You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1043 lines
71 KiB
1043 lines
71 KiB
4 years ago
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
|
||
|
<html>
|
||
|
<head>
|
||
|
<title>Release Notes - AGEIA PhysX SDK 2.6</title>
|
||
|
<link rel="stylesheet" href="stylesheet.css" type="text/css">
|
||
|
</head>
|
||
|
<body>
|
||
|
<!--img alt="" src="docs/images/PhysXlogo.png" align="middle"--> <br>
|
||
|
<hr style="width: 100%; height: 2px;"> <br>
|
||
|
<br>
|
||
|
<h1 style="text-align: center;">Release Notes - AGEIA PhysX SDK 2.6.0</h1>
|
||
|
<h2 style="text-align: center;">28<sup>th</sup> September 2006</h2>
|
||
|
<p style="text-align: center;"> </p>
|
||
|
<h2>What's New In AGEIA PhysX 2.6 </h2>
|
||
|
<blockquote>
|
||
|
<h4>Hardware/Software Rigid Bodies </h4>
|
||
|
<ul>
|
||
|
<li>There is a new joint projection mode, NX_JPM_LINEAR_MINDIST, that uses only
|
||
|
linear projection for improved performance. </li>
|
||
|
<li>A new stack overflow protection scheme is in place, where too-large stack allocations are replaced by heap allocations when needed. If heap allocations are suddenly causing a slowdown, the threshold for this fallback can be set using NxFoundationSDK::setAllocaThreshold().</li>
|
||
|
<li>Fixed: Raycasts missing on the exact boundary of a heightfield.</li>
|
||
|
<li> Fixed: Filtering does not work correctly with HSM.</li>
|
||
|
<li>Fixed (SW): DistanceJoint will not work properly when attachment points coincide in worldspace.</li>
|
||
|
<li>Fixed: No contacts generated in Capsule-Capsule collision when capsule segments intersect.</li>
|
||
|
<li>Fixed: No contacts generated in capsule-convex collision when capsule penetrates convex.</li>
|
||
|
<li>Fixed: CCD collision response in FW scenes. </li>
|
||
|
</ul>
|
||
|
<h4>Hardware Fluids</h4>
|
||
|
<ul>
|
||
|
<li>Fluid collision improvements including support for a
|
||
|
collision distance between fluid particles and rigid
|
||
|
body geometry which is maintained during the
|
||
|
simulation
|
||
|
(NxFluidDesc::collisionDistanceMutliplier).</li>
|
||
|
<li>A new method, NxScene::cookFluidMeshHotspot, allows
|
||
|
for preparing static mesh, height field and convex
|
||
|
shapes for fluid collision, preventing on-the-fly
|
||
|
cooking.</li>
|
||
|
<li>More information about particles including particle
|
||
|
flags, IDs and notifications for particle
|
||
|
creations/deletions.</li>
|
||
|
<li>New runtime switches for degrading simulation
|
||
|
fidelity on heavy system load.</li>
|
||
|
<li> Fluids emitters are now attached to shapes not actors. </li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Cloth</h4>
|
||
|
<ul>
|
||
|
<li>Cloth metal - a combination of deformable cloth and
|
||
|
nondeformable rigid body, useful for sheet metal and
|
||
|
similar objects. This mode can be activated by
|
||
|
attaching a piece of cloth to a rigid body via the
|
||
|
NxCloth::attachToCore method.</li>
|
||
|
<li>Cloth self collision is now implemented and can be activated by means of
|
||
|
NxClothFlag::NX_CLF_SELFCOLLISION.</li>
|
||
|
</ul>
|
||
|
<h4>Hardware Scene Manager(HSM)</h4>
|
||
|
<ul>
|
||
|
<li>The HSM now uses Compartments, allowing the utilization of multiple PhysX cards
|
||
|
in future versions.</li>
|
||
|
<li>The interface of the HSM has been completely revised.</li>
|
||
|
</ul>
|
||
|
<h4>Performance</h4>
|
||
|
<ul>
|
||
|
<li>The performance of some scenes with many kinematic actors and/or a lot of broadphase activity has been improved.</li>
|
||
|
<li>Fluid collision performance improved, especially for dynamic convex shapes.</li>
|
||
|
</ul>
|
||
|
<h4>Serialization</h4>
|
||
|
<ul>
|
||
|
<li>A new serialization library has been introduced called NxuStream</li>
|
||
|
<li>This is a source code library with an easy to use interface.</li>
|
||
|
<li>SampleAssetExport and SampleSceneExport demonstrate how to use this library.</li>
|
||
|
<li>It is now possible to serialize to and from an XML file format, as a high speed binary file, and in COLLADA 1.4.1 physics.</li>
|
||
|
</ul>
|
||
|
<h4>Documentation</h4>
|
||
|
<ul>
|
||
|
<li>Many small corrections and fixes for the user guide and API
|
||
|
reference.</li>
|
||
|
<li>Information in the User's Guide pertaining to hardware has been concentrated in one place.</li>
|
||
|
<li>User guide documentation for:
|
||
|
<ul>
|
||
|
<li>Compartments</li>
|
||
|
<li>Training programs</li>
|
||
|
<li>Cloth Metal</li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Installer</h4>
|
||
|
<ul>
|
||
|
<li>The client installers have been replaced by a single client installer. This installer is based on the MSI/WISE installer which was distributed in the past. There is no longer an NSIS based installer.</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
<h2>Supported Platforms</h2>
|
||
|
<blockquote>
|
||
|
<h4>Runtime</h4>
|
||
|
<ul>
|
||
|
<li>Software Runtime for Microsoft Windows XP (32bit and 64bit
|
||
|
editions; Pentium III / Athlon XP and higher only) </li>
|
||
|
<li>Software Runtime for Microsoft Windows Vista (32bit
|
||
|
edition; Pentium III / Athlon XP and higher only) </li>
|
||
|
<li>AGEIA PhysX Hardware Runtime for Microsoft Windows XP
|
||
|
(32bit and 64bit editions) </li>
|
||
|
<li>AGEIA PhysX Hardware Runtime for Microsoft Windows Vista
|
||
|
(32bit and 64bit editions) </li>
|
||
|
<li>Microsoft XBox360 </li>
|
||
|
<li>Sony Play Station 3 (provided by Sony)</li>
|
||
|
<li>Software Runtime for SuSE Enterprise Linux 10.0 (alpha release; 32bit and 64bit
|
||
|
editions; Pentium III / Athlon XP and higher only)</li>
|
||
|
<li>Software Runtime for Red Hat Enterprise Linux WS 4.0 (alpha release; 32bit and 64bit
|
||
|
editions; Pentium III / Athlon XP and higher only)<br></li>
|
||
|
|
||
|
</ul>
|
||
|
<h4>Development </h4>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 </li>
|
||
|
<li> Microsoft Visual Studio .NET 2005 </li>
|
||
|
<li> Microsoft XBox360 development tools </li>
|
||
|
<li> Sony Playstation 3 development tools</li>
|
||
|
<li> SuSE Enterprise Linux 10.0 (alpha release)</li>
|
||
|
<li> Red Hat Enterprise Linux 4.0 WS (alpha release)<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
<h2><br>
|
||
|
|
||
|
Known Issues And Limitations</h2>
|
||
|
<blockquote>
|
||
|
<h4>Hardware/Software Rigid Bodies</h4>
|
||
|
<ul>
|
||
|
<li>Objects may not get woken if they lose contact but their bounds still overlap.</li>
|
||
|
<li> Objects may have difficulty falling asleep if they have alternating bounds overlaps with non sleeping bodies.</li>
|
||
|
<li>Joint projection may cause instability in the D6 joint.</li>
|
||
|
<li> joints may pull off each other when the mass relationship is not properly set up </li>
|
||
|
<li> joints' behavior may differ when actors are in very small size. </li>
|
||
|
</ul>
|
||
|
<h4>Hardware Fluids</h4>
|
||
|
<ul>
|
||
|
<li>Dynamic fluid - mesh shape collision isn't supported anymore.</li>
|
||
|
<li>Dynamic convex shapes are limited to 64 planes for
|
||
|
fluid collision. If a convex consists of more than 64
|
||
|
planes, only the first 64 planes are taken into consideration for
|
||
|
collision. If this is the case it may happen that particles collide
|
||
|
with the axis aligned bounding box of the convex shape.</li>
|
||
|
<li>If fluid particles are located more than
|
||
|
32768*NxFluidDesc::kernelRadiusMultiplier/NxFluidDesc::restParticlesPerMeter
|
||
|
units far from the world origin, collision and SPH computations will fail.
