set, the cooking does not compute the active (convex) edges, and instead
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// marks all edges as active. This makes cooking faster but can slow down contact generation. This flag may change
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// the collision behavior, as all edges of the triangle mesh will now be considered active.
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if (!skipEdgeData)
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params.meshPreprocessParams &= ~static_cast<PxMeshPreprocessingFlags>(PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE);
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else
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eDISABLE_ACTIVE_EDGES_PRECOMPUTE;
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}
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// Creates a triangle mesh using BVH33 midphase with different settings.
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void createBV33TriangleMesh(PxU32 numVertices, const PxVec3* vertices, PxU32 numTriangles, const PxU32* indices,
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bool skipMeshCleanup, bool skipEdgeData, bool inserted, bool cookingPerformance, bool meshSizePerfTradeoff)
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{
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PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue();
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PxTriangleMeshDesc meshDesc;
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meshDesc.points.count = numVertices;
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meshDesc.points.data = vertices;
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meshDesc.points.stride = sizeof(PxVec3);
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meshDesc.triangles.count = numTriangles;
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meshDesc.triangles.data = indices;
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meshDesc.triangles.stride = 3 * sizeof(PxU32);
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PxCookingParams params = gCooking->getParams();
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// Create BVH33 midphase
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params.midphaseDesc = PxMeshMidPhase::eBVH33;
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// setup common cooking params
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setupCommonCookingParams(params, skipMeshCleanup, skipEdgeData);
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// The COOKING_PERFORMANCE flag for BVH33 midphase enables a fast cooking path at the expense of somewhat lower quality BVH construction.
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if (cookingPerformance)
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params.midphaseDesc.mBVH33Desc.meshCookingHint = PxMeshCookingHint::eCOOKING_PERFORMANCE;
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else
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params.midphaseDesc.mBVH33Desc.meshCookingHint = PxMeshCookingHint::eSIM_PERFORMANCE;
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// If meshSizePerfTradeoff is set to true, smaller mesh cooked mesh is produced. The mesh size/performance trade-off
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// is controlled by setting the meshSizePerformanceTradeOff from 0.0f (smaller mesh) to 1.0f (larger mesh).
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if(meshSizePerfTradeoff)
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{
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params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff = 0.0f;
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}
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else
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{
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// using the default value
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params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff = 0.55f;
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}
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gCooking->setParams(params);
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#if defined(PX_CHECKED) || defined(PX_DEBUG)
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// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking.
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// We should check the validity of provided triangles in debug/checked builds though.
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if (skipMeshCleanup)
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{
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PX_ASSERT(gCooking->validateTriangleMesh(meshDesc));
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}
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#endif // DEBUG
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PxTriangleMesh* triMesh = NULL;
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PxU32 meshSize = 0;
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// The cooked mesh may either be saved to a stream for later loading, or inserted directly into PxPhysics.
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if (inserted)
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{
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triMesh = gCooking->createTriangleMesh(meshDesc, gPhysics->getPhysicsInsertionCallback());
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}
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else
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{
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PxDefaultMemoryOutputStream outBuffer;
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gCooking->cookTriangleMesh(meshDesc, outBuffer);
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PxDefaultMemoryInputData stream(outBuffer.getData(), outBuffer.getSize());
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triMesh = gPhysics->createTriangleMesh(stream);
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meshSize = outBuffer.getSize();
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}
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// Print the elapsed time for comparison
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PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue();
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float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime);
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printf("\t -----------------------------------------------\n");
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printf("\t Create triangle mesh with %d triangles: \n",numTriangles);
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cookingPerformance ? printf("\t\t Cooking performance on\n") : printf("\t\t Cooking performance off\n");
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inserted ? printf("\t\t Mesh inserted on\n") : printf("\t\t Mesh inserted off\n");
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!skipEdgeData ? printf("\t\t Precompute edge data on\n") : printf("\t\t Precompute edge data off\n");
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!skipMeshCleanup ? printf("\t\t Mesh cleanup on\n") : printf("\t\t Mesh cleanup off\n");
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printf("\t\t Mesh size/performance trade-off: %f \n", double(params.midphaseDesc.mBVH33Desc.meshSizePerformanceTradeOff));
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printf("\t Elapsed time in ms: %f \n", double(elapsedTime));
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if(!inserted)
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{
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printf("\t Mesh size: %d \n", meshSize);
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}
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triMesh->release();
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}
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// Creates a triangle mesh using BVH34 midphase with different settings.
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void createBV34TriangleMesh(PxU32 numVertices, const PxVec3* vertices, PxU32 numTriangles, const PxU32* indices,
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bool skipMeshCleanup, bool skipEdgeData, bool inserted, const PxU32 numTrisPerLeaf)
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{
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PxU64 startTime = SnippetUtils::getCurrentTimeCounterValue();
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PxTriangleMeshDesc meshDesc;
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meshDesc.points.count = numVertices;
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meshDesc.points.data = vertices;
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meshDesc.points.stride = sizeof(PxVec3);
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meshDesc.triangles.count = numTriangles;
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meshDesc.triangles.data = indices;
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meshDesc.triangles.stride = 3 * sizeof(PxU32);
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PxCookingParams params = gCooking->getParams();
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// Create BVH34 midphase
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params.midphaseDesc = PxMeshMidPhase::eBVH34;
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// setup common cooking params
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setupCommonCookingParams(params, skipMeshCleanup, skipEdgeData);
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// Cooking mesh with less triangles per leaf produces larger meshes with better runtime performance
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// and worse cooking performance. Cooking time is better when more triangles per leaf are used.
