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v5.4.2-106.1 (latest available)
Windows 10
Run the attached test code in place of SnippetContactReport.cpp in the snippets framework.
// 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) 2008-2024 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 use of simple contact reports. // // It defines a filter shader function that requests touch reports for // all pairs, and a contact callback function that saves the contact points. // It configures the scene to use this filter and callback, and prints the // number of contact reports each frame. If rendering, it renders each // contact as a line whose length and direction are defined by the contact // impulse. // // **************************************************************************** #include <vector> #include "PxPhysicsAPI.h" #include "../snippetutils/SnippetUtils.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" using namespace physx; static PxDefaultAllocator gAllocator; static PxDefaultErrorCallback gErrorCallback; static PxFoundation* gFoundation = NULL; static PxPhysics* gPhysics = NULL; static PxDefaultCpuDispatcher* gDispatcher = NULL; static PxScene* gScene = NULL; static PxPvd* gPvd = NULL; std::vector<PxVec3> gContactPositions; std::vector<PxVec3> gContactImpulses; static PxFilterFlags contactReportFilterShader( PxFilterObjectAttributes attributes0, PxFilterData filterData0, PxFilterObjectAttributes attributes1, PxFilterData filterData1, PxPairFlags& pairFlags, const void* constantBlock, PxU32 constantBlockSize ) { PX_UNUSED( attributes0 ); PX_UNUSED( attributes1 ); PX_UNUSED( filterData0 ); PX_UNUSED( filterData1 ); PX_UNUSED( constantBlockSize ); PX_UNUSED( constantBlock ); // all initial and persisting reports for everything, with per-point data pairFlags = PxPairFlag::eSOLVE_CONTACT | PxPairFlag::eDETECT_DISCRETE_CONTACT | PxPairFlag::eNOTIFY_TOUCH_FOUND | PxPairFlag::eNOTIFY_TOUCH_PERSISTS | PxPairFlag::eNOTIFY_CONTACT_POINTS; return PxFilterFlag::eDEFAULT; } class ContactReportCallback : public PxSimulationEventCallback { void onConstraintBreak( PxConstraintInfo* constraints, PxU32 count ) { PX_UNUSED( constraints ); PX_UNUSED( count ); } void onWake( PxActor** actors, PxU32 count ) { PX_UNUSED( actors ); PX_UNUSED( count ); } void onSleep( PxActor** actors, PxU32 count ) { PX_UNUSED( actors ); PX_UNUSED( count ); } void onTrigger( PxTriggerPair* pairs, PxU32 count ) { PX_UNUSED( pairs ); PX_UNUSED( count ); } void onAdvance( const PxRigidBody* const*, const PxTransform*, const PxU32 ) {} void onContact( const PxContactPairHeader& pairHeader, const PxContactPair* pairs, PxU32 nbPairs ) { PX_UNUSED( ( pairHeader ) ); std::vector<PxContactPairPoint> contactPoints; for( PxU32 i = 0; i < nbPairs; i++ ) { PxU32 contactCount = pairs[ i ].contactCount; if( contactCount ) { contactPoints.resize( contactCount ); pairs[ i ].extractContacts( &contactPoints[ 0 ], contactCount ); for( PxU32 j = 0; j < contactCount; j++ ) { gContactPositions.push_back( contactPoints[ j ].position ); gContactImpulses.push_back( contactPoints[ j ].impulse ); } } } } }; ContactReportCallback gContactReportCallback; PxRigidDynamic* rootBody; 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 ); PxInitExtensions( *gPhysics, gPvd ); PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate( numCores == 0 ? 0 : numCores - 1 ); PxSceneDesc sceneDesc( gPhysics->getTolerancesScale() ); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.solverType = physx::PxSolverType::eTGS; sceneDesc.filterShader = contactReportFilterShader; sceneDesc.simulationEventCallback = &gContactReportCallback; gScene = gPhysics->createScene( sceneDesc ); PxPvdSceneClient* pvdClient = gScene->getScenePvdClient(); if( pvdClient ) { pvdClient->setScenePvdFlag( PxPvdSceneFlag::eTRANSMIT_CONTACTS, true ); } PxTransform localTm( PxVec3( 0, 0, 0 ) ); rootBody = gPhysics->createRigidDynamic( localTm ); rootBody->setMassSpaceInertiaTensor( physx::PxVec3( 1.0f ) ); rootBody->setLinearVelocity( physx::PxVec3( 100.0f ) ); rootBody->setAngularVelocity( physx::PxVec3( 100.0f ) ); gScene->addActor( *rootBody ); auto cogBody = gPhysics->createRigidDynamic( localTm ); cogBody->setMassSpaceInertiaTensor( physx::PxVec3( 0.01f ) ); cogBody->setLinearVelocity( physx::PxVec3( 100.0f ) ); cogBody->setAngularVelocity( physx::PxVec3( 100.0f ) ); gScene->addActor( *cogBody ); auto seg0Body = gPhysics->createRigidDynamic( localTm ); seg0Body->setMassSpaceInertiaTensor( physx::PxVec3( 0.1f ) ); seg0Body->setLinearVelocity( physx::PxVec3( 100.0f ) ); seg0Body->setAngularVelocity( physx::PxVec3( 100.0f ) ); gScene->addActor( *seg0Body ); { auto joint = PxD6JointCreate( *gPhysics, rootBody, localTm, cogBody, localTm ); joint->setMotion( physx::PxD6Axis::eX, physx::PxD6Motion::eLOCKED ); joint->setMotion( physx::PxD6Axis::eY, physx::PxD6Motion::eLOCKED ); joint->setMotion( physx::PxD6Axis::eZ, physx::PxD6Motion::eLOCKED ); joint->setMotion( physx::PxD6Axis::eTWIST, physx::PxD6Motion::eLOCKED ); joint->setMotion( physx::PxD6Axis::eSWING1, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eSWING2, physx::PxD6Motion::eLIMITED ); joint->setSwingLimit( physx::PxJointLimitCone( PxDegToRad( 5.0f ), PxDegToRad( 5.0f ), PxSpring( 30.0f, 10.0f ) ) ); } { auto joint = PxD6JointCreate( *gPhysics, cogBody, localTm, seg0Body, localTm ); joint->setMotion( physx::PxD6Axis::eX, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eY, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eZ, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eTWIST, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eSWING1, physx::PxD6Motion::eLIMITED ); joint->setMotion( physx::PxD6Axis::eSWING2, physx::PxD6Motion::eLIMITED ); joint->setLinearLimit( physx::PxJointLinearLimit( 0.05f, PxSpring( 20.0f, 5.0f ) ) ); joint->setTwistLimit( physx::PxJointAngularLimitPair( PxDegToRad( -2.0f ), PxDegToRad( 2.0f ), PxSpring( 30.0f, 10.0f ) ) ); joint->setSwingLimit( physx::PxJointLimitCone( PxDegToRad( 5.0f ), PxDegToRad( 5.0f ), PxSpring( 30.0f, 10.0f ) ) ); } } void stepPhysics( bool /*interactive*/ ) { gContactPositions.clear(); gContactImpulses.clear(); static int step = 0; printf( "vel: %g - pos %g\n", rootBody->getAngularVelocity().magnitude(), rootBody->getGlobalPose().p.y ); if( step == 0 ) { rootBody->setRigidBodyFlag( physx::PxRigidBodyFlag::eKINEMATIC, true ); step++; } else if( step == 1 ) { rootBody->setGlobalPose( physx::PxTransform( physx::PxIDENTITY() ) ); step++; } else if( step == 2 ) { rootBody->setGlobalPose( physx::PxTransform( physx::PxIDENTITY() ) ); rootBody->setRigidBodyFlag( physx::PxRigidBodyFlag::eKINEMATIC, false ); step++; } gScene->simulate( 1.0f / 60.0f ); gScene->fetchResults( true ); } void cleanupPhysics( bool /*interactive*/ ) { PX_RELEASE( gScene ); PX_RELEASE( gDispatcher ); PxCloseExtensions(); PX_RELEASE( gPhysics ); if( gPvd ) { PxPvdTransport* transport = gPvd->getTransport(); PX_RELEASE( gPvd ); PX_RELEASE( transport ); } PX_RELEASE( gFoundation ); printf( "SnippetContactReport done.\n" ); } int snippetMain( int, const char* const* ) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else initPhysics( false ); for( PxU32 i = 0; i < 250; i++ ) stepPhysics( false ); cleanupPhysics( false ); #endif return 0; }
I'd expect the simulation to end up in a stable state without blowing up to inf/NaN.
Printing the velocities and positions with the printf in the code gives me this:
vel: 173.205 - pos 0 vel: 0 - pos 0 vel: 0 - pos 0 vel: 220.588 - pos 0.783922 vel: 109.336 - pos 3.7014 vel: 89.0139 - pos 6.59901 vel: 29506.7 - pos 5.62387 vel: 413746 - pos -43.4753 vel: 191324 - pos -240.349 vel: 2.49619e+06 - pos -435.468 vel: 5.64549e+12 - pos 4.68051e+06 vel: -nan(ind) - pos -nan(ind) vel: -nan(ind) - pos -nan(ind) vel: -nan(ind) - pos -nan(ind) vel: -nan(ind) - pos -nan(ind)
Running the code in the debug config also triggers some internal asserts in DyTGSDynamics.cpp.
Commenting out the line that enables physx::PxSolverType::eTGS fixes the issue.
The text was updated successfully, but these errors were encountered:
Hi @ikkah! Thanks for reporting.
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Library and Version
v5.4.2-106.1 (latest available)
Operating System
Windows 10
Steps to Trigger Behavior
Run the attached test code in place of SnippetContactReport.cpp in the snippets framework.
Code Snippet to Reproduce Behavior
Expected Behavior
I'd expect the simulation to end up in a stable state without blowing up to inf/NaN.
Actual Behavior
Printing the velocities and positions with the printf in the code gives me this:
Running the code in the debug config also triggers some internal asserts in DyTGSDynamics.cpp.
Commenting out the line that enables physx::PxSolverType::eTGS fixes the issue.
The text was updated successfully, but these errors were encountered: