feat(physics): wire physx sdk into build

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2026-04-15 12:22:15 +08:00
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2044 changed files with 752623 additions and 1 deletions

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// Redistribution and use in source and binary forms, with or without
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// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// 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.
// ****************************************************************************
// NOTE: Particle cloth has been DEPRECATED. Please use PxDeformableSurface instead.
// This snippet illustrates inflatable simulation using position-based dynamics
// particle simulation. It creates an inflatable body that drops to the ground.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "extensions/PxRemeshingExt.h"
#include "extensions/PxParticleExt.h"
#include "extensions/PxParticleClothCooker.h"
#include "extensions/PxCudaHelpersExt.h"
using namespace physx;
using namespace ExtGpu;
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 PxParticleClothBuffer* gUserClothBuffer = NULL;
static bool gIsRunning = true;
static void initObstacles()
{
PxShape* shape = gPhysics->createShape(PxCapsuleGeometry(0.5f, 4.f), *gMaterial);
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, 2.f)));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
shape = gPhysics->createShape(PxCapsuleGeometry(0.5f, 4.f), *gMaterial);
body = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, -2.f)));
body->attachShape(*shape);
body->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*body);
shape->release();
}
// -----------------------------------------------------------------------------------------------------------------
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.broadPhaseType = PxBroadPhaseType::eGPU;
sceneDesc.solverType = PxSolverType::eTGS;
gScene = gPhysics->createScene(sceneDesc);
}
// -----------------------------------------------------------------------------------------------------------------
PxVec3 cubeVertices[] = { PxVec3(0.5f, -0.5f, -0.5f), PxVec3(0.5f, -0.5f, 0.5f), PxVec3(-0.5f, -0.5f, 0.5f), PxVec3(-0.5f, -0.5f, -0.5f),
PxVec3(0.5f, 0.5f, -0.5f), PxVec3(0.5f, 0.5f, 0.5f), PxVec3(-0.5f, 0.5f, 0.5f), PxVec3(-0.5f, 0.5f, -0.5f) };
PxU32 cubeIndices[] = { 1, 2, 3, 7, 6, 5, 4, 5, 1, 5, 6, 2, 2, 6, 7, 0, 3, 7, 0, 1, 3, 4, 7, 5, 0, 4, 1, 1, 5, 2, 3, 2, 7, 4, 0, 7 };
static void projectPointsOntoSphere(PxArray<PxVec3>& triVerts, const PxVec3& center, PxReal radius)
{
for (PxU32 i = 0; i < triVerts.size(); ++i)
{
PxVec3 dir = triVerts[i] - center;
dir.normalize();
triVerts[i] = center + radius * dir;
}
}
static void createSphere(PxArray<PxVec3>& triVerts, PxArray<PxU32>& triIndices, const PxVec3& center, PxReal radius, const PxReal maxEdgeLength)
{
for (PxU32 i = 0; i < 8; ++i)
triVerts.pushBack(cubeVertices[i] * radius + center);
for (PxU32 i = 0; i < 36; ++i)
triIndices.pushBack(cubeIndices[i]);
projectPointsOntoSphere(triVerts, center, radius);
while (PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength, 1))
projectPointsOntoSphere(triVerts, center, radius);
}
static void initInflatable(PxArray<PxVec3>& verts, PxArray<PxU32>& indices, const PxReal restOffset = 0.1f, const PxReal totalInflatableMass = 10.f)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (cudaContextManager == NULL)
return;
PxArray<PxVec4> vertices;
vertices.resize(verts.size());
PxReal invMass = 1.0f / (totalInflatableMass / verts.size());
for (PxU32 i = 0; i < verts.size(); ++i)
vertices[i] = PxVec4(verts[i], invMass);
const PxU32 numParticles = vertices.size();
const PxReal stretchStiffness = 100000.f;
const PxReal shearStiffness = 1000.f;
const PxReal bendStiffness = 1000.f;
const PxReal pressure = 1.0f; //Pressure is used to compute the target volume of the inflatable by scaling its rest volume
// Cook cloth
PxParticleClothCooker* cooker = PxCreateParticleClothCooker(vertices.size(), vertices.begin(), indices.size(), indices.begin(),
PxParticleClothConstraint::eTYPE_HORIZONTAL_CONSTRAINT | PxParticleClothConstraint::eTYPE_VERTICAL_CONSTRAINT | PxParticleClothConstraint::eTYPE_DIAGONAL_CONSTRAINT);
cooker->cookConstraints();
cooker->calculateMeshVolume();
// Apply cooked constraints to particle springs
PxU32 constraintCount = cooker->getConstraintCount();
PxParticleClothConstraint* constraintBuffer = cooker->getConstraints();
PxArray<PxParticleSpring> springs;
springs.reserve(constraintCount);
for (PxU32 i = 0; i < constraintCount; i++)
{
const PxParticleClothConstraint& c = constraintBuffer[i];
PxReal stiffness = 0.0f;
switch (c.constraintType)
{
case PxParticleClothConstraint::eTYPE_INVALID_CONSTRAINT:
continue;
case PxParticleClothConstraint::eTYPE_HORIZONTAL_CONSTRAINT:
case PxParticleClothConstraint::eTYPE_VERTICAL_CONSTRAINT:
stiffness = stretchStiffness;
break;
case PxParticleClothConstraint::eTYPE_DIAGONAL_CONSTRAINT:
