372 lines
13 KiB
C++
372 lines
13 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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// ****************************************************************************
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// This snippet demonstrates how to setup triangle meshes with SDFs.
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// ****************************************************************************
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#include <ctype.h>
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#include "PxPhysicsAPI.h"
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#include "extensions/PxDeformableSurfaceExt.h"
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#include "../snippetcommon/SnippetPrint.h"
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#include "../snippetcommon/SnippetPVD.h"
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#include "../snippetutils/SnippetUtils.h"
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#include "../snippetdeformablesurface/SnippetDeformableSurface.h"
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using namespace physx;
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static PxDefaultAllocator gAllocator;
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static PxDefaultErrorCallback gErrorCallback;
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static PxFoundation* gFoundation = NULL;
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static PxPhysics* gPhysics = NULL;
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static PxCudaContextManager* gCudaContextManager = NULL;
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static PxDefaultCpuDispatcher* gDispatcher = NULL;
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static PxScene* gScene = NULL;
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static PxMaterial* gMaterial = NULL;
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static PxPvd* gPvd = NULL;
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static bool gIsRunning = true;
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PxArray<TestSurface> gTestSurfaces;
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PxRigidDynamic* sphere;
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static void initObstacles()
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{
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PxShape* shape = gPhysics->createShape(PxSphereGeometry(3.0f), *gMaterial);
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sphere = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, 0.f)));
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sphere->attachShape(*shape);
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sphere->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
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gScene->addActor(*sphere);
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shape->release();
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}
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static PxDeformableSurface* createDeformableSurface(PxPhysics& physics, PxTriangleMesh* triangleMesh, PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager)
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{
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if (!triangleMesh)
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return NULL;
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PxDeformableSurface* deformableSurface = physics.createDeformableSurface(*cudaContextManager);
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if (deformableSurface)
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{
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PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
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PxTriangleMeshGeometry geometry(triangleMesh);
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PxShape* shape = physics.createShape(geometry, materials, PxU16(nbMaterials), true, shapeFlags);
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if (shape)
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{
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deformableSurface->attachShape(*shape);
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}
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}
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return deformableSurface;
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}
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static PxDeformableSurface* createDeformableSurface(PxPhysics& physics, const PxCookingParams& ckParams, PxArray<PxVec3>& vertices, PxArray<PxU32>& triangles,
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PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager)
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{
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PxTriangleMeshDesc meshDesc;
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meshDesc.points.count = vertices.size();
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meshDesc.triangles.count = triangles.size() / 3;
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meshDesc.points.stride = sizeof(float) * 3;
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meshDesc.triangles.stride = sizeof(int) * 3;
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meshDesc.points.data = vertices.begin();
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meshDesc.triangles.data = triangles.begin();
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PxDeformableMaterialTableIndex* materialIndices = NULL;
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if (nbMaterials > 1)
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{
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const PxU32 totalTriangles = meshDesc.triangles.count;
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materialIndices = new PxDeformableMaterialTableIndex[totalTriangles];
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const PxU32 averageTrianglePerMaterials = totalTriangles / nbMaterials;
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PxU32 accumulatedTriangle = averageTrianglePerMaterials;
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PxU32 index = 0;
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for (PxU32 i = 0; i < totalTriangles; ++i)
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{
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materialIndices[i] = PxDeformableMaterialTableIndex(index);
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if (i == accumulatedTriangle)
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{
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index = index < (nbMaterials - 1) ? index + 1 : index;
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accumulatedTriangle += averageTrianglePerMaterials;
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}
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}
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meshDesc.materialIndices.stride = sizeof(PxDeformableMaterialTableIndex);
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meshDesc.materialIndices.data = materialIndices;
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}
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PxTriangleMesh* triangleMesh = PxCreateTriangleMesh(ckParams, meshDesc, physics.getPhysicsInsertionCallback());
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return createDeformableSurface(physics, triangleMesh, materials, nbMaterials, cudaContextManager);
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}
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static PX_FORCE_INLINE PxU32 id(PxU32 x, PxU32 y, PxU32 numY)
