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authorSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
committerSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
commit754a48b7ff6d8c58b1ee08651e60112900b60455 (patch)
tree7d777a6c003f1f5d8f8d24f533f35a95a88957fe /src_testbed/physx_backend.rs
downloadrapier-0.1.0.tar.gz
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First public release of Rapier.v0.1.0
Diffstat (limited to 'src_testbed/physx_backend.rs')
-rw-r--r--src_testbed/physx_backend.rs604
1 files changed, 604 insertions, 0 deletions
diff --git a/src_testbed/physx_backend.rs b/src_testbed/physx_backend.rs
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+#![allow(dead_code)]
+
+use na::{Isometry3, Matrix3, Matrix4, Point3, Rotation3, Translation3, UnitQuaternion, Vector3};
+use physx::prelude::*;
+use rapier::counters::Counters;
+use rapier::dynamics::{
+ IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
+};
+use rapier::geometry::{Collider, ColliderSet, Shape};
+use rapier::utils::WBasis;
+use std::collections::HashMap;
+
+const PX_PHYSICS_VERSION: u32 = physx::version(4, 1, 1);
+
+trait IntoNa {
+ type Output;
+ fn into_na(self) -> Self::Output;
+}
+
+impl IntoNa for glam::Mat4 {
+ type Output = Matrix4<f32>;
+ fn into_na(self) -> Self::Output {
+ self.to_cols_array_2d().into()
+ }
+}
+
+trait IntoPhysx {
+ type Output;
+ fn into_physx(self) -> Self::Output;
+}
+
+impl IntoPhysx for Vector3<f32> {
+ type Output = physx_sys::PxVec3;
+ fn into_physx(self) -> Self::Output {
+ physx_sys::PxVec3 {
+ x: self.x,
+ y: self.y,
+ z: self.z,
+ }
+ }
+}
+
+impl IntoPhysx for Point3<f32> {
+ type Output = physx_sys::PxVec3;
+ fn into_physx(self) -> Self::Output {
+ physx_sys::PxVec3 {
+ x: self.x,
+ y: self.y,
+ z: self.z,
+ }
+ }
+}
+
+impl IntoPhysx for Isometry3<f32> {
+ type Output = physx_sys::PxTransform;
+ fn into_physx(self) -> Self::Output {
+ physx::transform::gl_to_px_tf(self.into_glam())
+ }
+}
+
+trait IntoGlam {
+ type Output;
+ fn into_glam(self) -> Self::Output;
+}
+
+impl IntoGlam for Vector3<f32> {
+ type Output = glam::Vec3;
+ fn into_glam(self) -> Self::Output {
+ glam::vec3(self.x, self.y, self.z)
+ }
+}
+
+impl IntoGlam for Point3<f32> {
+ type Output = glam::Vec3;
+ fn into_glam(self) -> Self::Output {
+ glam::vec3(self.x, self.y, self.z)
+ }
+}
+
+impl IntoGlam for Matrix4<f32> {
+ type Output = glam::Mat4;
+ fn into_glam(self) -> Self::Output {
+ glam::Mat4::from_cols_array_2d(&self.into())
+ }
+}
+
+impl IntoGlam for Isometry3<f32> {
+ type Output = glam::Mat4;
+ fn into_glam(self) -> Self::Output {
+ glam::Mat4::from_cols_array_2d(&self.to_homogeneous().into())
+ }
+}
+
+thread_local! {
+pub static FOUNDATION: std::cell::RefCell<Foundation> = std::cell::RefCell::new(Foundation::new(PX_PHYSICS_VERSION));
+}
+
+pub struct PhysxWorld {
+ physics: Physics,
+ cooking: Cooking,
+ scene: Scene,
+ rapier2physx: HashMap<RigidBodyHandle, BodyHandle>,
+}
+
+impl PhysxWorld {
+ pub fn from_rapier(
+ gravity: Vector3<f32>,
+ integration_parameters: &IntegrationParameters,
+ bodies: &RigidBodySet,
+ colliders: &ColliderSet,
+ joints: &JointSet,
+ use_two_friction_directions: bool,
+ num_threads: usize,
+ ) -> Self {
+ let mut rapier2physx = HashMap::new();
+ let mut physics = FOUNDATION.with(|f| {
+ PhysicsBuilder::default()
+ .load_extensions(false)
+ .build(&mut *f.borrow_mut())
+ });
+ let mut cooking = FOUNDATION.with(|f| unsafe {
+ let sc = physx_sys::PxTolerancesScale_new();
+ let params = physx_sys::PxCookingParams_new(&sc);
+ Cooking::new(PX_PHYSICS_VERSION, &mut *f.borrow_mut(), params)
+ });
+
+ let scene_desc = MySceneBuilder::default()
+ .set_gravity(gravity.into_glam())
+ .set_simulation_threading(SimulationThreadType::Dedicated(num_threads as u32))
+ // .set_broad_phase_type(BroadPhaseType::SweepAndPrune)
+ // .set_solver_type(physx_sys::PxSolverType::eTGS)
+ .build_desc(&mut physics);
+
+ let raw_scene =
+ unsafe { physx_sys::PxPhysics_createScene_mut(physics.get_raw_mut(), &scene_desc) };
+
+ // FIXME: we do this because we are also using two
+ // friction directions. We should add to rapier the option to use
+ // one friction direction too, and perhaps an equivalent of physX
+ // ePATCH friction type.
