feat(physics): wire physx sdk into build
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285
engine/third_party/physx/snippets/snippetsdf/SnippetSDF.cpp
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285
engine/third_party/physx/snippets/snippetsdf/SnippetSDF.cpp
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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 "../snippetcommon/SnippetPVD.h"
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#include "../snippetutils/SnippetUtils.h"
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#include "../snippetsdf/MeshGenerator.h"
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using namespace physx;
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using namespace meshgenerator;
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static bool gUseGPU = false;
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static bool gRunning = true;
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static bool gSingleStep = false;
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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 PxTriangleMesh* createMesh(PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, PxReal sdfSpacing,
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PxU32 sdfSubgridSize = 6, PxSdfBitsPerSubgridPixel::Enum bitsPerSdfSubgridPixel = PxSdfBitsPerSubgridPixel::e16_BIT_PER_PIXEL)
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{
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PxTriangleMeshDesc meshDesc;
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meshDesc.points.count = triVerts.size();
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meshDesc.triangles.count = triIndices.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 = triVerts.begin();
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meshDesc.triangles.data = triIndices.begin();
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params.meshPreprocessParams |= PxMeshPreprocessingFlag::eENABLE_INERTIA;
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params.meshWeldTolerance = 1e-7f;
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PxSDFDesc sdfDesc;
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if (sdfSpacing > 0.f)
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{
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sdfDesc.spacing = sdfSpacing;
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sdfDesc.subgridSize = sdfSubgridSize;
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sdfDesc.bitsPerSubgridPixel = bitsPerSdfSubgridPixel;
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sdfDesc.numThreadsForSdfConstruction = 16;
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meshDesc.sdfDesc = &sdfDesc;
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}
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bool enableCaching = false;
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if (enableCaching)
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{
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const char* path = "C:\\tmp\\PhysXSDFSnippetData.dat";
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bool ok = false;
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FILE* fp = fopen(path, "rb");
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if (fp)
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{
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fclose(fp);
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ok = true;
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}
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if (!ok)
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{
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PxDefaultFileOutputStream stream(path);
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ok = PxCookTriangleMesh(params, meshDesc, stream);
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}
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if (ok)
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{
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PxDefaultFileInputData stream(path);
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PxTriangleMesh* triangleMesh = gPhysics->createTriangleMesh(stream);
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return triangleMesh;
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}
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return NULL;
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}
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else
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return PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback());
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}
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static void addInstance(const PxTransform& transform, PxTriangleMesh* mesh, PxReal scale = 1.0)
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{
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PxRigidDynamic* dyn = gPhysics->createRigidDynamic(transform);
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dyn->setLinearDamping(0.2f);
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dyn->setAngularDamping(0.1f);
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PxTriangleMeshGeometry geom;
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geom.triangleMesh = mesh;
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geom.scale = scale * PxVec3(0.1f, 0.1f, 0.1f);
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dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES, true);
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dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true);
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PxShape* shape = PxRigidActorExt::createExclusiveShape(*dyn, geom, *gMaterial);
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shape->setContactOffset(0.05f);
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shape->setRestOffset(0.0f);
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PxRigidBodyExt::updateMassAndInertia(*dyn, 100.f);
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gScene->addActor(*dyn);
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dyn->setWakeCounter(100000000.f);
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dyn->setSolverIterationCounts(50, 1);
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dyn->setMaxDepenetrationVelocity(5.f);
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}
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static void createBowls(PxCookingParams& params)
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{
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if (gUseGPU && gCudaContextManager == NULL)
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{
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printf("Creating a CUDA context manager failed. Set gUseGPU false for CPU dynamics.\n");
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return;
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}
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PxArray<PxVec3> triVerts;
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PxArray<PxU32> triIndices;
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PxReal maxEdgeLength = 1;
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createBowl(triVerts, triIndices, PxVec3(0, 4.5, 0), 6.0f, maxEdgeLength);
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PxTriangleMesh* mesh = createMesh(params, triVerts, triIndices, 0.05f);
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PxQuat rotate(PxIdentity);
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const PxU32 numInstances = gUseGPU ? 100 : 8;
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float s = 1.0;
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for (PxU32 i = 0; i < numInstances; ++i)
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{
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PxTransform transform(PxVec3(0, 5.f + i * 0.5f, 0), rotate);
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addInstance(transform, mesh, s);
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}
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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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if (gUseGPU)
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{
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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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}
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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 = gUseGPU;
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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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sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
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if (gUseGPU)
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{
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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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}
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else
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{
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sceneDesc.flags &= ~PxSceneFlag::eENABLE_GPU_DYNAMICS;
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}
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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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if (gUseGPU)
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sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
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else
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sceneDesc.broadPhaseType = PxBroadPhaseType::eSAP;
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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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createBowls(params);
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}
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void stepPhysics(bool /*interactive*/)
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{
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const PxReal dt = 1.0f / 60.f;
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if (!gRunning)
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{
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if (gSingleStep)
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gSingleStep = false;
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else
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return;
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}
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gScene->simulate(dt);
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gScene->fetchResults(true);
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}
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void cleanupPhysics(bool /*interactive*/)
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{
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PX_RELEASE(gScene);
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PX_RELEASE(gDispatcher);
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PX_RELEASE(gPhysics);
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if (gPvd)
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{
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PxPvdTransport* transport = gPvd->getTransport();
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PX_RELEASE(gPvd);
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PX_RELEASE(transport);
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}
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PxCloseExtensions();
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PX_RELEASE(gCudaContextManager);
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PX_RELEASE(gFoundation);
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printf("SnippetSDF done.\n");
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}
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int snippetMain(int, const char*const*)
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{
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#ifdef RENDER_SNIPPET
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extern void renderLoop();
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renderLoop();
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#else
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static const PxU32 frameCount = 100;
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initPhysics(false);
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for(PxU32 i=0; i<frameCount; i++)
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stepPhysics(false);
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cleanupPhysics(false);
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#endif
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return 0;
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}
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