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{
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return x * numY + y;
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}
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static PX_FORCE_INLINE PxReal computeTriangleMass(const PxU32* triangle, const PxVec3* vertices, PxReal thickness, PxReal density)
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{
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PxReal area = 0.5f * (vertices[triangle[1]] - vertices[triangle[0]]).cross(vertices[triangle[2]] - vertices[triangle[0]]).magnitude();
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return area * thickness * density;
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}
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static PxDeformableSurface* addQuadDeformableSurface(PxPhysics& physics, const PxCookingParams& ckParams, const PxTransform& transform, PxU32 numX, PxU32 numZ, PxReal sizeX, PxReal sizeZ,
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PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager, PxReal thickness, PxReal density)
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{
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if (gCudaContextManager == NULL)
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{
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return NULL;
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}
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PxArray<PxVec3> vertices;
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PxArray<PxU32> triangles;
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PxArray<PxVec3> velocity;
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PxArray<PxReal> triangleMasses;
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vertices.reserve(numX * numZ);
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velocity.reserve(numX * numZ);
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triangles.reserve(3 * 2 * (numX - 1) * (numZ - 1));
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triangleMasses.reserve(2 * (numX - 1) * (numZ - 1));
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PxReal scalingX = sizeX / (numX - 1);
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PxReal scalingZ = sizeZ / (numZ - 1);
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for (PxU32 i = 0; i < numX; ++i)
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{
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for (PxU32 j = 0; j < numZ; ++j)
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{
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PxVec3 pos(i * scalingX, 0.0f, j * scalingZ);
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vertices.pushBack(pos);
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velocity.pushBack(PxVec3(0.0f));
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}
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}
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for (PxU32 i = 1; i < numX; ++i)
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{
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for (PxU32 j = 1; j < numZ; ++j)
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{
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triangles.pushBack(id(i - 1, j - 1, numZ));
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triangles.pushBack(id(i, j - 1, numZ));
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triangles.pushBack(id(i - 1, j, numZ));
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triangleMasses.pushBack(computeTriangleMass(&triangles[triangles.size() - 3], vertices.begin(), thickness, density));
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triangles.pushBack(id(i - 1, j, numZ));
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triangles.pushBack(id(i, j - 1, numZ));
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triangles.pushBack(id(i, j, numZ));
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triangleMasses.pushBack(computeTriangleMass(&triangles[triangles.size() - 3], vertices.begin(), thickness, density));
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}
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}
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PxDeformableSurface* deformableSurface = createDeformableSurface(physics, ckParams, vertices, triangles, materials, nbMaterials, cudaContextManager);
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gScene->addActor(*deformableSurface);
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PxVec4* posInvMassPinned;
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PxVec4* velocityPinned;
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PxVec4* restPositionPinned;
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PxDeformableSurfaceExt::allocateAndInitializeHostMirror(*deformableSurface, vertices.begin(), velocity.begin(), vertices.begin(), 0.5f,
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transform, cudaContextManager, posInvMassPinned, velocityPinned, restPositionPinned);
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PxDeformableSurfaceExt::distributeTriangleMassToVertices(*deformableSurface, triangleMasses.begin(), posInvMassPinned);
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PxShape* surfaceShape = deformableSurface->getShape();
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surfaceShape->setContactOffset(2.0f * thickness);
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surfaceShape->setRestOffset(thickness);
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surfaceShape->setDeformableSurfaceMaterials(materials, PxU16(nbMaterials));
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PxDeformableSurfaceExt::copyToDevice(*deformableSurface, PxDeformableSurfaceDataFlag::eALL, vertices.size(), posInvMassPinned, velocityPinned, restPositionPinned);
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TestSurface testSurface(deformableSurface, gCudaContextManager);
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gTestSurfaces.pushBack(testSurface);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, posInvMassPinned);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocityPinned);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, restPositionPinned);
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return deformableSurface;
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}
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static void createScene(PxCookingParams& cookingParams)
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{
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PxReal thickness = 0.01f;
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PxReal bendingStiffness = 0.00001f;
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PxDeformableSurfaceMaterial* deformableSurfaceMaterial = gPhysics->createDeformableSurfaceMaterial(1.e10f, 0.3f, 0.5f, thickness, bendingStiffness);
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PxReal size = 15.0f;
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PxDeformableSurface* deformableSurface = addQuadDeformableSurface(*gPhysics, cookingParams,
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PxTransform(PxVec3(-0.5f * size, 10.0f, -0.5f * size)), 200, 200, size, size, &deformableSurfaceMaterial, 1, gCudaContextManager, thickness, 500.0f);
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if (deformableSurface)
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{
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deformableSurface->setSelfCollisionFilterDistance(thickness * 2.5f);
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deformableSurface->setLinearDamping(0.f);
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deformableSurface->setDeformableBodyFlag(PxDeformableBodyFlag::eDISABLE_SELF_COLLISION, false);