+ if use_two_friction_directions {
+ unsafe {
+ physx_sys::PxScene_setFrictionType_mut(
+ raw_scene,
+ physx_sys::PxFrictionType::eTWO_DIRECTIONAL,
+ );
+ }
+ }
+
+ let mut scene = Scene::new(raw_scene);
+
+ for (rapier_handle, rb) in bodies.iter() {
+ use physx::rigid_dynamic::RigidDynamic;
+ use physx::rigid_static::RigidStatic;
+ use physx::transform;
+
+ let pos = transform::gl_to_px_tf(rb.position.to_homogeneous().into_glam());
+ if rb.is_dynamic() {
+ let actor = unsafe {
+ physx_sys::PxPhysics_createRigidDynamic_mut(physics.get_raw_mut(), &pos)
+ };
+
+ unsafe {
+ physx_sys::PxRigidDynamic_setSolverIterationCounts_mut(
+ actor,
+ integration_parameters.max_position_iterations as u32,
+ integration_parameters.max_velocity_iterations as u32,
+ );
+ }
+
+ let physx_handle = scene.add_dynamic(RigidDynamic::new(actor));
+ rapier2physx.insert(rapier_handle, physx_handle);
+ } else {
+ let actor = unsafe {
+ physx_sys::PxPhysics_createRigidStatic_mut(physics.get_raw_mut(), &pos)
+ };
+
+ let physx_handle = scene.add_actor(RigidStatic::new(actor));
+ rapier2physx.insert(rapier_handle, physx_handle);
+ }
+ }
+
+ for (_, collider) in colliders.iter() {
+ if let Some((px_collider, collider_pos)) =
+ physx_collider_from_rapier_collider(&collider)
+ {
+ let material = physics.create_material(
+ collider.friction,
+ collider.friction,
+ collider.restitution,
+ );
+ let geometry = cooking.make_geometry(px_collider);
+ let flags = if collider.is_sensor() {
+ physx_sys::PxShapeFlags {
+ mBits: physx_sys::PxShapeFlag::eTRIGGER_SHAPE as u8,
+ }
+ } else {
+ physx_sys::PxShapeFlags {
+ mBits: physx_sys::PxShapeFlag::eSIMULATION_SHAPE as u8,
+ }
+ };
+
+ let handle = rapier2physx[&collider.parent()];
+ let parent_body = &bodies[collider.parent()];
+ let parent = if !parent_body.is_dynamic() {
+ scene.get_static_mut(handle).unwrap().as_ptr_mut().ptr
+ as *mut physx_sys::PxRigidActor
+ } else {
+ scene.get_dynamic_mut(handle).unwrap().as_ptr_mut().ptr
+ as *mut physx_sys::PxRigidActor
+ };
+
+ unsafe {
+ let shape = physx_sys::PxPhysics_createShape_mut(
+ physics.get_raw_mut(),
+ geometry.as_raw(),
+ material,
+ true,
+ flags.into(),
+ );
+ let pose = collider_pos.into_physx();
+ physx_sys::PxShape_setLocalPose_mut(shape, &pose);
+ physx_sys::PxRigidActor_attachShape_mut(parent, shape);
+ };
+ }
+ }
+
+ let mut res = Self {
+ physics,
+ cooking,
+ scene,
+ rapier2physx,
+ };
+
+ res.setup_joints(joints);
+ res
+ }
+
+ fn setup_joints(&mut self, joints: &JointSet) {
+ unsafe {
+ for joint in joints.iter() {
+ let actor1 = self.rapier2physx[&joint.body1];
+ let actor2 = self.rapier2physx[&joint.body2];
+
+ match &joint.params {
+ JointParams::BallJoint(params) => {
+ let frame1 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor1.coords, na::zero()).into_glam(),
+ );
+ let frame2 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor2.coords, na::zero()).into_glam(),
+ );
+
+ physx_sys::phys_PxSphericalJointCreate(
+ self.physics.get_raw_mut(),
+ actor1.0 as *mut _,
+ &frame1 as *const _,
+ actor2.0 as *mut _,
+ &frame2 as *const _,
+ );
+ }
+ JointParams::RevoluteJoint(params) => {
+ // NOTE: orthonormal_basis() returns the two basis vectors.
