522 lines
18 KiB
C++
522 lines
18 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 illustrates isosurface extraction from particle-based fluid
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// simulation. The fluid simulation is performed using position-based dynamics.
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//
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// ****************************************************************************
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#include <ctype.h>
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#include "PxPhysicsAPI.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 "extensions/PxParticleExt.h"
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#include "extensions/PxCudaHelpersExt.h"
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#include "PxIsosurfaceExtraction.h"
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#include "PxAnisotropy.h"
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#include "PxSmoothing.h"
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#include "gpu/PxGpu.h"
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#include "gpu/PxPhysicsGpu.h"
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#include "PxArrayConverter.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 PxDefaultCpuDispatcher* gDispatcher = NULL;
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static PxCudaContextManager* gCudaContextManager = 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 PxPBDParticleSystem* gParticleSystem = NULL;
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static PxParticleBuffer* gParticleBuffer = NULL;
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static bool gIsRunning = true;
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PxRigidDynamic* movingWall;
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using namespace ExtGpu;
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PxArray<PxVec4> gIsosurfaceVertices;
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PxArray<PxU32> gIsosurfaceIndices;
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PxArray<PxVec4> gIsosurfaceNormals;
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PxIsosurfaceExtractor* gIsosurfaceExtractor;
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void* gVerticesGpu;
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void* gNormalsGpu;
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void* gInterleavedVerticesAndNormalsGpu;
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class IsosurfaceCallback : public PxParticleSystemCallback
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{
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public:
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PxIsosurfaceExtractor* mIsosurfaceExtractor;
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PxAnisotropyGenerator* mAnisotropyGenerator;
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PxSmoothedPositionGenerator* mSmoothedPositionGenerator;
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PxArrayConverter* mArrayConverter;
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PxVec4* mSmoothedPositionsDeviceBuffer;
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PxVec4* mAnisotropyDeviceBuffer1;
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PxVec4* mAnisotropyDeviceBuffer2;
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PxVec4* mAnisotropyDeviceBuffer3;
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PxU32 mMaxVertices;
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PxCudaContextManager* mCudaContextManager;
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IsosurfaceCallback() : mIsosurfaceExtractor(NULL), mAnisotropyGenerator(NULL) { }
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void initialize(PxCudaContextManager* cudaContextManager,
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const PxSparseGridParams& sparseGridParams, PxIsosurfaceParams& p,
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PxU32 maxNumVertices, PxU32 maxNumTriangles, PxU32 maxNumParticles)
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{
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mCudaContextManager = cudaContextManager;
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if (mCudaContextManager == NULL)
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{
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mMaxVertices = 0;
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return;
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}
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mMaxVertices = maxNumVertices;
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/*ExtGpu::PxIsosurfaceParams p;
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p.isosurfaceValue = threshold;
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p.clearFilteringPasses();*/
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PxPhysicsGpu* pxGpu = PxGetPhysicsGpu();
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mSmoothedPositionGenerator = pxGpu->createSmoothedPositionGenerator(cudaContextManager, maxNumParticles, 0.5f);
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mSmoothedPositionsDeviceBuffer = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
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mSmoothedPositionGenerator->setResultBufferDevice(mSmoothedPositionsDeviceBuffer);
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//Too small minAnisotropy values will shrink particles to ellipsoids that are smaller than a isosurface grid cell which can lead to unpleasant aliasing/flickering
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PxReal minAnisotropy = 1.0f;// 0.5f; // 0.1f;
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PxReal anisotropyScale = 5.0f;
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mAnisotropyGenerator = pxGpu->createAnisotropyGenerator(cudaContextManager, maxNumParticles, anisotropyScale, minAnisotropy, 2.0f);
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mAnisotropyDeviceBuffer1 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
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mAnisotropyDeviceBuffer2 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
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mAnisotropyDeviceBuffer3 = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxNumParticles);
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mAnisotropyGenerator->setResultBufferDevice(mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3);
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gIsosurfaceVertices.resize(maxNumVertices);
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gIsosurfaceNormals.resize(maxNumVertices);
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gIsosurfaceIndices.resize(3 * maxNumTriangles);
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mIsosurfaceExtractor = pxGpu->createSparseGridIsosurfaceExtractor(cudaContextManager, sparseGridParams, p, maxNumParticles, maxNumVertices, maxNumTriangles);
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gIsosurfaceExtractor = mIsosurfaceExtractor;
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mArrayConverter = pxGpu->createArrayConverter(cudaContextManager);
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}
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virtual void onPostSolve(const PxGpuMirroredPointer<PxGpuParticleSystem>& gpuParticleSystem, CUstream stream)
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{
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#if RENDER_SNIPPET
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PxGpuParticleSystem& p = *gpuParticleSystem.mHostPtr;
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if (mAnisotropyGenerator)
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{
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mAnisotropyGenerator->generateAnisotropy(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
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}
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mSmoothedPositionGenerator->generateSmoothedPositions(gpuParticleSystem.mDevicePtr, p.mCommonData.mMaxParticles, stream);
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mIsosurfaceExtractor->extractIsosurface(mSmoothedPositionsDeviceBuffer/*reinterpret_cast<PxVec4*>(p.mUnsortedPositions_InvMass)*/, p.mCommonData.mNumParticles, stream, p.mUnsortedPhaseArray, PxParticlePhaseFlag::eParticlePhaseFluid,
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NULL, mAnisotropyDeviceBuffer1, mAnisotropyDeviceBuffer2, mAnisotropyDeviceBuffer3, p.mCommonData.mParticleContactDistance);
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if (gInterleavedVerticesAndNormalsGpu)
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{
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//Bring the data into a form that is better suited for rendering
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mArrayConverter->interleaveGpuBuffers(static_cast<PxVec4*>(gVerticesGpu), static_cast<PxVec4*>(gNormalsGpu), mMaxVertices, static_cast<PxVec3*>(gInterleavedVerticesAndNormalsGpu), stream);
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}
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#else
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PX_UNUSED(gpuParticleSystem);
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PX_UNUSED(stream);
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#endif
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}
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virtual void onBegin(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
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virtual void onAdvance(const PxGpuMirroredPointer<PxGpuParticleSystem>& /*gpuParticleSystem*/, CUstream /*stream*/) { }
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virtual ~IsosurfaceCallback() { }
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void release()
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{
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gIsosurfaceVertices.reset();
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gIsosurfaceIndices.reset();
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gIsosurfaceNormals.reset();
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if (mIsosurfaceExtractor)
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{
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mIsosurfaceExtractor->release();
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PX_DELETE(mIsosurfaceExtractor);
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}
