170 lines
5.7 KiB
C++
170 lines
5.7 KiB
C++
//
|
|
// 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 simple use of physx
|
|
//
|
|
// It creates a number of box stacks on a plane, and if rendering, allows the
|
|
// user to create new stacks and fire a ball from the camera position
|
|
// ****************************************************************************
|
|
|
|
#include <ctype.h>
|
|
|
|
#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 stackZ = 10.0f;
|
|
|
|
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; i<size;i++)
|
|
{
|
|
for(PxU32 j=0;j<size-i;j++)
|
|
{
|
|
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
|
|
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
|
|
body->attachShape(*shape);
|
|
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
|
|
gScene->addActor(*body);
|
|
}
|
|
}
|
|
shape->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);
|
|
|
|
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<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);
|
|
}
|
|
|
|
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("SnippetHelloWorld 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<frameCount; i++)
|
|
stepPhysics(false);
|
|
cleanupPhysics(false);
|
|
#endif
|
|
|
|
return 0;
|
|
}
|