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XCEngine/engine/third_party/physx/snippets/snippetisosurface/SnippetIsosurface.cpp

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// 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) 2008-2025 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 isosurface extraction from particle-based fluid
// simulation. The fluid simulation is performed using position-based dynamics.
//
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxParticleExt.h"
#include "extensions/PxCudaHelpersExt.h"
#include "PxIsosurfaceExtraction.h"
#include "PxAnisotropy.h"
#include "PxSmoothing.h"
#include "gpu/PxGpu.h"
#include "gpu/PxPhysicsGpu.h"
#include "PxArrayConverter.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxPBDParticleSystem* gParticleSystem = NULL;
static PxParticleBuffer* gParticleBuffer = NULL;
static bool gIsRunning = true;
PxRigidDynamic* movingWall;
using namespace ExtGpu;
PxArray<PxVec4> gIsosurfaceVertices;
PxArray<PxU32> gIsosurfaceIndices;
PxArray<PxVec4> gIsosurfaceNormals;
PxIsosurfaceExtractor* gIsosurfaceExtractor;
void* gVerticesGpu;
void* gNormalsGpu;
void* gInterleavedVerticesAndNormalsGpu;
class IsosurfaceCallback : public PxParticleSystemCallback
{
public:
PxIsosurfaceExtractor* mIsosurfaceExtractor;
PxAnisotropyGenerator* mAnisotropyGenerator;
PxSmoothedPositionGenerator* mSmoothedPositionGenerator;
PxArrayConverter* mArrayConverter;
PxVec4* mSmoothedPositionsDeviceBuffer;
PxVec4* mAnisotropyDeviceBuffer1;
PxVec4* mAnisotropyDeviceBuffer2;
PxVec4* mAnisotropyDeviceBuffer3;
PxU32 mMaxVertices;
PxCudaContextManager* mCudaContextManager;
IsosurfaceCallback() : mIsosurfaceExtractor(NULL), mAnisotropyGenerator(NULL) { }
void initialize(PxCudaContextManager* cudaContextManager,
const PxSparseGridParams& sparseGridParams, PxIsosurfaceParams& p,
PxU32 maxNumVertices, PxU32 maxNumTriangles, PxU32 maxNumParticles)
{
mCudaContextManager = cudaContextManager;
if (mCudaContextManager == NULL)
{
mMaxVertices = 0;
return;
}
mMaxVertices = maxNumVertices;
/*ExtGpu::PxIsosurfaceParams p;
p.isosurfaceValue = threshold;
p.clearFilteringPasses();*/
PxPhysicsGpu* pxGpu = PxGetPhysicsGpu();
mSmoothedPositionGenerator = pxGpu->createSmoothedPositionGenerator(cudaContextManager, maxNumParticles, 0.5f);
mSmoothedPositionsDeviceBuffer = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
mSmoothedPositionGenerator->setResultBufferDevice(mSmoothedPositionsDeviceBuffer);
//Too small minAnisotropy values will shrink particles to ellipsoids that are smaller than a isosurface grid cell which can lead to unpleasant aliasing/flickering
PxReal minAnisotropy = 1.0f;// 0.5f; // 0.1f;
PxReal anisotropyScale = 5.0f;
mAnisotropyGenerator = pxGpu->createAnisotropyGenerator(cudaContextManager, maxNumParticles, anisotropyScale, minAnisotropy, 2.0f);
mAnisotropyDeviceBuffer1 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
mAnisotropyDeviceBuffer2 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
mAnisotropyDeviceBuffer3 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
mAnisotropyGenerator->setResultBufferDevice(mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3);
gIsosurfaceVertices.resize(maxNumVertices);
gIsosurfaceNormals.resize(maxNumVertices);
gIsosurfaceIndices.resize(3 * maxNumTriangles);
mIsosurfaceExtractor = pxGpu->createSparseGridIsosurfaceExtractor(cudaContextManager, sparseGridParams, p, maxNumParticles, maxNumVertices, maxNumTriangles);
gIsosurfaceExtractor = mIsosurfaceExtractor;
mArrayConverter = pxGpu->createArrayConverter(cudaContextManager);
}
virtual void onPostSolve(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream)
{
#if RENDER_SNIPPET
PxGpuParticleSystem& p = *gpuParticleSystem.mHostPtr;
if (mAnisotropyGenerator)
{
mAnisotropyGenerator->generateAnisotropy(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
}
mSmoothedPositionGenerator->generateSmoothedPositions(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
mIsosurfaceExtractor->extractIsosurface(mSmoothedPositionsDeviceBuffer/*reinterpret_cast<PxVec4*>(p.mUnsortedPositions_InvMass)*/, p.mCommonData.mNumParticles, stream, p.mUnsortedPhaseArray, PxParticlePhaseFlag::eParticlePhaseFluid,