+ // However we only use one and recompute the other just to
+ // make sure our basis is right-handed.
+ let basis1a = params.local_axis1.orthonormal_basis()[0];
+ let basis2a = params.local_axis2.orthonormal_basis()[0];
+ let basis1b = params.local_axis1.cross(&basis1a);
+ let basis2b = params.local_axis2.cross(&basis2a);
+
+ let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
+ params.local_axis1.into_inner(),
+ basis1a,
+ basis1b,
+ ]));
+ let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
+ params.local_axis2.into_inner(),
+ basis2a,
+ basis2b,
+ ]));
+ let axisangle1 = rotmat1.scaled_axis();
+ let axisangle2 = rotmat2.scaled_axis();
+
+ let frame1 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
+ );
+ let frame2 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
+ );
+
+ physx_sys::phys_PxRevoluteJointCreate(
+ self.physics.get_raw_mut(),
+ actor1.0 as *mut _,
+ &frame1 as *const _,
+ actor2.0 as *mut _,
+ &frame2 as *const _,
+ );
+ }
+
+ JointParams::PrismaticJoint(params) => {
+ // NOTE: orthonormal_basis() returns the two basis vectors.
+ // However we only use one and recompute the other just to
+ // make sure our basis is right-handed.
+ let basis1a = params.local_axis1().orthonormal_basis()[0];
+ let basis2a = params.local_axis2().orthonormal_basis()[0];
+ let basis1b = params.local_axis1().cross(&basis1a);
+ let basis2b = params.local_axis2().cross(&basis2a);
+
+ let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
+ params.local_axis1().into_inner(),
+ basis1a,
+ basis1b,
+ ]));
+ let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
+ params.local_axis2().into_inner(),
+ basis2a,
+ basis2b,
+ ]));
+
+ let axisangle1 = rotmat1.scaled_axis();
+ let axisangle2 = rotmat2.scaled_axis();
+
+ let frame1 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
+ );
+ let frame2 = physx::transform::gl_to_px_tf(
+ Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
+ );
+
+ let joint = physx_sys::phys_PxPrismaticJointCreate(
+ self.physics.get_raw_mut(),
+ actor1.0 as *mut _,
+ &frame1 as *const _,
+ actor2.0 as *mut _,
+ &frame2 as *const _,
+ );
+
+ if params.limits_enabled {
+ let limits = physx_sys::PxJointLinearLimitPair {
+ restitution: 0.0,
+ bounceThreshold: 0.0,
+ stiffness: 0.0,
+ damping: 0.0,
+ contactDistance: 0.01,
+ lower: params.limits[0],
+ upper: params.limits[1],
+ };
+ physx_sys::PxPrismaticJoint_setLimit_mut(joint, &limits);
+ physx_sys::PxPrismaticJoint_setPrismaticJointFlag_mut(
+ joint,
+ physx_sys::PxPrismaticJointFlag::eLIMIT_ENABLED,
+ true,
+ );
+ }
+ }
+ JointParams::FixedJoint(params) => {
+ let frame1 =
+ physx::transform::gl_to_px_tf(params.local_anchor1.into_glam());
+ let frame2 =
+ physx::transform::gl_to_px_tf(params.local_anchor2.into_glam());
+
+ physx_sys::phys_PxFixedJointCreate(
+ self.physics.get_raw_mut(),
+ actor1.0 as *mut _,
+ &frame1 as *const _,
+ actor2.0 as *mut _,
+ &frame2 as *const _,
+ );
+ }
+ }
+ }
+ }
+ }
+
+ pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
+ counters.step_started();
+ self.scene.step(params.dt(), true);
+ counters.step_completed();
+ }
+
+ pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
+ for (rapier_handle, physx_handle) in self.rapier2physx.iter() {