|
||
|
</li>
|
||
|
<li>If particles get trapped between two dynamic rigid
|
||
|
bodies, they jitter within the penetration depth of
|
||
|
the rigid bodies.</li>
|
||
|
<li> Switching from no-particle-interaction mode to mixed mode or even sph mode can cause instabilities in the simulation. </li>
|
||
|
<li> Fluids have a limit on the packet number. It's 1024. </li>
|
||
|
<li> Max 4096 new Particles per time step can be added by the function of NxFluid::addParticles(). </li>
|
||
|
<li>16 Mbytes are reserved on the PPUs external memory
|
||
|
for cooked static collision geometry for fluids. If
|
||
|
this is exceeded during runtime collision geometry is
|
||
|
dropped and a debug message
|
||
|
"Hardware heap ran out of memory" is generated. The call
|
||
|
NxScene::cookFluidMeshHotspot can't cause this, since
|
||
|
it only cooks data and doesn't transfer the data to
|
||
|
the PPUs external memory yet.</li>
|
||
|
<li>If more than 8192 static triangles are located in the range
|
||
|
of a fluid packet, triangles will be dropped.
|
||
|
A debug message is generated in this case.
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Cloth</h4>
|
||
|
<ul>
|
||
|
<li>A self-collision enabled cloth can still intersect itself due to high relative
|
||
|
velocities of cloth particles, small cloth thickness, multiple collisions with
|
||
|
other objects or user interaction.</li>
|
||
|
<li>Untangling is not yet supported.</li>
|
||
|
<li>Collision handling between different pieces of cloth is not yet supported.</li>
|
||
|
<li>Supported core bodies for cloth metal are boxes,
|
||
|
spheres, capsules and compounds of spheres.</li>
|
||
|
<li>The metal deformation is penetration based. This
|
||
|
means that if the rigid body solver leaves a big
|
||
|
penetration, the result looks more dramatic. Thus, in
|
||
|
some range, the deformation is not predictable.
|
||
|
However, the cloth is moved towards the colliding
|
||
|
body by the penetrationDepth parameter at an impact
|
||
|
so the penetration just varies around this value.</li>
|
||
|
<li> Attaching a low density actor to cloth in NX_CLOTH_ATTACHMENT_TWOWAY mode can cause unstable simulation. </li>
|
||
|
<li> When the density of object collision with cloth is too high, the objects can easily penetrate cloth, even in very low speed. </li>
|
||
|
<li> In some cases a cloth can slip through a concave corner or a valley edge during mesh or terrain collisions. (Workaround: Increase the cloth's thickness or bending stiffness) </li>
|
||
|
</ul>
|
||
|
<h4>Hardware Scene Manager(HSM) </h4>
|
||
|
<ul>
|
||
|
<li>dynamic triangle meshes are not supported anymore.</li>
|
||
|
<li> Objects in compartments are not visualized.</li>
|
||
|
<li> Hardware objects from different hardware compartments do not interact (i.e., cloth and rigid). </li>
|
||
|
</ul>
|
||
|
<h4>Serialization</h4>
|
||
|
<ul>
|
||
|
<li>COLLADA does not retain all of the physics data in our SDK. It will not retain heightfields, wheel shapes, CCD information, cloth, fluids, or a number of other items that are not in the COLLADA 1.4.1 specification.
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Installers</h4>
|
||
|
<ul>
|
||
|
<li> The AGEIA PhysX SDK must be installed to run samples as they
|
||
|
rely on DLLs contained within the main SDK installer.</li>
|
||
|
</ul>
|
||
|
<h4>Windows Device Driver</h4>
|
||
|
<ul>
|
||
|
<li> No known issues.</li>
|
||
|
</ul>
|
||
|
<h4>Tools</h4>
|
||
|
<ul>
|
||
|
<li> There is currently no support for content creation tools in the Linux SDK release.</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
|
||
|
<h1 style="TEXT-ALIGN: center">Release Notes - AGEIA PhysX SDK
|
||
|
2.5.1</h1>
|
||
|
|
||
|
<h2 style="TEXT-ALIGN: center">17<sup>th</sup> August 2006</h2>
|
||
|
|
||
|
<p style="TEXT-ALIGN: center"> </p>
|
||
|
|
||
|
<h2>What's New In AGEIA PhysX 2.5.1</h2>
|
||
|
|
||
|
<blockquote>
|
||
|
<h4>General</h4>
|
||
|
<ul>
|
||
|
<li>The NxPhysicsSDK object is now reference counted, and
|
||
|
thus all NxCreatePhysicsSDK()/NxCreatePhysicsSDKWithID()
|
||
|
calls should be matched with an NxReleasePhysicsSDK()
|
||
|
call. </li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Rigid Bodies</h4>
|
||
|
<ul>
|
||
|
<li>The following HW Rigid Body optimizations have been
|
||
|
introduced. <ul>
|
||
|
<li>Improved mesh cooking </li>
|
||
|
<li>Optimized narrow phase collision detection </li>
|
||
|
<li>Optimized broad phase collision detection </li>
|
||
|
<li>Optimized dynamics solver</li>
|
||
|
</ul>
|
||
|
<p>These optimizations are expected to improve
|
||
|
performance with no significant change to the
|
||
|
behavior of the simulation. </p>
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Windows Device Driver</h4>
|
||
|
<ul>
|
||
|
<li>Microsoft Windows XP 32bit and 64bit now supported.