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PX_DELETE(mArrayConverter);
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if (mAnisotropyGenerator)
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{
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mAnisotropyGenerator->release();
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PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer1);
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PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer2);
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PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mAnisotropyDeviceBuffer3);
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}
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if (mSmoothedPositionGenerator)
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{
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mSmoothedPositionGenerator->release();
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PX_EXT_DEVICE_MEMORY_FREE(*mCudaContextManager, mSmoothedPositionsDeviceBuffer);
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}
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}
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};
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static IsosurfaceCallback gIsosuraceCallback;
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// -----------------------------------------------------------------------------------------------------------------
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static void initScene()
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{
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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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gDispatcher = PxDefaultCpuDispatcherCreate(2);
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sceneDesc.cpuDispatcher = gDispatcher;
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sceneDesc.filterShader = PxDefaultSimulationFilterShader;
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sceneDesc.cudaContextManager = gCudaContextManager;
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sceneDesc.staticStructure = PxPruningStructureType::eDYNAMIC_AABB_TREE;
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sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
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sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
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sceneDesc.flags |= PxSceneFlag::eENABLE_EXTERNAL_FORCES_EVERY_ITERATION_TGS;
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sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
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sceneDesc.solverType = PxSolverType::eTGS;
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gScene = gPhysics->createScene(sceneDesc);
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}
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// -----------------------------------------------------------------------------------------------------------------
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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)
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{
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PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
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if (cudaContextManager == NULL)
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return 0.0f;
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const PxU32 maxParticles = numX * numY * numZ;
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const PxReal fluidRestOffset = 0.5f * particleSpacing;
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// Material setup
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PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.05f, 0.05f, 0.f, 0.001f, 0.5f, 0.005f, 0.01f, 0.f, 0.f, 0.5f);
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PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96);
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gParticleSystem = particleSystem;
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bool highCohesion = false;
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if (highCohesion)
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{
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defaultMat->setViscosity(50.0f);
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defaultMat->setSurfaceTension(0.f);
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defaultMat->setCohesion(100.0f);
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particleSystem->setSolverIterationCounts(20, 0);
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}
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else
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{
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defaultMat->setViscosity(0.001f);
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defaultMat->setSurfaceTension(0.00704f);
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defaultMat->setCohesion(0.704f);
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defaultMat->setVorticityConfinement(10.f);
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}
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// General particle system setting
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const PxReal restOffset = fluidRestOffset / 0.6f;
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const PxReal solidRestOffset = restOffset;
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const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing;
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particleSystem->setRestOffset(restOffset);
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particleSystem->setContactOffset(restOffset + 0.01f);
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particleSystem->setParticleContactOffset(fluidRestOffset / 0.6f);
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particleSystem->setSolidRestOffset(solidRestOffset);
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particleSystem->setFluidRestOffset(fluidRestOffset);
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particleSystem->setParticleFlag(PxParticleFlag::eENABLE_SPECULATIVE_CCD, true);
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particleSystem->setMaxVelocity(100.f);
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gScene->addActor(*particleSystem);
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// Create particles and add them to the particle system
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const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
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PxU32* phase = PX_EXT_PINNED_MEMORY_ALLOC(PxU32, *cudaContextManager, maxParticles);
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PxVec4* positionInvMass = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles);
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PxVec4* velocity = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles);
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PxReal x = position.x;
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PxReal y = position.y;
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PxReal z = position.z;
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for (PxU32 i = 0; i < numX; ++i)
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{
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for (PxU32 j = 0; j < numY; ++j)
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{
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for (PxU32 k = 0; k < numZ; ++k)
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{
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const PxU32 index = i * (numY * numZ) + j * numZ + k;
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PxVec4 pos(x, y, z, 1.0f / particleMass);
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phase[index] = particlePhase;
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positionInvMass[index] = pos;
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velocity[index] = PxVec4(0.0f);
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z += particleSpacing;
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}
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z = position.z;
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y += particleSpacing;
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}
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y = position.y;
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x += particleSpacing;
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}
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ExtGpu::PxParticleBufferDesc bufferDesc;
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bufferDesc.maxParticles = maxParticles;
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bufferDesc.numActiveParticles = maxParticles;
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bufferDesc.positions = positionInvMass;
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bufferDesc.velocities = velocity;
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bufferDesc.phases = phase;
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gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager);
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gParticleSystem->addParticleBuffer(gParticleBuffer);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, positionInvMass);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocity);
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PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, phase);
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return particleSpacing;
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}
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PxPBDParticleSystem* getParticleSystem()
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{
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return gParticleSystem;
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}
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PxParticleBuffer* getParticleBuffer()
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{
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return gParticleBuffer;
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}
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void addKinematicBox(PxVec3 boxSize, PxVec3 boxCenter)
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||
|
|
{
|
||
|
|
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;
|
||
|
|
}
|