+ let mut rb = bodies.get_mut(*rapier_handle).unwrap();
+ let ra = self.scene.get_rigid_actor(*physx_handle).unwrap();
+ let pos = ra.get_global_pose().into_na();
+ let iso = na::convert_unchecked(pos);
+ rb.set_position(iso);
+
+ if rb.is_kinematic() {}
+
+ for coll_handle in rb.colliders() {
+ let collider = &mut colliders[*coll_handle];
+ collider.set_position_debug(iso * collider.delta());
+ }
+ }
+ }
+}
+
+fn physx_collider_from_rapier_collider(
+ collider: &Collider,
+) -> Option<(ColliderDesc, Isometry3<f32>)> {
+ let mut local_pose = Isometry3::identity();
+ let desc = match collider.shape() {
+ Shape::Cuboid(cuboid) => ColliderDesc::Box(
+ cuboid.half_extents.x,
+ cuboid.half_extents.y,
+ cuboid.half_extents.z,
+ ),
+ Shape::Ball(ball) => ColliderDesc::Sphere(ball.radius),
+ Shape::Capsule(capsule) => {
+ let center = capsule.center();
+ let mut dir = capsule.b - capsule.a;
+
+ if dir.x < 0.0 {
+ dir = -dir;
+ }
+
+ let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir);
+ local_pose =
+ Translation3::from(center.coords) * rot.unwrap_or(UnitQuaternion::identity());
+ ColliderDesc::Capsule(capsule.radius, capsule.height())
+ }
+ Shape::Trimesh(trimesh) => ColliderDesc::TriMesh {
+ vertices: trimesh
+ .vertices()
+ .iter()
+ .map(|pt| pt.into_physx())
+ .collect(),
+ indices: trimesh.flat_indices().to_vec(),
+ mesh_scale: Vector3::repeat(1.0).into_glam(),
+ },
+ _ => {
+ eprintln!("Creating a shape unknown to the PhysX backend.");
+ return None;
+ }
+ };
+
+ Some((desc, local_pose))
+}
+
+/*
+ *
+ * XXX: All the remaining code is a duplicate from physx-rs to allow more customizations.
+ *
+ */
+use physx::scene::SimulationThreadType;
+
+pub struct MySceneBuilder {
+ gravity: glam::Vec3,
+ simulation_filter_shader: Option<physx_sys::SimulationFilterShader>,
+ simulation_threading: Option<SimulationThreadType>,
+ broad_phase_type: BroadPhaseType,
+ use_controller_manager: bool,
+ controller_manager_locking: bool,
+ call_default_filter_shader_first: bool,
+ use_ccd: bool,
+ enable_ccd_resweep: bool,
+ solver_type: u32,
+}
+
+impl Default for MySceneBuilder {
+ fn default() -> Self {
+ Self {
+ gravity: glam::Vec3::new(0.0, -9.80665, 0.0), // standard gravity value
+ call_default_filter_shader_first: true,
+ simulation_filter_shader: None,
+ simulation_threading: None,
+ broad_phase_type: BroadPhaseType::SweepAndPrune,
+ use_controller_manager: false,
+ controller_manager_locking: false,
+ use_ccd: false,
+ enable_ccd_resweep: false,
+ solver_type: physx_sys::PxSolverType::ePGS,
+ }
+ }
+}
+
+impl MySceneBuilder {
+ /// Set the gravity for the scene.
+ ///
+ /// Default: [0.0, -9.80665, 0.0] (standard gravity)
+ pub fn set_gravity(&mut self, gravity: glam::Vec3) -> &mut Self {
+ self.gravity = gravity;
+ self
+ }
+
+ /// Set a callback to be invoked on various simulation events. Note:
+ /// Currently only handles collision events
+ ///
+ /// Default: not set
+ pub fn set_simulation_filter_shader(
+ &mut self,
+ simulation_filter_shader: physx_sys::SimulationFilterShader,
+ ) -> &mut Self {
+ self.simulation_filter_shader = Some(simulation_filter_shader);
+ self
+ }
+
+ /// Enable the controller manager on the scene.