|
||
|
Allows for 32bit software which use AGEIA PhysX
|
||
|
hardware to run on Microsoft Windows XP 64bit. </li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
|
||
|
<h2>Supported Platforms</h2>
|
||
|
|
||
|
<blockquote>
|
||
|
<h4>Runtime</h4>
|
||
|
<ul>
|
||
|
<li>Software Runtime for Microsoft Windows XP (32bit and 64bit
|
||
|
editions) </li>
|
||
|
<li>Software Runtime for Microsoft Windows Vista (32bit
|
||
|
edition) </li>
|
||
|
<li>AGEIA PhysX Hardware Runtime for Microsoft Windows XP
|
||
|
(32bit and 64bit editions) </li>
|
||
|
<li>AGEIA PhysX Hardware Runtime for Microsoft Windows Vista
|
||
|
(32bit edition) </li>
|
||
|
<li>Microsoft XBox360 </li>
|
||
|
<li>Sony Play Station 3 (provided by Sony)<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Development </h4>
|
||
|
<ul>
|
||
|
<li>Microsoft Windows XP </li>
|
||
|
<li>Microsoft Visual Studio .NET 2003 </li>
|
||
|
<li>Microsoft XBox360 development tools (August 2006 XDK
|
||
|
v3529) </li>
|
||
|
<li>Sony Playstation 3 development tools</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
|
||
|
<p><a name="knownissues251"></a></p>
|
||
|
|
||
|
<h2><br>
|
||
|
Known Issues And Limitations</h2>
|
||
|
|
||
|
<p><br>
|
||
|
Below is a list of new issues and limitations; this is an
|
||
|
addition to the <a href="#knownissues250">list from 2.5.0</a>. </p>
|
||
|
|
||
|
<blockquote>
|
||
|
<h4>Windows Device Driver</h4>
|
||
|
<ul>
|
||
|
<li>Since the AGEIA PhysX Properties Control Panel Applet
|
||
|
is a 32-bit DLL, it does not appear in the Control
|
||
|
Panel automatically under 64-bit Windows. The user
|
||
|
must enable 32-bit Control Panel icons for it to
|
||
|
appear.</li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Rigid Bodies</h4>
|
||
|
<ul>
|
||
|
<li>If shapes are added to an actor containing a single
|
||
|
triangle mesh shape in a HW scene, collisions with
|
||
|
the triangle mesh shape will no longer work. The
|
||
|
problem lies in the transition from single shape
|
||
|
actor to a compound, which means that compound actors
|
||
|
can be created with triangle mesh shapes either by
|
||
|
specifying all shapes directly in the descriptor, or
|
||
|
by making sure that the triangle mesh is never the
|
||
|
only shape in the actor. </li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
|
||
|
<h1 style="text-align: center;">Release Notes - AGEIA PhysX SDK 2.5.0</h1>
|
||
|
<h2 style="text-align: center;">30<sup>th</sup> June 2006</h2>
|
||
|
<p style="text-align: center;"> </p>
|
||
|
<h2>What's New In AGEIA PhysX 2.5</h2>
|
||
|
<blockquote>
|
||
|
<h4>Hardware/Software Rigid Bodies</h4>
|
||
|
<ul>
|
||
|
<li> Sweep API - Allows swept shape queries against a scene. </li>
|
||
|
<li> Active Transform Notification - Provides a list of actors which
|
||
|
have been updated. </li>
|
||
|
<li> Sleep Events - Provides a notification when an actor wakes up or
|
||
|
goes to sleep. </li>
|
||
|
<li> Kinetic Energy Based Sleeping - An improved criteria for
|
||
|
deciding if an actor should sleep. This is now the default. </li>
|
||
|
<li> Reduced overhead for sleeping actors. </li>
|
||
|
<li> Contact Modification - A callback is provided which allows the
|
||
|
user to modify contacts between the near phase and solver. </li>
|
||
|
<li> Fine grained threading is now enabled on the PC - parallel near
|
||
|
phase and solver. </li>
|
||
|
<li> Version Controlled Cooking - Cooking is now versioned along with
|
||
|
the runtime. </li>
|
||
|
<li> New/Delete has been cleaned up in many places and all calls
|
||
|
should now go through the user supplied memory allocator. </li>
|
||
|
<li> Adaptive force improvements - The adaptive force optimization is
|
||
|
now only applied to groups of objects which are in contact with a
|
||
|
static object, for example a stack resting on the floor. </li>
|
||
|
<li> The ratio property of a pulley joint is a force ratio rather
|
||
|
than a distance ratio. </li>
|
||
|
<li> The gear ratio of joints take into account the inertial
|
||
|
properties of the bodies involved. This affects the way forces are
|
||
|
propagated.</li>
|
||
|
<li> All joint types and collision primitives have software fall
|
||
|
backs in hardware scenes. </li>
|
||
|
<li> Full contact callbacks and modifiable contacts available in HW
|
||
|
scenes, but with substantial performance overhead. </li>
|
||
|
<li> Up to 64K shapes, 64K bodies, and 64K D6 joints may be created
|
||
|
in hardware scenes (but note the limitation below concerning active
|
||
|
object counts.)</li>
|
||
|
</ul>
|
||
|
<h4>Hardware Fluids</h4>
|
||
|
<ul>
|
||
|
<li> Fluid surfaces allow triangle meshes surfaces to be generated
|
||
|
for fluids on the PPU. Basic fluid surface feature set includes:
|
||
|
<ul>
|
||
|
<li> Depth smoothing </li>
|
||
|
<li> Multiple fluid surfaces associated with fluids<br>
|
||
|
</li>
|
||
|
<li> User defined particles supported </li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
<li> Two Way Interaction - Fluids can now exert a force on a rigid
|
||
|
body. </li>
|
||
|
<li> NX_FF_ENABLED flag added - This allows simulation to be enabled
|
||
|
and disabled for fluids. By default the flag is set. When turning the
|
||
|
flag off (on NxFluid), the next fluid step is not carried out.
|
||
|
Particles are not copied to the user buffers </li>
|
||
|
<li> NX_SF_FLUID_DRAIN_INVERTED - Removed for performance reasons.
|
||
|
There are workarounds to get the same effect.</li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Cloth</h4>
|
||
|
<ul>
|
||
|
<li> Basic feature set:
|
||
|
<ul>
|
||
|
<li> stretching and bending resistance </li>
|
||
|
<li> two way rigid body interaction </li>
|
||
|
<li> attachments </li>
|
||
|
<li> damping and friction </li>
|
||
|
<li> tearing </li>
|
||
|
<li> pressure</li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Hardware Scene Manager(HSM)</h4>
|
||
|
<ul>
|
||
|
<li> Two way hardware rigid body and cloth interaction. </li>
|
||
|
<li> Two way fluid and rigid body interaction. </li>
|
||
|
<li> One way managed rigid body versus primary scene rigid body
|
||
|
interaction, including:</li>
|
||
|
<li> Software material table mirrored to the managed scenes. </li>
|
||
|
<li> Software static meshes are paged to managed scenes. </li>
|
||
|
<li> Group based filtering mirrored to the managed scenes. </li>
|
||
|
<li> Ray cast results include query performed against managed scenes. </li>
|
||
|
</ul>
|
||
|
<h4>Performance</h4>
|
||
|
<ul>
|
||
|
<li> Sleeping objects are much faster, not consuming any CPU in 2.5 </li>
|
||
|
<li> New friction model in 2.5 is somewhat faster, showing up in
|
||
|
stacking scenarios </li>
|
||
|
<li> Anisotropic friction, per-triangle materials and terrain height
|
||
|
fields run somewhat slower than in 2.4 </li>
|
||
|
<li> All joint types but the D6 run somewhat slower in 2.5 </li>
|
||
|
<li> Hardware rigid body scenes consume more CPU cycles than in 2.4 </li>
|
||
|
<li> Running a scene on multiple threads now consumes memory
|
||
|
proportional to the number of threads concurrently within the SDK
|
||
|
rather than the number of threads which have entered the SDK since
|
||
|
creation.</li>
|
||
|
<li> Xbox 360 Optimization:
|
||
|
<ul>
|
||
|
<li>VMX128 rigid body constraint
|
||
|
solver.</li>
|
||
|