NULL, mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3, p.mCommonData.mParticleContactDistance);
if (gInterleavedVerticesAndNormalsGpu)
{
//Bring the data into a form that is better suited for rendering
mArrayConverter->interleaveGpuBuffers(static_cast<PxVec4*>(gVerticesGpu), static_cast<PxVec4*>(gNormalsGpu), mMaxVertices, static_cast<PxVec3*>(gInterleavedVerticesAndNormalsGpu), stream);
}
#else
PX_UNUSED(gpuParticleSystem);
PX_UNUSED(stream);
#endif
}
virtual void onBegin(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
virtual void onAdvance(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
virtual ~IsosurfaceCallback() { }
void release()
{
gIsosurfaceVertices.reset();
gIsosurfaceIndices.reset();
gIsosurfaceNormals.reset();
if (mIsosurfaceExtractor)
{
mIsosurfaceExtractor->release();
PX_DELETE(mIsosurfaceExtractor);
}
PX_DELETE(mArrayConverter);
if (mAnisotropyGenerator)
{
mAnisotropyGenerator->release();
PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer1);
PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer2);
PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer3);
}
if (mSmoothedPositionGenerator)
{
mSmoothedPositionGenerator->release();
PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mSmoothedPositionsDeviceBuffer);
}
}
};
static IsosurfaceCallback gIsosuraceCallback;
// -----------------------------------------------------------------------------------------------------------------
static void initScene()
{
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_EXTERNAL_FORCES_EVERY_ITERATION_TGS;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
// -----------------------------------------------------------------------------------------------------------------
static PxReal initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return 0.0f;
const PxU32 maxParticles = numX * numY * numZ;
const PxReal fluidRestOffset = 0.5f * particleSpacing;
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.05f, 0.05f, 0.f, 0.001f, 0.5f, 0.005f, 0.01f, 0.f, 0.f, 0.5f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96);
gParticleSystem = particleSystem;
bool highCohesion = false;
if (highCohesion)
{
defaultMat->setViscosity(50.0f);
defaultMat->setSurfaceTension(0.f);
defaultMat->setCohesion(100.0f);
particleSystem->setSolverIterationCounts(20, 0);
}
else
{
defaultMat->setViscosity(0.001f);
defaultMat->setSurfaceTension(0.00704f);
defaultMat->setCohesion(0.704f);
defaultMat->setVorticityConfinement(10.f);
}
// General particle system setting
const PxReal restOffset = fluidRestOffset / 0.6f;
const PxReal solidRestOffset = restOffset;
const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing;
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.01f);
particleSystem->setParticleContactOffset(fluidRestOffset / 0.6f);
particleSystem->setSolidRestOffset(solidRestOffset);
particleSystem->setFluidRestOffset(fluidRestOffset);
particleSystem->setParticleFlag(PxParticleFlag::eENABLE_SPECULATIVE_CCD, true);
particleSystem->setMaxVelocity(100.f);
gScene->addActor(*particleSystem);
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxU32* phase = PX_EXT_PINNED_MEMORY_ALLOC(PxU32, *cudaContextManager, maxParticles);
PxVec4* positionInvMass = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles);
PxVec4* velocity = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles);
PxReal x = position.x;
PxReal y = position.y;
PxReal z = position.z;
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numY; ++j)
{
for (PxU32 k = 0; k < numZ; ++k)
{
const PxU32 index = i * (numY * numZ) + j * numZ + k;
PxVec4 pos(x, y, z, 1.0f / particleMass);
phase[index] = particlePhase;
positionInvMass[index] = pos;
velocity[index] = PxVec4(0.0f);
z += particleSpacing;
}
z = position.z;
y += particleSpacing;
}
y = position.y;
x += particleSpacing;
}
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = maxParticles;
bufferDesc.numActiveParticles = maxParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phase;
gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager);