+ ///
+ /// Default: false, false
+ pub fn use_controller_manager(
+ &mut self,
+ use_controller_manager: bool,
+ locking_enabled: bool,
+ ) -> &mut Self {
+ self.use_controller_manager = use_controller_manager;
+ self.controller_manager_locking = locking_enabled;
+ self
+ }
+
+ pub fn set_solver_type(&mut self, solver_type: u32) -> &mut Self {
+ self.solver_type = solver_type;
+ self
+ }
+
+ /// Sets whether the filter should begin by calling the default filter shader
+ /// PxDefaultSimulationFilterShader that emulates the PhysX 2.8 rules.
+ ///
+ /// Default: true
+ pub fn set_call_default_filter_shader_first(
+ &mut self,
+ call_default_filter_shader_first: bool,
+ ) -> &mut Self {
+ self.call_default_filter_shader_first = call_default_filter_shader_first;
+ self
+ }
+
+ /// Set the number of threads to use for simulation
+ ///
+ /// Default: not set
+ pub fn set_simulation_threading(
+ &mut self,
+ simulation_threading: SimulationThreadType,
+ ) -> &mut Self {
+ self.simulation_threading = Some(simulation_threading);
+ self
+ }
+
+ /// Set collision detection type
+ ///
+ /// Default: Sweep and prune
+ pub fn set_broad_phase_type(&mut self, broad_phase_type: BroadPhaseType) -> &mut Self {
+ self.broad_phase_type = broad_phase_type;
+ self
+ }
+
+ /// Set if CCD (continuous collision detection) should be available for use in the scene.
+ /// Doesn't automatically enable it for all rigid bodies, they still need to be flagged.
+ ///
+ /// If you don't set enable_ccd_resweep to true, eDISABLE_CCD_RESWEEP is set, which improves performance
+ /// at the cost of accuracy right after bounces.
+ ///
+ /// Default: false, false
+ pub fn set_use_ccd(&mut self, use_ccd: bool, enable_ccd_resweep: bool) -> &mut Self {
+ self.use_ccd = use_ccd;
+ self.enable_ccd_resweep = enable_ccd_resweep;
+ self
+ }
+
+ pub(super) fn build_desc(&self, physics: &mut Physics) -> physx_sys::PxSceneDesc {
+ unsafe {
+ let tolerances = physics.get_tolerances_scale();
+ let mut scene_desc = physx_sys::PxSceneDesc_new(tolerances);
+
+ let dispatcher = match self.simulation_threading.as_ref().expect("foo") {
+ SimulationThreadType::Default => {
+ physx_sys::phys_PxDefaultCpuDispatcherCreate(1, std::ptr::null_mut()) as *mut _
+ }
+ SimulationThreadType::Dedicated(count) => {
+ physx_sys::phys_PxDefaultCpuDispatcherCreate(*count, std::ptr::null_mut())
+ as *mut _
+ }
+ SimulationThreadType::Shared(dispatcher) => *dispatcher as *mut _,
+ };
+
+ scene_desc.cpuDispatcher = dispatcher;
+ scene_desc.gravity = physx::transform::gl_to_px_v3(self.gravity);
+ if self.use_ccd {
+ scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eENABLE_CCD;
+ if !self.enable_ccd_resweep {
+ scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eDISABLE_CCD_RESWEEP;
+ }
+ }
+ if let Some(filter_shader) = self.simulation_filter_shader {
+ physx_sys::enable_custom_filter_shader(
+ &mut scene_desc as *mut physx_sys::PxSceneDesc,
+ filter_shader,
+ if self.call_default_filter_shader_first {
+ 1
+ } else {
+ 0
+ },
+ );
+ } else {
+ scene_desc.filterShader = physx_sys::get_default_simulation_filter_shader();
+ }
+
+ scene_desc.broadPhaseType = self.broad_phase_type.into();
+ scene_desc.solverType = self.solver_type;
+ scene_desc
+ }
+ }
+}