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

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//
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// 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
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// 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 <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 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; 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::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<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
}
int snippetMain(int, const char*const*)
{
PxTolerancesScale scale;
// Default
printf("PxToleranceScale (Default).\n");
runSim(scale, 1000.0f);
// Reset position of pyramid stack z coordinate to default
gStackZ = 10.0f;
// Scaled assets
printf("PxToleranceScale (Scaled).\n");
scale.length = 100; // length in cm
scale.speed *= scale.length; // speed in cm/s
runSim(scale, 1.0f);
printf("SnippetToleranceScale done.\n");
return 0;
}