<li>VMX128 cloth solver.</li>
|
||
|
<li>VMX128 optimizations to box-box,
|
||
|
convex-mesh and convex-convex collision detection.</li>
|
||
|
<li>VMX128 midphase optimization for sphere-mesh, capsule-mesh,
|
||
|
OBB-mesh</li>
|
||
|
<li>VMX128 some small optimization for CCD.<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
<li>PlayStation3 PPU only version significantly faster due to changes in Vector library.</li>
|
||
|
</ul>
|
||
|
<h4>Rocket</h4>
|
||
|
<ul>
|
||
|
<li> Updated interface using menu items in addition to onscreen
|
||
|
buttons. </li>
|
||
|
<li> Support for Cloth </li>
|
||
|
<li> Support for Fluids </li>
|
||
|
<li> Support for NxUStream </li>
|
||
|
<li> (For details, see the Rocket documentation included in the Tools
|
||
|
Installer)</li>
|
||
|
</ul>
|
||
|
<h4>Installers</h4>
|
||
|
<ul>
|
||
|
<li> With the high/low level split in the SDK, the source code
|
||
|
installer will not contain sources for low level components </li>
|
||
|
<li> 2.5.0 includes a tools installer. For beta and beyond, it will
|
||
|
include Rocket, a 3DStudio Max plugin and a Maya plugin. </li>
|
||
|
<li> Tool developers can now specify the version of cooking they want
|
||
|
to use. </li>
|
||
|
<li> Applications no longer need to include the PhysXLoader (that is
|
||
|
now in the System32 folder)</li>
|
||
|
</ul>
|
||
|
<h4>Documentation</h4>
|
||
|
<ul>
|
||
|
<li>Many small corrections and fixes for the user guide and API
|
||
|
reference.</li>
|
||
|
<li>User guide and API reference documentation for:
|
||
|
<ul>
|
||
|
<li>Fluid surfaces</li>
|
||
|
<li>Contact modification callback</li>
|
||
|
<li>Sweep tests</li>
|
||
|
<li>Active transform notification</li>
|
||
|
<li>Sleep events</li>
|
||
|
<li>Hardware scene manager<br>
|
||
|
</li>
|
||
|
<li>Cloth tearing and pressure<br>
|
||
|
</li>
|
||
|
<li>Mesh auto paging<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
<li>Updates to the tutorials and samples pages.</li>
|
||
|
</ul>
|
||
|
<h4>Windows Device Driver</h4>
|
||
|
<ul>
|
||
|
<li> Support for PCIExpress Cards </li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
<h2>Supported Platforms</h2>
|
||
|
<blockquote>
|
||
|
<h4>Runtime</h4>
|
||
|
<ul>
|
||
|
<li> Software Runtime for Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit
|
||
|
editions) </li>
|
||
|
<li> Microsoft XBox360 </li>
|
||
|
<li> Sony Play Station 3 (provided by Sony)<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h4>Development </h4>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 </li>
|
||
|
<li> Microsoft Visual Studio .NET 2005 (not supported, project files
|
||
|
only)<br>
|
||
|
</li>
|
||
|
<li> Microsoft XBox360 development tools </li>
|
||
|
<li> Sony Playstation 3 development tools<br>
|
||
|
</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
<h2><br>
|
||
|
|
||
|
Known Issues And Limitations</h2>
|
||
|
<blockquote>
|
||
|
<h4>Hardware/Software Rigid Bodies</h4>
|
||
|
<ul>
|
||
|
<li> Joint types other than D6, spherical and revolute are partially
|
||
|
simulated in software. </li>
|
||
|
<li> For HW D6 joints, Only angular orientation drive & linear
|
||
|
position drive are supported, i.e. slerp drive & velocity
|
||
|
drive are not supported. </li>
|
||
|
<li> Wheel shape and joint parameters may need tweaking due to solver
|
||
|
changes. </li>
|
||
|
<li> Spherical and revolute joint behavior may differ from 2.4. </li>
|
||
|
<li> All joint break limits are specified as a maximum impulse and
|
||
|
might need to be adjusted. </li>
|
||
|
<li> User break notification now reports an impulse which is clamped
|
||
|
to the break impulse. </li>
|
||
|
<li> The friction model has changed. It should now be somewhat
|
||
|
stiffer. In addition friction is applied as soon as a contact is
|
||
|
created. </li>
|
||
|
<li> Mesh-Mesh collision detection is always performed in software(in
|
||
|
particular PMaps). </li>
|
||
|
<li> Mesh based height field collisions and height field collisions
|
||
|
are performed in software. </li>
|
||
|
<li> Wheel shapes are simulated in software. </li>
|
||
|
<li> Mesh and height field collisions are performed in software if
|
||
|
the mesh/height field has multiple materials defined. </li>
|
||
|
<li> Anisotropic friction is partially performed in software. </li>
|
||
|
<li> User contact reports and contact modification have quite a large
|
||
|
performance hit. </li>
|
||
|
<li> The result of sweep tests which are initially penetrating is
|
||
|
currently undefined. </li>
|
||
|
<li> Only boxes and capsules are supported by the sweep API as swept
|
||
|
objects. (spheres are emulated as capsules of zero length). </li>
|
||
|
<li> Sweep tests against planes, wheel shapes, and height fields are
|
||
|
not supported. </li>
|
||
|
<li> All sweep tests are synchronous(NX_SF_ASYNC is not supported). </li>
|
||
|
<li> Trigger shapes do not take part in CCD (Continuous Collision
|
||
|
Detection). </li>
|
||
|
<li> The methods isSleeping() and isGroupSleeping() now return the
|
||
|
same value. </li>
|
||
|
<li> Contact forces are not reported unless NX_NOTIFY_FORCES is set </li>
|
||
|
<li> Scene statistics no longer report the number and maximum number
|
||
|
of contacts, axis constraints or solver bodies </li>
|
||
|
<li> Hardware rigid body scenes support at most 4K active bodies. The
|
||
|
following additional restrictions are expected to be removed or
|
||
|
significantly alleviated during beta: at most 8K active shapes (shapes
|
||
|
whose pose is linked to active bodies), 4K active joints, and 4K
|
||
|
software fall back constraints. Note: these are counts for active
|
||
|
objects, sleeping objects are not included in the limits.<br>
|
||
|
</li>
|
||
|
<li> The hardware broad phase supports at most 4080 actors. Broad
|
||
|
phase runs in hardware only if the NX_SF_RESTRICTED_SCENE flag is set
|
||
|
on the scene. Otherwise broad phase runs in software even in hardware
|
||
|
scenes, and there are no size restrictions.</li>
|
||
|
<li> Joint pose projection is not hardware accelerated </li>
|
||
|
<li> Hardware convexes are limited to 32 vertices and 32 faces. Convexes will fallback
|
||
|
to software above these limits.</li>
|
||
|
</ul>
|
||
|
<h4>Hardware Fluids</h4>
|
||
|
<ul>
|
||
|
<li>Maximum of 32767 particles per fluid.</li>
|
||
|
<li> Only limited fluid surface depth smoothing is supported in
|
||
|
hardware with filter size = 3. </li>
|
||
|
<li> Silhouette smoothing for fluid surfaces is not supported in
|
||
|
hardware. </li>
|
||
|
<li> Fluid surface resolution is limited to no more than 256x256, so
|
||
|
in the initial state, if the resolution is beyond the limitation,
|
||
|
NxImplicitScreenMeshDesc::isValid() will give an assert error. But if
|
||
|
this resolution is changed during application program running, it will
|
||
|
be automatically clamped to the maximum value. </li>
|
||
|
<li> Quadtree hierarchy mesh is not supported in hardware for fluid
|
||
|
surfaces.<br>
|
||
|
</li>
|
||
|
<li> Two way interaction may be unstable with resting
|
||
|
particle-RB-contacts. </li>
|
||
|
<li> If the fluid hits packets which contain a high triangle density,
|
||
|
fluid mesh cooking on the host might become the bottleneck. However
|
||
|
there is logic to prevent detailed cooking when the load is too high.
|
||
|
Also cooking is now taking place in a separate thread, which removes
|
||
|
frame rate hick ups.</li>
|
||
|
</ul>
|
||
|
<h4>Hardware/Software Cloth<br>
|
||
|
</h4>
|
||
|
<ul>
|
||
|
<li> Convexes up to 120 planes </li>
|
||
|
<li> Only cloth particle collision detection (no cloth triangle
|
||
|
collision detection) </li>
|
||
|
<li>< 1024 attached particles per cloth (limit might be removed
|
||
|
before release) </li>
|
||
|
<li>< 1024 colliding shapes (limit might be removed before
|
||
|
release) </li>
|
||
|
<li> Wild movement of the cloth in connection with high bending
|
||
|
stiffness can get the cloth into an entangled state. It looks like the
|
||
|
cloth would locally stick to itself. This is a local self collision
|
||
|
issue. Workaround: reduce bending stiffness. </li>
|
||
|
<li> Squeezing cloth between rigid bodies can cause jittering.
|
||
|
Workaround: reduce cloth thickness. </li>
|
||
|
<li> For small meshes (< 256 vertices) it is more efficient to
|
||
|
merge several of them into one cloth than creating a cloth instance for
|
||
|
each individual mesh. These meshes do not need to be connected (e.g.
|
||
|
multiple leaves of a plant).</li>
|
||
|
</ul>
|
||
|
<h4>Hardware Scene Manager(HSM)</h4>
|
||
|
<ul>
|
||
|
<li> Only group based collision reports are supported by the HSM. </li>
|
||
|
<li> Only a single managed hardware scene is supported by the HSM. </li>
|
||
|
<li> Effectors between hardware actors are not supported. </li>
|
||
|
<li> Actor and Shape pair flags not supported by the HSM. </li>
|
||
|
<li> Scene stats for hardware objects controlled by the HSM are not
|
||
|
supported. </li>
|
||
|
<li> Hardware rigid bodies do not exhibit two way interaction with
|
||
|
software objects under the HSM. </li>
|
||
|
<li> Hardware objects from separate scenes do not interact(e.g. rigid
|
||
|
body, cloth, fluids) under the HSM. </li>
|
||
|
<li> Dynamic height fields mirrored into the cloth and fluid scenes
|
||
|
will only supply 64 triangles, the rest will be silently dropped. </li>
|
||
|
<li> Shapes mirrored into the slave scene(cloth, rigid body, fluids)
|
||
|
will not be updated until they are mirrored/un-mirrored. This means if
|
||
|
you change a shape property(e.g. sphere radius) the hardware objects
|
||
|
will not be updated. </li>
|
||
|
<li> In the hardware rigid body scene only dynamic objects are
|
||
|
mirrored to the software scene.</li>
|
||
|
</ul>
|
||
|
<h4>Rocket</h4>
|
||
|
<ul>
|
||
|
<li> No known issues.</li>
|
||
|
</ul>
|
||
|
<h4>Installers</h4>
|
||
|
<ul>
|
||
|
<li> The AGEIA PhysX SDK must be installed to run samples as they
|
||
|
rely on DLLs contained within the main SDK installer.</li>
|
||
|
</ul>
|
||
|
<h4>Windows Device Driver</h4>
|
||
|
<ul>
|
||
|
<li> No known issues.</li>
|
||
|
</ul>
|
||
|
</blockquote>
|
||
|
<br>
|
||
|
<br>
|
||
|
<ol>
|
||
|
</ol>
|
||
|
<hr>
|
||
|
<h1 style="text-align: center;">Release Notes - AGEIA PhysX SDK 2.4.0</h1>
|
||
|
<h2 style="text-align: center;">23<sup>rd</sup> February 2006</h2>
|
||
|
<h2>AGEIA PhysX SDK Build Component</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Documentation and Samples for new features. </li>
|
||
|
<li> A number of smaller documentation corrections and
|
||
|
clarifications. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported</h3>
|
||
|
Development:
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 with the XBox360 development
|
||
|
kit. </li>
|
||
|
</ul>
|
||
|
Not Supported for Development:
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP x64 Edition (and all other 64bit editions) </li>
|
||
|
<li> Microsoft Visual Studio .NET 2005 (project files not provided /
|
||
|
not tested) </li>
|
||
|
<li> Microsoft Visual C++ 6 (project files not provided / not tested)
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ul>
|
||
|
<li> The AGEIA PhysX SDK Build Component and AGEIA PhysX Software
|
||
|
Runtime Component must be installed to run samples and training
|
||
|
programs, since they rely on DLLs contained within the runtime
|
||
|
component. </li>
|
||
|
</ul>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<h2>AGEIA PhysX Software Runtime Component</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Dynamic vs Dynamic CCD support </li>
|
||
|
<li> Support for heightfield shapes </li>
|
||
|
<li> User thread control. </li>
|
||
|
<li> Fine grained threading of the simulation(available only on
|
||
|
XBox360) </li>
|
||
|
<li> Additional overlap tests for shapes </li>
|
||
|
<li> Hardware scene manager, allows fluids to interact with rigid
|
||
|
bodies. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft XBox 360 </li>
|
||
|
<li> Sony PlayStation3 (provided by Sony)</li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> The AGEIA PhysX SDK must be installed to run samples as they
|
||
|
rely on DLLs contained within the main SDK installer. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<h2>Hardware Rigid Bodies (AGEIA PhysX Driver)</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Many optimizations and Bug fixes. </li>
|
||
|
<li> D6 joint support. The D6 supports the following features:
|
||
|
breaking and signaling, angular orientation drive and gears, </li>
|
||
|
<li> The simulation no longer locks up on firmware crashes. Instead a
|
||
|
flag passed to fetchResults () which is set on an error. </li>
|
||
|
<li> A new error reporting tool allows the driver to record the
|
||
|
simulation state leading up to a crash to allow analysis and bug
|
||
|
fixing. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> There is a limit of 2048 D6 joints per scene. </li>
|
||
|
<li> Only angular D6 drives are supported. All other types of drive
|
||
|
are not supported. </li>
|
||
|
<li> D6 joint pose projection is disabled. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<h2>Hardware Fluids (AGEIA PhysX Driver)</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> The AGEIA PhysX SDK now has a hardware scene manager, which
|
||
|
allows fluids to be created in a software scene. The hardware scene
|
||
|
manager takes care of mesh cooking and mirroring actors into the
|
||
|
hardware scene. </li>
|
||
|
<li> Support for more dynamic shapes in a fluid scene: convex mesh,
|
||
|
box, capsule, sphere </li>
|
||
|
<li> The following unimplemented API calls have been removed:
|
||
|
<ul>
|
||
|
<li> NX_FF_MESH_INCLUDE_SEPARATED </li>
|
||
|
<li> void NxFluid::setCollisionGroup(NxCollisionGroup group); </li>
|
||
|
<li> NxU32 NxFluid::getCollisionGroup(); </li>
|
||
|
<li> NxImplicitMesh* NxFluid::createSurfaceMesh(const
|
||
|
NxImplicitMeshDesc& mesh); </li>
|
||
|
<li> void NxFluid::releaseSurfaceMesh(); </li>
|
||
|
<li> NxImplicitMesh* NxFluid::getSurfaceMesh(); </li>
|
||
|
<li> NxFluid::getDynamicActorReactionSmoothing () </li>
|
||
|
<li> NxFluid::setDynamicActorReactionSmoothing(NxReal smooth) </li>
|
||
|
<li> NxFluid::getDynamicActorReactionScaling() </li>
|
||
|
<li> NxFluid::setDynamicActorReactionScaling(NxReal scale) </li>
|
||
|
<li> NxFluid::setOnSeparationAction (NxFluidParticleAction
|
||
|
action, bool val) </li>
|
||
|
<li> NxFluid::getOnSeparationAction(NxFluidParticleAction action)
|
||
|
</li>
|
||
|
<li> NxFluid::setOnCollision(NxFluidParticleAction action, bool
