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XCEngine/engine/third_party/physx/snippets/snippetrbdirectgpuapi/SnippetRBDirectGPUAPI.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 GPU-accelerated rigid body simulation with
// .the direct GPU API feature on and used for rendering and resetting.
//
// It creates a number of box stacks on a plane, and a rolling ball that
// hits the stacks. User can reset the simulation by pressing 'R'.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "cudamanager/PxCudaContext.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxCudaContextManager* gCudaContextManager = NULL;
static PxReal stackZ = 10.0f;
static PxArray<PxU32> gRBIndices;
static PxArray<PxGeometryHolder> gRBGeometries;
static PxArray<PxTransform> gRBPoses;
static CUdeviceptr gRBIndicesD;
static CUdeviceptr gRBPosesD;
static CUdeviceptr gRBInitPosesD;
static CUdeviceptr gRBInitLinVelsD;
static CUdeviceptr gRBInitAngVelsD;
PxU32 getRBCount()
{
return gRBIndices.size();
}
const PxGeometryHolder* getRBGeometries()
{
return gRBGeometries.empty() ? NULL : &gRBGeometries[0];
}
const PxTransform* getRBPoses()
{
return gRBPoses.empty() ? NULL : &gRBPoses[0];
}
static PxRigidDynamic* createDynamic(const PxTransform& pose, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0))
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, pose, geometry, *gMaterial, 10.0f);
dynamic->setAngularDamping(0.5f);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
gRBIndices.pushBack(dynamic->getGPUIndex());
gRBGeometries.pushBack(geometry);
gRBPoses.pushBack(pose);
return dynamic;
}
static void createStack(const PxTransform& pose, PxU32 size, PxReal halfExtent)
{
PxBoxGeometry boxGeometry(halfExtent, halfExtent, halfExtent);
PxShape* shape = gPhysics->createShape(boxGeometry, *gMaterial);
for (PxU32 i = 0; i < size; i++)
{
for (PxU32 j = 0; j < size - i; j++)
{
PxTransform localPose(PxVec3(PxReal(j * 2) - PxReal(size - i), PxReal(i * 2 + 1), 0) * halfExtent);
PxTransform globalPose = pose.transform(localPose);
PxRigidDynamic* body = gPhysics->createRigidDynamic(globalPose);
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
gRBIndices.pushBack(body->getGPUIndex());
gRBGeometries.pushBack(boxGeometry);
gRBPoses.pushBack(globalPose);
}
}
shape->release();
}
void initPhysics(bool /*interactive*/)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale());
PxCudaContextManagerDesc cudaContextManagerDesc;
gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc);
if (!gCudaContextManager || !gCudaContextManager->contextIsValid())
{
PX_RELEASE(gCudaContextManager);
printf("Failed to initialize cuda context.\n");
printf("The direct GPU API feature is only supported on the GPU.\n");
return;
}
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.cudaContextManager = gCudaContextManager;
// enable GPU simulstion and direct GPU access
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_DIRECT_GPU_API;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
gScene = gPhysics->createScene(sceneDesc);
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
gScene->addActor(*groundPlane);
for (PxU32 i = 0; i < 40; i++)
createStack(PxTransform(PxVec3(0, 0, stackZ -= 10.0f)), 20, 1.0f);
PxRigidDynamic* ball = createDynamic(PxTransform(PxVec3(0, 20, 100)), PxSphereGeometry(5), PxVec3(0, -25, -100));
PxRigidBodyExt::updateMassAndInertia(*ball, 1000.f);
PxCudaContext* cudaContext = gCudaContextManager->getCudaContext();
// prepare RBs indices
cudaContext->memAlloc(&gRBIndicesD, getRBCount() * sizeof(PxU32));
cudaContext->memcpyHtoD(gRBIndicesD, &gRBIndices[0], getRBCount() * sizeof(PxU32));
// a buffer to read poses for rendering
cudaContext->memAlloc(&gRBPosesD, getRBCount() * sizeof(PxTransform));
// direct GPU API data is only valid *after*
// the 1st simulation step. so we step.
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
// store initial poses and velocities for reset
cudaContext->memAlloc(&gRBInitPosesD, getRBCount() * sizeof(PxTransform));
gScene->getDirectGPUAPI().getRigidDynamicData(reinterpret_cast<void*>(gRBInitPosesD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIReadType::eGLOBAL_POSE,
getRBCount());
cudaContext->memAlloc(&gRBInitLinVelsD, getRBCount() * sizeof(PxVec3));
gScene->getDirectGPUAPI().getRigidDynamicData(reinterpret_cast<void*>(gRBInitLinVelsD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIReadType::eLINEAR_VELOCITY,
getRBCount());
cudaContext->memAlloc(&gRBInitAngVelsD, getRBCount() * sizeof(PxVec3));
gScene->getDirectGPUAPI().getRigidDynamicData(reinterpret_cast<void*>(gRBInitAngVelsD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIReadType::eANGULAR_VELOCITY,
getRBCount());
}
void stepPhysics(bool /*interactive*/)
{
if (gCudaContextManager)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
// read current poses for rendering
gScene->getDirectGPUAPI().getRigidDynamicData(reinterpret_cast<void*>(gRBPosesD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIReadType::eGLOBAL_POSE,
getRBCount());
PxCudaContext* cudaContext = gCudaContextManager->getCudaContext();
cudaContext->memcpyDtoH(&gRBPoses[0], gRBPosesD, getRBCount() * sizeof(PxTransform));
}
}
void cleanupPhysics(bool /*interactive*/)
{
if (gCudaContextManager)
{
PxCudaContext* cudaContext = gCudaContextManager->getCudaContext();
cudaContext->memFree(gRBInitAngVelsD);
cudaContext->memFree(gRBInitLinVelsD);
cudaContext->memFree(gRBInitPosesD);
cudaContext->memFree(gRBPosesD);
cudaContext->memFree(gRBIndicesD);
gRBIndices.reset();
gRBGeometries.reset();
gRBPoses.reset();
}
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PX_RELEASE(gCudaContextManager);
PX_RELEASE(gFoundation);
printf("SnippetRBDirectGPUAPI done.\n");
}
void keyPress(unsigned char key, const PxTransform& /*camera*/)
{
switch (toupper(key))
{
case 'R':
{
// reset poses and velocities
gScene->getDirectGPUAPI().setRigidDynamicData(reinterpret_cast<void*>(gRBInitPosesD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIWriteType::eGLOBAL_POSE,
getRBCount());
gScene->getDirectGPUAPI().setRigidDynamicData(reinterpret_cast<void*>(gRBInitLinVelsD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIWriteType::eLINEAR_VELOCITY,
getRBCount());
gScene->getDirectGPUAPI().setRigidDynamicData(reinterpret_cast<void*>(gRBInitAngVelsD),
reinterpret_cast<const PxRigidDynamicGPUIndex*>(gRBIndicesD),
PxRigidDynamicGPUAPIWriteType::eANGULAR_VELOCITY,
getRBCount());
}
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;
}