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deformableSurface->setMaxVelocity(1000.0f);
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PxU32 collisionPairUpdateFrequency = 1;
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PxU32 nbCollisionSubsteps = 1;
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deformableSurface->setNbCollisionPairUpdatesPerTimestep(collisionPairUpdateFrequency);
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deformableSurface->setNbCollisionSubsteps(nbCollisionSubsteps);
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}
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initObstacles();
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}
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void initPhysics(bool /*interactive*/)
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{
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gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
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gPvd = PxCreatePvd(*gFoundation);
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PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
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gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
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// initialize cuda
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PxCudaContextManagerDesc cudaContextManagerDesc;
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gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
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if (gCudaContextManager && !gCudaContextManager->contextIsValid())
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{
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PX_RELEASE(gCudaContextManager);
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printf("Failed to initialize cuda context.\n");
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printf("The deformable surface feature is currently only supported on GPU.\n");
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}
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PxTolerancesScale scale;
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gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd);
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PxInitExtensions(*gPhysics, gPvd);
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PxCookingParams params(scale);
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params.meshWeldTolerance = 0.001f;
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params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES);
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params.buildTriangleAdjacencies = false;
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params.buildGPUData = true;
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params.midphaseDesc = PxMeshMidPhase::eBVH34;
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//params.meshPreprocessParams |= PxMeshPreprocessingFlag::eFORCE_32BIT_INDICES;
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eENABLE_VERT_MAPPING;
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PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
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sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
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if (!sceneDesc.cudaContextManager)
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sceneDesc.cudaContextManager = gCudaContextManager;
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sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
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sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
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PxU32 numCores = SnippetUtils::getNbPhysicalCores();
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gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
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sceneDesc.cpuDispatcher = gDispatcher;
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sceneDesc.filterShader = PxDefaultSimulationFilterShader;
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sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
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sceneDesc.gpuMaxNumPartitions = 8;
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sceneDesc.solverType = PxSolverType::eTGS;
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gScene = gPhysics->createScene(sceneDesc);
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PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
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if(pvdClient)
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{
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
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}
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gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f);
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PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
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gScene->addActor(*groundPlane);
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createScene(params);
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}
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PxReal simTime = 0;
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void stepPhysics(bool /*interactive*/)
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{
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if (gIsRunning)
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{
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const PxReal dt = 1.0f / 60.0f;
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bool rotatingSphere = true;
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if (rotatingSphere)
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{
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const PxReal speed = 2.0f;
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PxTransform pose = sphere->getGlobalPose();
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sphere->setKinematicTarget(PxTransform(pose.p, PxQuat(PxCos(simTime*speed), PxVec3(0, 1, 0))));
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}
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gScene->simulate(dt);
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gScene->fetchResults(true);
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for (PxU32 i = 0; i < gTestSurfaces.size(); i++)
|
||
|
|
{
|
||
|
|
TestSurface* c = &gTestSurfaces[i];
|
||
|
|
c->copyDeformedVerticesFromGPU();
|
||
|
|
}
|
||
|
|
|
||
|
|
simTime += dt;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void cleanupPhysics(bool /*interactive*/)
|
||
|
|
{
|
||
|
|
for (PxU32 i = 0; i < gTestSurfaces.size(); i++)
|
||
|
|
gTestSurfaces[i].release();
|
||
|
|
gTestSurfaces.reset();
|
||
|
|
|
||
|
|
PX_RELEASE(gScene);
|
||
|
|
PX_RELEASE(gDispatcher);
|
||
|
|
PX_RELEASE(gPhysics);
|
||
|
|
if (gPvd)
|
||
|
|
{
|
||
|
|
PxPvdTransport* transport = gPvd->getTransport();
|
||
|
|
PX_RELEASE(gPvd);
|
||
|
|
PX_RELEASE(transport);
|
||
|
|
}
|
||
|
|
PxCloseExtensions();
|
||
|
|
PX_RELEASE(gCudaContextManager);
|
||
|
|
PX_RELEASE(gFoundation);
|
||
|
|
|
||
|
|
printf("SnippetDeformableSurface done.\n");
|
||
|
|
}
|
||
|
|
|
||
|
|
int snippetMain(int, const char*const*)
|
||
|
|
{
|
||
|
|
#ifdef RENDER_SNIPPET
|
||
|
|
extern void renderLoop();
|
||
|
|
renderLoop();
|
||
|
|
#else
|
||
|
|
static const PxU32 frameCount = 100;
|
||
|
|
initPhysics(false);
|
||
|
|
for(PxU32 i=0; i<frameCount; i++)
|
||
|
|
stepPhysics(false);
|
||
|
|
cleanupPhysics(false);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|