public static void initPhysics(bool interactive) { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, ref gAllocator.Value, ref gErrorCallback.Value); gPvd = PxCreatePvd(ref *gFoundation); PxPvdTransport *transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); gPvd->connect(ref *transport, PxPvdInstrumentationFlags.eALL); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, ref *gFoundation, new PxTolerancesScale(), true, gPvd); PxSceneDesc sceneDesc = new(*gPhysics->getTolerancesScale()); sceneDesc.gravity = new PxVec3(0.0f, -9.81f, 0.0f); gDispatcher = PxDefaultCpuDispatcherCreate(2); sceneDesc.cpuDispatcher = (PxCpuDispatcher *)gDispatcher; //BIOQUIRK: Base cast sceneDesc.filterShader = PxDefaultSimulationFilterShader; gScene = gPhysics->createScene(sceneDesc); PxPvdSceneClient *pvdClient = gScene->getScenePvdClient(); if (pvdClient != null) { pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_SCENEQUERIES, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); PxRigidStatic *groundPlane = PxCreatePlane(ref *gPhysics, new PxPlane(0, 1, 0, 0), ref *gMaterial); gScene->addActor(ref *groundPlane); createKinematics(); createDynamics(); }
/** * Creates two example collections: * - collection with actors and joints that can be instantiated multiple times in the scene * - collection with shared objects */ static void createCollections(ref PxCollection *sharedCollection, ref PxCollection *actorCollection, ref PxSerializationRegistry sr) { PxMaterial *material = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); float halfLength = 2.0f, height = 25.0f; PxVec3 offset = new(halfLength, 0, 0); PxRigidActor *prevActor = (PxRigidActor *)PxCreateStatic(ref *gPhysics, new PxTransform(new PxVec3(0, height, 0)), new PxSphereGeometry(halfLength), ref *material, new PxTransform(offset)); //BIOQUIRK: Base cast PxShape *shape = gPhysics->createShape(new PxBoxGeometry(halfLength, 1.0f, 1.0f), *material, false, PxShapeFlags.eVISUALIZATION | PxShapeFlags.eSCENE_QUERY_SHAPE | PxShapeFlags.eSIMULATION_SHAPE); //BIOQUIRK: Missing defaults for (uint i = 1; i < 8; i++) { PxTransform tm = new(new PxVec3((float)(i * 2) * halfLength, height, 0)); PxRigidDynamic *dynamic = gPhysics->createRigidDynamic(tm); dynamic->attachShape(ref *shape); PxRigidBodyExt.updateMassAndInertia(ref *dynamic, 10.0f); PxSphericalJointCreate(ref *gPhysics, prevActor, new PxTransform(offset), dynamic, new PxTransform(offset.operator_Minus())); //BIOQUIRK: Operator overload prevActor = (PxRigidActor *)dynamic; //BIOQUIRK: Base cast } sharedCollection = PxCreateCollection(); // collection for all the shared objects actorCollection = PxCreateCollection(); // collection for all the nonshared objects sharedCollection->add(ref *shape); PxSerialization.complete(ref *sharedCollection, ref sr); // chases the pointer from shape to material, and adds it PxSerialization.createSerialObjectIds(ref *sharedCollection, 77); // arbitrary choice of base for references to shared objects actorCollection->add(ref *prevActor); PxSerialization.complete(ref *actorCollection, ref sr, sharedCollection, true); // chases all pointers and recursively adds actors and joints }
public static void initPhysics(bool interactive) { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, ref gAllocator.Value, ref gErrorCallback.Value); gPvd = PxCreatePvd(ref *gFoundation); PxPvdTransport *transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); gPvd->connect(ref *transport, PxPvdInstrumentationFlags.eALL); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, ref *gFoundation, new PxTolerancesScale(), true, gPvd); PxInitExtensions(ref *gPhysics, gPvd); PxSceneDesc sceneDesc = new(*gPhysics->getTolerancesScale()); sceneDesc.gravity = new PxVec3(0.0f, -9.81f, 0.0f); uint numCores = SnippetUtils.getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); sceneDesc.cpuDispatcher = (PxCpuDispatcher *)gDispatcher; //BIOQUIRK: Base cast sceneDesc.filterShader = PxDefaultSimulationFilterShader; #if USE_REDUCED_COORDINATE_ARTICULATION sceneDesc.solverType = PxSolverType.eTGS; #if CREATE_SCISSOR_LIFT sceneDesc.filterShader = &scissorFilter; #endif #endif gScene = gPhysics->createScene(sceneDesc); PxPvdSceneClient *pvdClient = gScene->getScenePvdClient(); if (pvdClient != null) { pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_SCENEQUERIES, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0f); PxRigidStatic *groundPlane = PxCreatePlane(ref *gPhysics, new PxPlane(0, 1, 0, 0), ref *gMaterial); gScene->addActor(ref *groundPlane); #if USE_REDUCED_COORDINATE_ARTICULATION gArticulation = gPhysics->createArticulationReducedCoordinate(); #else gArticulation = gPhysics->createArticulation(); // Stabilization can create artefacts on jointed objects so we just disable it gArticulation->setStabilizationThreshold(0.0f); gArticulation->setMaxProjectionIterations(16); gArticulation->setSeparationTolerance(0.001f); #endif #if USE_REDUCED_COORDINATE_ARTICULATION && CREATE_SCISSOR_LIFT createScissorLift(); #else createLongChain(); #endif }
public static PxVehicleDrivableSurfaceToTireFrictionPairs *createFrictionPairs(PxMaterial *defaultMaterial) { PxVehicleDrivableSurfaceType *surfaceTypes = stackalloc PxVehicleDrivableSurfaceType[1]; surfaceTypes[0].mType = SURFACE_TYPE_TARMAC; PxMaterial **surfaceMaterials = stackalloc PxMaterial *[1]; surfaceMaterials[0] = defaultMaterial; PxVehicleDrivableSurfaceToTireFrictionPairs *surfaceTirePairs = PxVehicleDrivableSurfaceToTireFrictionPairs.allocate(MAX_NUM_TIRE_TYPES, MAX_NUM_SURFACE_TYPES); surfaceTirePairs->setup(MAX_NUM_TIRE_TYPES, MAX_NUM_SURFACE_TYPES, surfaceMaterials, surfaceTypes); for (uint i = 0; i < MAX_NUM_SURFACE_TYPES; i++) { for (uint j = 0; j < MAX_NUM_TIRE_TYPES; j++) { surfaceTirePairs->setTypePairFriction(i, j, gTireFrictionMultipliers[i, j]); } } return(surfaceTirePairs); }
public static void Main(string[] args) { Console.WriteLine($"PhysX native runtime build information: '{MochiPhysX.BuildInfo}'..."); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Initializing error callback"); // Switch between these to use PhysX's default error callback or one implemented from C# PxDefaultErrorCallback errorCallback = new(); //PxErrorCallback errorCallback = ErrorCallback.Create(); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Initializing allocator callback"); // Switch between these to use PhysX's default allocator callback or one implemented from C# PxDefaultAllocator allocator = new(); //PxAllocatorCallback allocator = BasicAllocator.Create(); //PxAllocatorCallback allocator = LoggingAllocator.Create(); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Initializing foundation"); //BIOQUIRK: PhysX owns both of these references, which means both the allocator and error callback must remain pinned for the lifetime of the foundation. // (In our case they're stack allocated and implicitly pinned.) // This seems somewhat unobvious since C# references don't normally care. Should we emit this function differently to convey the unsafe-ness here? PxFoundation *foundation = PxCreateFoundation(PX_PHYSICS_VERSION, ref allocator, ref errorCallback); if (foundation == null) { Console.Error.WriteLine("Failed to create foundation."); return; } //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Initializing Pvd..."); //BIOQUIRK: This pattern comes up a lot in PhysX. It does technically match how it is in C++ though, not sure if it's a problem. // I experimentally enabled having C++ reference returns translate as C# reference returns, but that creates a weird situation when you need to store them. PxPvd *pvd = PxCreatePvd(ref *foundation); PxPvdTransport *transport; byte[] host = Encoding.ASCII.GetBytes("127.0.0.1"); fixed(byte *hostP = host) { transport = PxDefaultPvdSocketTransportCreate(hostP, 5425, 10); } Console.WriteLine("Connecting to Pvd..."); pvd->connect(ref *transport, PxPvdInstrumentationFlags.eALL); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Initializing physics"); PxPhysics *physics = PxCreatePhysics(PX_PHYSICS_VERSION, ref *foundation, new PxTolerancesScale(), trackOutstandingAllocations: true, pvd); if (physics == null) { Console.Error.WriteLine("Failed to create physics."); return; } //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Creating dispatcher"); PxDefaultCpuDispatcher *dispatcher = PxDefaultCpuDispatcherCreate(2, null); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Creating scene"); PxSceneDesc sceneDescription = new(*physics->getTolerancesScale()); sceneDescription.gravity = new PxVec3() { x = 0f, y = -9.81f, z = 0f }; sceneDescription.cpuDispatcher = (PxCpuDispatcher *)dispatcher; sceneDescription.filterShader = PxDefaultSimulationFilterShader; PxScene *scene = physics->createScene(sceneDescription); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Configuring scene Pvd client"); PxPvdSceneClient *pvdClient = scene->getScenePvdClient(); if (pvdClient != null) { pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_SCENEQUERIES, true); } //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Creating a basic material"); PxMaterial *material = physics->createMaterial(0.5f, 0.5f, 0.6f); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Adding a ground plane"); PxPlane planeDescription = new PxPlane() { n = new PxVec3() { x = 0f, y = 1f, z = 0f }, d = 0f }; PxRigidStatic *groundPlane = PxCreatePlane(ref *physics, planeDescription, ref *material); scene->addActor(ref *groundPlane, null); //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Adding stacks"); { const float halfExtent = 2f; PxBoxGeometry stackBoxGeometry = new PxBoxGeometry(halfExtent, halfExtent, halfExtent); PxShapeFlags shapeFlags = PxShapeFlags.eVISUALIZATION | PxShapeFlags.eSCENE_QUERY_SHAPE | PxShapeFlags.eSIMULATION_SHAPE; //BIOQUIRK: shapeFlags should be able to be defaulted now but it isn't. PxShape *shape = physics->createShape(stackBoxGeometry, *material, isExclusive: false, shapeFlags); float stackZ = 10f; for (int stackNum = 0; stackNum < 5; stackNum++) { const int size = 10; PxVec3 transformPosition = new PxVec3() { x = 0f, y = 0f, z = stackZ -= 10f }; PxTransform transform = new(transformPosition); for (int i = 0; i < size; i++) { for (int j = 0; j < size - i; j++) { PxVec3 position = new PxVec3() { x = ((float)(j * 2) - (float)(size - i)) * halfExtent, y = ((float)(i * 2 + 1)) * halfExtent, z = 0f }; PxTransform localTransform = new(position); PxTransform bodyTransform = transform.transform(localTransform); PxRigidDynamic *body = physics->createRigidDynamic(bodyTransform); body->attachShape(ref *shape); PxRigidBodyExt.updateMassAndInertia(ref *body, 10f); scene->addActor(ref *body); } } } shape->release(); } //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Throwing a ball at the stacks"); { PxVec3 position = new PxVec3() { x = 0f, y = 40f, z = 100f, }; PxTransform transform = new(position); PxSphereGeometry geometry = new(10f); PxVec3 velocity = new PxVec3() { x = 0f, y = -50f, z = -100f }; PxTransform identity = new(default(PxIDENTITY)); //BIOQUIRK: This could be a special generated property instead. Also missing default. PxRigidDynamic *dynamic = PxCreateDynamic(ref *physics, transform, geometry, ref *material, 10f, identity); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); scene->addActor(ref *dynamic); } //--------------------------------------------------------------------------------------------------------------------------------------- const int noInputFrameCount = 100; Console.WriteLine($"Simulating the world{(Console.IsInputRedirected ? $" for {noInputFrameCount} frames." : "... (Press escape to stop.)")