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params.midphaseDesc.mBVH34Desc.numPrimsPerLeaf = numTrisPerLeaf;
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gCooking->setParams(params);
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#if defined(PX_CHECKED) || defined(PX_DEBUG)
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// If DISABLE_CLEAN_MESH is set, the mesh is not cleaned during the cooking.
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// We should check the validity of provided triangles in debug/checked builds though.
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if (skipMeshCleanup)
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{
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PX_ASSERT(gCooking->validateTriangleMesh(meshDesc));
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}
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#endif // DEBUG
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PxTriangleMesh* triMesh = NULL;
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PxU32 meshSize = 0;
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// The cooked mesh may either be saved to a stream for later loading, or inserted directly into PxPhysics.
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if (inserted)
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{
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triMesh = gCooking->createTriangleMesh(meshDesc, gPhysics->getPhysicsInsertionCallback());
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}
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else
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{
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PxDefaultMemoryOutputStream outBuffer;
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gCooking->cookTriangleMesh(meshDesc, outBuffer);
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PxDefaultMemoryInputData stream(outBuffer.getData(), outBuffer.getSize());
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triMesh = gPhysics->createTriangleMesh(stream);
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meshSize = outBuffer.getSize();
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}
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// Print the elapsed time for comparison
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PxU64 stopTime = SnippetUtils::getCurrentTimeCounterValue();
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float elapsedTime = SnippetUtils::getElapsedTimeInMilliseconds(stopTime - startTime);
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printf("\t -----------------------------------------------\n");
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printf("\t Create triangle mesh with %d triangles: \n", numTriangles);
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inserted ? printf("\t\t Mesh inserted on\n") : printf("\t\t Mesh inserted off\n");
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!skipEdgeData ? printf("\t\t Precompute edge data on\n") : printf("\t\t Precompute edge data off\n");
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!skipMeshCleanup ? printf("\t\t Mesh cleanup on\n") : printf("\t\t Mesh cleanup off\n");
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printf("\t\t Num triangles per leaf: %d \n", numTrisPerLeaf);
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printf("\t Elapsed time in ms: %f \n", double(elapsedTime));
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if (!inserted)
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{
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printf("\t Mesh size: %d \n", meshSize);
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}
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triMesh->release();
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}
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void createTriangleMeshes()
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{
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const PxU32 numColumns = 128;
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const PxU32 numRows = 128;
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const PxU32 numVertices = (numColumns + 1)*(numRows + 1);
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const PxU32 numTriangles = numColumns*numRows * 2;
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PxVec3* vertices = new PxVec3[numVertices];
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PxU32* indices = new PxU32[numTriangles * 3];
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srand(50);
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createRandomTerrain(PxVec3(0.0f, 0.0f, 0.0f), numRows, numColumns, 1.0f, 1.0f, 1.f, vertices, indices);
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// Create triangle mesh using BVH33 midphase with different settings
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printf("-----------------------------------------------\n");
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printf("Create triangles mesh using BVH33 midphase: \n\n");
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// Favor runtime speed, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
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// These are the default settings, suitable for offline cooking.
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createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, false, false, false, false, false);
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// Favor mesh size, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
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createBV33TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, false, true);
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// Favor cooking speed, skip mesh cleanup, but precompute active edges. Insert into PxPhysics.
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// These settings are suitable for runtime cooking, although selecting fast cooking may reduce
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// runtime performance of simulation and queries. We still need to ensure the triangles
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// are valid, so we perform a validation check in debug/checked builds.
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createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, true, false, true, true, false);
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// Favor cooking speed, skip mesh cleanup, and don't precompute the active edges. Insert into PxPhysics.
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// This is the fastest possible solution for runtime cooking, but all edges are marked as active, which can
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// further reduce runtime performance, and also affect behavior.
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createBV33TriangleMesh(numVertices,vertices,numTriangles,indices, false, true, true, true, false);
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// Create triangle mesh using BVH34 midphase with different settings
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printf("-----------------------------------------------\n");
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printf("Create triangles mesh using BVH34 midphase: \n\n");
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// Favor runtime speed, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
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// These are the default settings, suitable for offline cooking.
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createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, 4);
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// Favor mesh size, cleaning the mesh and precomputing active edges. Store the mesh in a stream.
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createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, false, false, 15);
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// Favor cooking speed, skip mesh cleanup, but precompute active edges. Insert into PxPhysics.
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// These settings are suitable for runtime cooking, although selecting more triangles per leaf may reduce
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// runtime performance of simulation and queries. We still need to ensure the triangles
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// are valid, so we perform a validation check in debug/checked builds.
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createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, true, false, true, 15);
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// Favor cooking speed, skip mesh cleanup, and don't precompute the active edges. Insert into PxPhysics.
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// This is the fastest possible solution for runtime cooking, but all edges are marked as active, which can
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// further reduce runtime performance, and also affect behavior.
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createBV34TriangleMesh(numVertices, vertices, numTriangles, indices, false, true, true, 15);
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delete [] vertices;
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delete [] indices;
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}
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void initPhysics()
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{
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gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
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gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true);
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gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));
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createTriangleMeshes();
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}
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void cleanupPhysics()
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{
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gPhysics->release();
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gCooking->release();
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gFoundation->release();
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printf("SnippetTriangleMeshCreate done.\n");
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}
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int snippetMain(int, const char*const*)
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{
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initPhysics();
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cleanupPhysics();
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return 0;
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}
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