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PhysX4.1/physx/snippets/snippetnestedscene/SnippetNestedScene.cpp
2025-11-28 23:13:44 +05:30

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//
// 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 <vector>
#include <ctype.h>
#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;
}