|
||
|
val) </li>
|
||
|
<li> NxFluid::getOnCollision(NxFluidParticleAction action) </li>
|
||
|
<li> NxFluid::setOnLifetimeExpired(NxFluidParticleAction action,
|
||
|
bool val) </li>
|
||
|
<li> NxFluid::getOnLifetimeExpired(NxFluidParticleAction action) </li>
|
||
|
<li> typedef NxU16 NxFluidGroup; </li>
|
||
|
<li> void NxFluid::setFluidGroup(NxFluidGroup group) </li>
|
||
|
<li> NxU32 NxFluid::getFluidGroup() </li>
|
||
|
<li> NxU32 NxFluidDesc::onSeparation; </li>
|
||
|
<li> NxU32 NxFluidDesc::onCollision; </li>
|
||
|
<li> NxU32 NxFluidDesc::onLifetimeExpired; </li>
|
||
|
<li> NxReal NxFluidDesc::dynamicActorReactionSmoothing ; </li>
|
||
|
<li> NxReal NxFluidDesc::dynamicActorReactionScaling; </li>
|
||
|
<li> NxReal NxFluidDesc::collisionGroup; </li>
|
||
|
<li> class NxImplicitMesh </li>
|
||
|
<li> void NxPhysicsSDK::setFluidGroupPairFlags() </li>
|
||
|
<li> NxPhysicsSDK::getFluidGroupPairFlags() </li>
|
||
|
<li> NxScene::setUserFluidContactReport() </li>
|
||
|
<li> NxScene:: getUserFluidContactReport() </li>
|
||
|
<li> NxImplicitMesh * NxScene::createImplicitMesh(); </li>
|
||
|
<li> Void NxScene::releaseImplicitMesh(); </li>
|
||
|
<li> NxScene::getNbImplicitMeshes </li>
|
||
|
<li> NxImplicitMesh** NxScene::getImplicitMeshes() </li>
|
||
|
<li> class NxUserFluidContactReport </li>
|
||
|
<li> NxFluidCollisionMethod::NX_F_DYNAMIC_ACTOR_REACTION </li>
|
||
|
</ul>
|
||
|
</li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> The maximum number of capsules are limited to 1024 in a scene. </li>
|
||
|
<li> The maximum number of boxes in a scene is limited to 1024. </li>
|
||
|
<li> Spheres are emulated as capsule of zero height, so they share
|
||
|
the same limitation as capsules. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<h2>Cloth </h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Software only cloth support (see the user guide for further
|
||
|
details) </li>
|
||
|
<li> Collision filtering. </li>
|
||
|
<li> Support for tearing and pressure. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft XBox 360 </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> A cloth can bend too much and get stuck in itself. Workaround:
|
||
|
use less bending stiffness or variate the bending stiffness over time. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<h2>Tools</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> NxuStream- Support for serialization of the physical scene.
|
||
|
Supported formats include binary, Ascii(write only) and Collada </li>
|
||
|
<li> Visual Remote Debugger - View the physical representation used
|
||
|
by a game in real time and gather statistics and profiling information.
|
||
|
</li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft XBox 360 </li>
|
||
|
<li> Sony PlayStation3 (provided by Sony) </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> NxuStreamdoes not import Collada files created with other
|
||
|
libraries correctly. </li>
|
||
|
<li> Visual Remote Debugger connections must be enabled immediately
|
||
|
after initializing the SDK, otherwise the connection is likely to fail
|
||
|
(because object creation data, etc, is lost). For example:
|
||
|
<pre>// Create Physics SDK ...<br><br>gPhysicsSDK->getFoundationSDK().getRemoteDebugger()->connect ("localhost", 5425); <br></pre>
|
||
|
</li>
|
||
|
<li> Reading profiler data at the same time the Visual Remote
|
||
|
Debugger is connected is not supported. Profiler data will not be
|
||
|
returned to the user when they call NxScene::readProfileData() if the
|
||
|
debugger is connected. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.4.0
|
||
|
<hr>
|
||
|
<h1 style="text-align: center;">Release Notes - AGEIA PhysX SDK 2.3.2</h1>
|
||
|
<h2 style="text-align: center;">6<sup>th</sup> January 2006</h2>
|
||
|
<h2>AGEIA PhysX SDK Build Component</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> It is no longer possible for end users to load PhysXCore.dll
|
||
|
from the application directory. The correct version is now loaded by
|
||
|
PhysXLoader from "Program Files\Ageia Technologies" </li>
|
||
|
<li> Installer improvements. </li>
|
||
|
<li> Fixes to sample project files. </li>
|
||
|
<li> Foundation.lib included with the XBox 360 installer. </li>
|
||
|
<li> Lots of documentation improvements. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported</h3>
|
||
|
Development:
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 </li>
|
||
|
<li> Microsoft Visual Studio .NET 2003 with the XBox360 development
|
||
|
kit. Not Supported for Development: </li>
|
||
|
<li> Microsoft Windows XP x64 Edition (and all other 64bit editions) </li>
|
||
|
<li> Microsoft Visual Studio .NET 2005 (project files not provided /
|
||
|
not tested) </li>
|
||
|
<li> Microsoft Visual C++ 6 (project files not provided / not tested)
|
||
|
</li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ul>
|
||
|
<li> The AGEIA PhysX SDK Build Component and AGEIA PhysX Software
|
||
|
Runtime Component must be installed to run samples and training
|
||
|
programs, since they rely on DLLs contained within these components. </li>
|
||
|
</ul>
|
||
|
<h3>Version</h3>
|
||
|
2.3.2
|
||
|
<h2>AGEIA PhysX Software Runtime Component</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Improved convex hull generation algorithm(the old method is
|
||
|
still available using a flag) </li>
|
||
|
<li> Character controller fixes. </li>
|
||
|
<li> Fix for distance joints not being breakable. </li>
|
||
|
<li> Additional overlap/intersection queries. </li>
|
||
|
<li> Fix for performance issues related to SSE denormal handling on
|
||
|
some machines. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) </li>
|
||
|
<li> Microsoft XBox 360 </li>
|
||
|
<li> Sony PlayStation3 (provided by Sony) </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> When statically linked(for example on XBox360) calling
|
||
|
NxInitCooking() overwrites parameters set when calling
|
||
|
NxCreatePhysicsSDK(). For example the error stream is reset. This
|
||
|
occurs because the variables are shared when statically linked.<br>
|
||
|
Workaround: Supply the same parameters to NxInitCooking() and
|
||
|
NxCreatePhysicsSDK() </li>
|
||
|
<li> In some cases convex hull generation can fail for degenerate
|
||
|
input.<br>
|
||
|
Workaround: Supply geometry without degenerate sets of points (edges
|
||
|
and planes). Use the legacy convex hull generation(see
|
||
|
NX_CF_USE_LEGACY_COOKER). </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.3.2
|
||
|
<h2>Hardware Rigid Bodies (AGEIA PhysX Driver)</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Many bug fixes and optimizations. </li>
|
||
|
<li> Fix getWorldBounds () for triangle mesh shapes. </li>
|
||
|
<li> Driver error reporting in fetchResults() </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> See the API references for details concerning which API
|
||
|
functions are supported. </li>
|
||
|
<li> At most 2000 shapes can be present in a scene at once (this
|
||
|
includes both static and dynamic shapes). </li>
|
||
|
<li> Precision limitations suggest that physics behavior may not be
|
||
|
stable or correct more than 1000 units from the origin. </li>
|
||
|