gParticleSystem->addParticleBuffer(gParticleBuffer);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, positionInvMass);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocity);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, phase);
return particleSpacing;
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleBuffer* getParticleBuffer()
{
return gParticleBuffer;
}
void addKinematicBox(PxVec3 boxSize, PxVec3 boxCenter)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(boxSize.x, boxSize.y, boxSize.z), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(boxCenter));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
}
// -----------------------------------------------------------------------------------------------------------------
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);
// initialize cuda
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback());
if (gCudaContextManager && !gCudaContextManager->contextIsValid())
{
PX_RELEASE(gCudaContextManager);
printf("Failed to initialize cuda context.\n");
printf("The Isosurface feature is currently only supported on the GPU.\n");
}
initScene();
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Setup PBF
bool useMovingWall = true;
const PxReal fluidDensity = 1000.0f;
PxU32 numX = 50;
PxU32 numY = 200;
PxU32 numZ = 100;
PxReal particleSpacing = initParticles(numX, numY, numZ, PxVec3(1.5f, /*3.f*/8, -4.f), 0.1f, fluidDensity);
addKinematicBox(PxVec3(7.5f,0.25f,7.5f), PxVec3(3,7.5f,0));
addKinematicBox(PxVec3(0.25f, 7.5f, 7.5f), PxVec3(-2.f, 7.5f+ 7.5f+0.5f, 0));
// Setup container
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 7.5f), *gMaterial));
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 7.5f), *gMaterial));
if (!useMovingWall)
{
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 7.5f), *gMaterial));
movingWall = NULL;
}
else
{
PxTransform trans = PxTransformFromPlaneEquation(PxPlane(1.f, 0.f, 0.f, 20.f));
movingWall = gPhysics->createRigidDynamic(trans);
movingWall->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
PxRigidActorExt::createExclusiveShape(*movingWall, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*movingWall);
}
const PxReal fluidRestOffset = 0.5f * particleSpacing;
PxSparseGridParams sgIsosurfaceParams;
sgIsosurfaceParams.subgridSizeX = 16;
sgIsosurfaceParams.subgridSizeY = 16;
sgIsosurfaceParams.subgridSizeZ = 16;
sgIsosurfaceParams.haloSize = 0;
sgIsosurfaceParams.maxNumSubgrids = 4096;
sgIsosurfaceParams.gridSpacing = 1.5f*fluidRestOffset;
PxIsosurfaceParams p;
p.particleCenterToIsosurfaceDistance = 1.6f*fluidRestOffset;
p.clearFilteringPasses();
p.numMeshSmoothingPasses = 4;
p.numMeshNormalSmoothingPasses = 4;
gIsosuraceCallback.initialize(gScene->getCudaContextManager(), sgIsosurfaceParams, p, 2*1024 * 1024, 4*1024 * 1024, numX * numY * numZ);
if (gParticleSystem)
{
gParticleSystem->setParticleSystemCallback(&gIsosuraceCallback);
}
// Setup rigid bodies
const PxReal dynamicsDensity = fluidDensity * 0.5f;
const PxReal boxSize = 1.0f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
for (int i = 0; i < 5; ++i)
{
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(i - 8.0f, 10, 7.5f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
PxI32 stepCounter = 0;
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
if (movingWall)
{
static bool moveOut = false;
const PxReal speed = stepCounter > 1200 ? 2.0f : 0.0f;
PxTransform pose = movingWall->getGlobalPose();
if (moveOut)
{
pose.p.x += dt * speed;
if (pose.p.x > -7.f)
moveOut = false;
}
else
{
pose.p.x -= dt * speed;
if (pose.p.x < -11.5f)
moveOut = true;
}
movingWall->setKinematicTarget(pose);
}
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
++stepCounter;
}
}
void cleanupPhysics(bool /*interactive*/)
{
if (gParticleSystem)
{
gParticleSystem->setParticleSystemCallback(NULL);
}
gIsosuraceCallback.release();
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PX_RELEASE(gCudaContextManager);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetIsosurface done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch(toupper(key))
{
case 'P': gIsRunning = !gIsRunning; break;
}
}
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;
}