}"); Stopwatch sw = new Stopwatch(); int frameNum = 0; const uint scratchMemoryBlockSize = 16 * 1024; const uint scratchMemoryBlockCount = 4; uint scratchMemorySize = scratchMemoryBlockSize * scratchMemoryBlockCount; void * scratchMemory = allocator.allocate(scratchMemorySize, null, null, 0); while (true) { double msSinceLastTick = sw.Elapsed.TotalMilliseconds; string consoleTitle = $"Simulating frame {frameNum} -- {msSinceLastTick:0.00} ms -- {1.0 / (msSinceLastTick / 1000.0):00.0} FPS"; if (BasicAllocator.AllocationCount > 0) // This is only applicable when a allocator implemented in C# is in use, assume 0 allocations implies the PhysX one is being used { consoleTitle += $" -- {BasicAllocator.AllocationCount} allocations"; BasicAllocator.AllocationCount = 0; } Console.Title = consoleTitle; frameNum++; sw.Restart(); scene->simulate(1f / 60f, scratchMemBlock: scratchMemory, scratchMemBlockSize: scratchMemorySize); uint errors; scene->fetchResults(true, &errors); if (errors != 0) { Console.WriteLine($"fetchResults error: {errors}"); } if (Console.IsInputRedirected) { if (frameNum > noInputFrameCount) { break; } } else if (Console.KeyAvailable && Console.ReadKey(true).Key == ConsoleKey.Escape) { break; } } //--------------------------------------------------------------------------------------------------------------------------------------- Console.WriteLine("Shutting down"); allocator.deallocate(scratchMemory); physics->release(); foundation->release(); }
public static void initPhysics() { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, ref gAllocator.Value, ref gErrorCallback.Value); gPvd = PxCreatePvd(ref *gFoundation); PxPvdTransport *transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); gPvd->connect(ref *transport, PxPvdInstrumentationFlags.eALL); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, ref *gFoundation, new PxTolerancesScale(), true, gPvd); PxSceneDesc sceneDesc = new(*gPhysics->getTolerancesScale()); sceneDesc.gravity = new PxVec3(0.0f, -9.81f, 0.0f); uint numWorkers = 1; gDispatcher = PxDefaultCpuDispatcherCreate(numWorkers); sceneDesc.cpuDispatcher = (PxCpuDispatcher *)gDispatcher; //BIOQUIRK: Base cast sceneDesc.filterShader = &VehicleFilterShader; gScene = gPhysics->createScene(sceneDesc); PxPvdSceneClient *pvdClient = gScene->getScenePvdClient(); if (pvdClient != null) { pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONSTRAINTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_CONTACTS, true); pvdClient->setScenePvdFlag(PxPvdSceneFlags.eTRANSMIT_SCENEQUERIES, true); } gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); gCooking = PxCreateCooking(PX_PHYSICS_VERSION, ref *gFoundation, new PxCookingParams(new PxTolerancesScale())); ///////////////////////////////////////////// PxInitVehicleSDK(ref *gPhysics); PxVehicleSetBasisVectors(new PxVec3(0, 1, 0), new 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, ref gAllocator.Value); 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 = new((uint)COLLISION_FLAG_GROUND, (uint)COLLISION_FLAG_GROUND_AGAINST, 0, 0); gGroundPlane = createDrivablePlane(groundPlaneSimFilterData, gMaterial, gPhysics); gScene->addActor(ref *gGroundPlane); //Create a vehicle that will drive on the plane. VehicleDesc vehicleDesc = initVehicleDesc(); gVehicleNoDrive = createVehicleNoDrive(vehicleDesc, gPhysics, gCooking); PxTransform startTransform = new(new PxVec3(0, (vehicleDesc.chassisDims.y * 0.5f + vehicleDesc.wheelRadius + 1.0f), 0), new PxQuat(PxIdentity)); gVehicleNoDrive->getRigidDynamicActor()->setGlobalPose(startTransform); gScene->addActor(ref *gVehicleNoDrive->getRigidDynamicActor()); //Set the vehicle to rest in first gear. //Set the vehicle to use auto-gears. gVehicleNoDrive->setToRestState(); gVehicleModeTimer = 0.0f; gVehicleOrderProgress = 0; startBrakeMode(); }