<li> Rigid body scenes occupy 32MB of memory on the card, so that
|
||
|
absolutely no more than three scenes may be present on the card at
|
||
|
once. </li>
|
||
|
<li> The following is an important but non-exhaustive list of SDK
|
||
|
features which are not supported: joints, continuous collision, contact
|
||
|
notification, many debugging visualization, contact notifications,
|
||
|
triggers, per shape skin width. </li>
|
||
|
<li> Convex hulls are limited in this release to have at most 32
|
||
|
vertices and 32 faces. </li>
|
||
|
<li> Using terrain meshes on hardware requires making use of the new
|
||
|
mesh paging API. When a mesh is cooked, it is divided into a number of
|
||
|
hardware pages, and these pages must be manually moved to the card by
|
||
|
the application for any collision to take place.<br>
|
||
|
The number of pages into which a mesh will be cooked is variable, and
|
||
|
will depend on the degree of local convexity in the mesh. However, at
|
||
|
least 500 triangles should fit into a mesh page, and the allocation of
|
||
|
16MB of mesh data supports 256 pages, which allows for the presence of
|
||
|
more than 100,000 triangles on the card. Note that when a page is
|
||
|
removed from the card, the space occupied by that mesh page is not
|
||
|
freed until after the physics has been stepped. No data yet exists for
|
||
|
the performance of paging meshes on and off the card; however as a
|
||
|
baseline the raw transmission of a mesh page by DMA requires half a
|
||
|
millisecond.<br>
|
||
|
As in the software SDK, in the absence of ATT it is easy for thin
|
||
|
objects to tunnel through the mesh; in particular collisions will not
|
||
|
be detected with objects whose center lies beneath the mesh. </li>
|
||
|
<li> Due to limitations of the friction model, objects sliding on a
|
||
|
triangle mesh may not have correct frictional behavior. Per-triangle
|
||
|
materials are not supported. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.3.2
|
||
|
<h2>Hardware Fluids (AGEIA PhysX Driver)</h2>
|
||
|
<h3>What's New?</h3>
|
||
|
<ol>
|
||
|
<li> Many bug fixes and optimizations. </li>
|
||
|
<li> Fluid scenes are created in a special hardware scene. </li>
|
||
|
<li> Fix to intermittent crash bug when adding a mesh to a fluid
|
||
|
scene. </li>
|
||
|
<li> Better input validation for the fluid mesh cooker. </li>
|
||
|
<li> Driver error reporting in fetchResults() </li>
|
||
|
<li> The Fluid can be configured with the new parameter
|
||
|
"motionLimitMultiplier". The user can define how far a particle can
|
||
|
travel during one timestep. This is important for tuning the memory
|
||
|
size consumed by the static mesh cooked for fluid collision. The
|
||
|
parameter effectively limits the maximal velocity of a particle. See
|
||
|
the user guide for more details. </li>
|
||
|
<li> If the user is interested in a more coarse simulation of fluids
|
||
|
which supports sprays and puddles, but works less well on deep pools,
|
||
|
he can choose this new simulation mode which alternates the simulation
|
||
|
between simple particles (without inter particle forces) and SPH
|
||
|
simulation. See NxFluidSimulationMethod::NX_F_MIXED_MODE and
|
||
|
NxFluidDesc::simulationMethod in the documentation. </li>
|
||
|
</ol>
|
||
|
<h3>Platforms Supported (Runtime)</h3>
|
||
|
<ul>
|
||
|
<li> Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card </li>
|
||
|
</ul>
|
||
|
<h3>Known Issues and Limitations</h3>
|
||
|
<ol>
|
||
|
<li> See the API references for details concerning which API
|
||
|
functions are supported </li>
|
||
|
<li> Collision detection only supported with static triangle meshes
|
||
|
and convex meshes. </li>
|
||
|
<li> The number of convex shapes interacting at the same time with
|
||
|
one fluid is restricted to 1024 convexes. The user may add more dynamic
|
||
|
convex actors to the fluid hardware scene, though. If more than 1024
|
||
|
convexes are moving within the AABB of the fluid, some will be ignored
|
||
|
for collision. </li>
|
||
|
<li> One dynamic convex is restricted to 64 triangles. If a convex
|
||
|
with more than 64 triangles is added to the fluid hardware scene, some
|
||
|
triangles are ignored for collision. </li>
|
||
|
<li> The user can only provide one pre-cooked static mesh per fluid
|
||
|
scene. All fluids added to the scene have to be compatible to the
|
||
|
static mesh structure, i.e. have the same restParticlesPerMeter,
|
||
|
kernelRadiusMultiplier, packetSizeMultiplier. </li>
|
||
|
<li> Issue: Max PPU Connections (15): If multiple fluids are created,
|
||
|
the maximal possible number of PPU connections can be reached. One
|
||
|
connection is used for the static mesh interface (per scene), and one
|
||
|
for each fluid created. If the maximum of connections is reached, the
|
||
|
fluid creation returns NULL.<br>
|
||
|
Workaround: Don't create too many scenes and fluids. A fluid hardware
|
||
|
scene uses one connection and every fluid uses another one. </li>
|
||
|
<li> Crashing call to createFluidHardwareTriangleMesh (): This call
|
||
|
may crash if running out of PPU connections or PPU memory. <br>
|
||
|
Workaround: Try to save on hardware rigid body scenes and hardware
|
||
|
fluid scenes, as well as fluids. Try to reduce the maximal number of
|
||
|
particles for the fluids. A main issue might be the cooked fluid static
|
||
|
triangle mesh size. </li>
|
||
|
<li> Fluid memory consumption can be approximated as:<br>
|
||
|
NxFluid: constant(~2.5Mb) + 11 * maxParticles * 64 Bytes<br>
|
||
|
Triangle Mesh: Depends upon:-
|
||
|
<ul>
|
||
|
<li> Cooked Geometry </li>
|
||
|
<li> restParticlesPerMeter </li>
|
||
|
<li> kernelRadiusMultiplier </li>
|
||
|
<li> motionLimitMultiplier </li>
|
||
|
<li> packetSizeMultiplier </li>
|
||
|
</ul>
|
||
|
Fluids can be allocated from all of the cards onboard memory. However
|
||
|
when hardware rigid bodies are used they compete for memory. </li>
|
||
|
<li> Issue: Slowdown on creating and releasing fluids in a row: The
|
||
|
reason for this issue has not been determined. This doesn't happen when
|
||
|
releasing the scene too.<br>
|
||
|
Workaround: Create fluids once and reuse them. Recreation may lead to
|
||
|
fragmentation on the PPU memory, which is bad anyway. </li>
|
||
|
</ol>
|
||
|
<h3>Version</h3>
|
||
|
2.3.2
|
||
|
<hr>
|
||
|