stiffness = shearStiffness;
break;
case PxParticleClothConstraint::eTYPE_BENDING_CONSTRAINT:
stiffness = bendStiffness;
break;
default:
PX_ASSERT("Invalid cloth constraint generated by PxParticleClothCooker");
}
PxParticleSpring spring;
spring.ind0 = c.particleIndexA;
spring.ind1 = c.particleIndexB;
spring.stiffness = stiffness;
spring.damping = 0.001f;
spring.length = c.length;
springs.pushBack(spring);
}
const PxU32 numSprings = springs.size();
// Read triangles from cooker
const PxU32 numTriangles = cooker->getTriangleIndicesCount() / 3;
const PxU32* triangles = cooker->getTriangleIndices();
// Material setup
PxPBDMaterial* defaultMat = gPhysics->createPBDMaterial(0.8f, 0.05f, 1e+6f, 0.001f, 0.5f, 0.005f, 0.05f, 0.f, 0.f);
PxPBDParticleSystem *particleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager);
gParticleSystem = particleSystem;
// General particle system setting
particleSystem->setRestOffset(restOffset);
particleSystem->setContactOffset(restOffset + 0.02f);
particleSystem->setParticleContactOffset(restOffset + 0.02f);
particleSystem->setSolidRestOffset(restOffset);
particleSystem->setFluidRestOffset(0.0f);
gScene->addActor(*particleSystem);
// Create particles and add them to the particle system
const PxU32 particlePhase = particleSystem->createPhase(defaultMat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseSelfCollideFilter | PxParticlePhaseFlag::eParticlePhaseSelfCollide));
PxU32* phases = PX_EXT_PINNED_MEMORY_ALLOC(PxU32, *cudaContextManager, numParticles);
PxVec4* positionInvMass = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, numParticles);
PxVec4* velocity = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, numParticles);
for (PxU32 v = 0; v < numParticles; v++)
{
positionInvMass[v] = vertices[v];
velocity[v] = PxVec4(0.0f, 0.0f, 0.0f, 0.0f);
phases[v] = particlePhase;
}
PxParticleVolumeBufferHelper* volumeBuffers = PxCreateParticleVolumeBufferHelper(1, numTriangles, cudaContextManager); //Volumes are optional. They are used to accelerate scene queries, e. g. to support picking.
PxParticleClothBufferHelper* clothBuffers = PxCreateParticleClothBufferHelper(1, numTriangles, numSprings, numParticles, cudaContextManager);
clothBuffers->addCloth(0.0f, cooker->getMeshVolume(), pressure, triangles, numTriangles, springs.begin(), numSprings, positionInvMass, numParticles);
volumeBuffers->addVolume(0, numParticles, triangles, numTriangles);
cooker->release();
ExtGpu::PxParticleBufferDesc bufferDesc;
bufferDesc.maxParticles = numParticles;
bufferDesc.numActiveParticles = numParticles;
bufferDesc.positions = positionInvMass;
bufferDesc.velocities = velocity;
bufferDesc.phases = phases;
bufferDesc.maxVolumes = volumeBuffers->getMaxVolumes();
bufferDesc.numVolumes = volumeBuffers->getNumVolumes();
bufferDesc.volumes = volumeBuffers->getParticleVolumes();
PxParticleClothPreProcessor* clothPreProcessor = PxCreateParticleClothPreProcessor(cudaContextManager);
PxPartitionedParticleCloth output;
const PxParticleClothDesc& clothDesc = clothBuffers->getParticleClothDesc();
clothPreProcessor->partitionSprings(clothDesc, output);
clothPreProcessor->release();
gUserClothBuffer = physx::ExtGpu::PxCreateAndPopulateParticleClothBuffer(bufferDesc, clothDesc, output, cudaContextManager);
gParticleSystem->addParticleBuffer(gUserClothBuffer);
clothBuffers->release();
volumeBuffers->release();
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, positionInvMass);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocity);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, phases);
}
PxPBDParticleSystem* getParticleSystem()
{
return gParticleSystem;
}
PxParticleClothBuffer* getUserClothBuffer()
{
return gUserClothBuffer;
}
// -----------------------------------------------------------------------------------------------------------------
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 particle cloth feature is currently only supported on 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 Cloth
const PxReal totalInflatableMass = 100.0f;
PxReal particleSpacing = 0.05f;
PxArray<PxVec3> vertices;
PxArray<PxU32> indices;
createSphere(vertices, indices, PxVec3(0, 10, 0), 3, 0.25f);
initInflatable(vertices, indices, particleSpacing, totalInflatableMass);
initObstacles();
gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.0f), *gMaterial));
// Setup rigid bodies
const PxReal boxSize = 0.75f;
const PxReal boxMass = 0.25f;
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 - 2.0f, 10, 0.f)));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
}
shape->release();
}
// ---------------------------------------------------
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
gScene->simulate(dt);
gScene->fetchResults(true);
gScene->fetchResultsParticleSystem();
}
}
void cleanupPhysics(bool /*interactive*/)
{
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("SnippetPBDInflatable 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;
}