<pre>Old Release Notes / Changelog<br><br>2.3 - 2005.08.15<br>==================<br>- XBOX 360, PS3 support. (may require files separate from windows installer package)<br>- improved API reference documentation, doc comments.<br>- new static vs. dynamic continuous collision detection based on CCD Skeletons<br>- NxConvexShape introduced as independent class of NxTriangleMeshShape<br>- NxWheelShape introduced for better raycast car support<br>- added API to support selection between hardware and software implementation.<br>- NxMaterial::programData API replaced with strongly typed spring member. Behavior is unchanged.<br>- debug rendering API simplified. NxUserDebugRenderable removed, NxDebugRenderable interface class replaced by a simple struct.<br>- more strict parameter checking in several places<br>- removed raycast based CCD<br>- removed FPU manipulation API functions.<br>- intel assembly implementation of NxMath::sincos().<br>- changed implementation of NxMath::rand()<br>- replaced buggy TransformPlane() with correct NxPlane::transform() and NxPlane::inverseTransform().<br>- added NxQUat::fromAxisAngleFast() and NxQuat::invert().<br>- modified implementations for NxQUat::rot, invRot (), and ::transform().<br>- removed NX_MF_CONVEX and NX_COMPUTE_CONVEX from NxMeshFlags of NxSimpleTriangleMesh<br>- removed NX_NUM_SLEEP_FRAMES macro<br><br>2.2, 2.1.3 - 2005.03.21<br><br>==================<br><br>- new abstract core implementation for hardware compatibility<br>- lots of new features for the D6Joint.<br>- materials API completely rewritten<br>- new mesh cooking library. Raw meshes must be preprocessed by the cooking library before being handed to the SDK. This makes creation of meshes at runtime much faster.<br>- new character motion controller library<br>- new extensions library<br>- new external utils library<br>- Foundation SDK has been merged into the Physics SDK. Specifically:<br> - there is no more foundation.dll<br> - the user must no longer link to foundation.lib<br> - API documentation for the foundation SDK is now part of the Physics SDK API documentation.<br> - the function exports of the foundation.dll are now exported from physics.dll<br> - the member functions from foundation shape API classes (NxSphere, NxBox, etc.) that were calling foundation exports have been removed. Here is a list with the corresponding replacement export that must be called by the user instead:<br> <br> Old Member Function Replacement Function<br><br> NxSphere::NxSphere(unsigned nb_verts, const NxVec3* verts) NxComputeSphere(sphere, nb_verts, verts);<br> NxSphere::NxSphere(const NxSphere& sphere0, const NxSphere& sphere1) NxMergeSpheres(sphere, sphere0, sphere1);<br> NxSphere::compute(unsigned nb_verts, const NxVec3* verts) NxComputeSphere(sphere, nb_verts, verts);<br> NxSphere::fastCompute(unsigned nb_verts, const NxVec3* verts) NxFastComputeSphere(sphere, nb_verts, verts);<br> NxBox::containsPoint(const NxVec3& p) NxBoxContainsPoint(box, p);<br> NxBox::create(const NxBounds3& aabb, const NxMat34& mat) NxCreateBox(box, aabb, mat);<br> NxBox::computePlanes(NxPlane* planes) NxComputeBoxPlanes(box, planes);<br> NxBox::computePoints(NxVec3* pts) const NxComputeBoxPoints(box, pts);<br> NxBox::computeVertexNormals(NxVec3* pts) const NxComputeBoxVertexNormals(box, pts);<br> NxBox::getEdges() NxGetBoxEdges();<br> NxBox::getEdgesAxes() NxGetBoxEdgesAxes();<br> NxBox::getTriangles() NxGetBoxTriangles();<br> NxBox::getLocalEdgeNormals() NxGetBoxLocalEdgeNormals();<br> NxBox::computeWorldEdgeNormal(NxU32 edge_index, NxVec3& world_normal) NxComputeBoxWorldEdgeNormal(box, edge_index, world_normal);<br> NxBox::computeCapsule(NxCapsule& capsule) NxComputeCapsuleAroundBox(box, capsule);<br> NxBox::isInside(const NxBox& box) NxIsBoxAInsideBoxB(box, box);<br> NxRay::distanceSquared(const NxVec3& point, NxF32* t = NULL) NxComputeDistanceSquared(ray, point, t);<br> NxRay::di
|
||
|
*="">(s) instead of s->isBox())<br>- added NxPlane NxPlaneShape::getPlane() const;<br>- removed methods deprecated in 2.1.2<br>- added NxScene &NxActor::getScene() const;<br>- added NxPhysicsSDK& NxScene::getPhysicsSDK() const; <br>- added NxJoint& NxActor::getScene() const; <br>- removed NX_INLINE void NxFPU::NxSinCos(NxF32& c, NxF32& s, NxF32 f); <br>- added NX_INLINE static void NxMath::sinCos(NxF32 & c, NxF32 & s, NxF32 f); <br>- new NX_ACCELERATION force mode. <br>- new getScene() method for objects contained in scene. <br>- moved public enums from various classes to Nxp.h <br>- new shape flag NX_SF_POINT_CONTACT_FORCE and NxContactStreamIterator::getPointNormalForce() for returning per-point contact forces. <br>- improved validation in NxJointLimitSoftDesc::isValid() <br>- added function NxGetValue(NxCookingValue). <br>- motor for pulley joint <br>- added NxU32 NxScene::setThreadAffinityMask(NxU32 mask) <br>- replaced MIN_SEPARATION_FOR_PENALTY with NxShape::get/setSkinWidth(), and a global skin width parameter. <br>- new 128 bit mask based collision filtering (NxShape::getGroupsMask(), NxGroupsMask) <br>- new NxRaycastBit NX_RAYCAST_FACE_NORMAL for retrieving non-smoothed normals. <br>- new method NxCapsuleShape::getWorldCapsule() <br>- new method NxSphereShape::getWorldSphere() - new NxScene::getNbStaticShapes(), getNbDynamicShapes(). <br>- new triangleIDs for raycasting. <br>- removed support for pmap-less nonconvex nonheightfield mesh-mesh collision detection which was working poorly. <br>- removed obsolete parameter NX_MESH_MESH_LEVEL <br>- removed obsolete parameter NX_MESH_HINT_SPEED - removed NxActor::setDynamic(). Workaround: Create the initially static actor as a kinematic. Later turn off the kinematic state.<br><br>2.1.2 - 2004.11.08<br><br>==================<br><br>- more strict error checking<br>- multithreaded implementation - shape descriptors in NxActorDesc can now be allocated using a custom allocator.<br>- fluid API - NX_MESH_SMOOTH_SPHERE_COLLISIONS now disabled by default<br>- made mesh instances default to flat and not smooth sphere mode <br>- removed neccesarily reentrant method NxContactPair::setPairNotify(NxU32). Workaround: use any of the<br>several different ways to set actor flags. <br>- actor group and actor group pair flags <br>- raycast car support, including: - New + improved 'multipatch' friction implementation. Fringe benefits are that rare contact situations with multiple contact normals or materials-per-triangle are now handled correctly. <br>- Capsule shapes now have a 'swept shape' mode that can be used to get raycast wheel behavior. This is enabled with the new NX_SWEPT_SHAPE flag in NxCapsuleShapeDesc.<br>- programData member in NxMaterial <br>- NX_MF_SPRING_CONTACT flag of NxMaterial, and the appropriate code to emit suspension-spring-like contacts when this is enabled. <br>- SampleRaycast car <br>- Reworked applyForce code: <br>- removed these methods of NxActor because they were causing user confusion (they were hoping that it did more than just read back what they have previously set...) setForce (), setTorque(), getForce(), getTorque()<br> The replacement for setForce/setTorque is calling addForce/addTorque just once (per frame).<br> The replacement of getForce ()/getTorque() is to keep track of the forces you add.<br>- removed the variables: NxBodyDesc::initialForce, NxBodyDesc::initialTorque. The replacement for initialForce, initialTorque is addForce/addTorque after creating the object.<br>- forces act over the entire time step, including all substeps<br>- NxMaterial's vectors are now in shape space not in actor space.<br>- added 3 new joint types: - Distance - Pulley - Fixed<br>- kinematics perform move over a whole step, not a substep<br>- added methods to add impulses and velocity changes <br>- exception handling in SDK off, was enabled by mistake in 2.1.1<br>- implemented more material combine modes<br>- fixed a debug rendering crash bug<br>- fixed debug rendering extra lines and zero length lines bugs<br>- NX_VISUALIZE_COLLIS
|
||
|
<hr style="width: 100%; height: 2px;"> <a> <br>
|
||
|
</a>Copyright © 2006 AGEIA Technologies Inc, Suite 118, 82 Pioneer Way,
|
||
|
Mountain View, CA 94041 U.S.A. All rights reserved. www.ageia.com
|
||
|
</body>
|
||
|
</html>
|