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All rights reserved. // **************************************************************************** // This snippet demonstrates how to setup deformable volumes. // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" #include "../snippetdeformablevolumekinematic/SnippetDeformableVolumeKinematic.h" #include "../snippetdeformablevolumekinematic/MeshGenerator.h" #include "extensions/PxTetMakerExt.h" #include "extensions/PxDeformableVolumeExt.h" #include "extensions/PxCudaHelpersExt.h" using namespace physx; using namespace meshgenerator; static PxDefaultAllocator gAllocator; static PxDefaultErrorCallback gErrorCallback; static PxFoundation* gFoundation = NULL; static PxPhysics* gPhysics = NULL; static PxCudaContextManager* gCudaContextManager = NULL; static PxDefaultCpuDispatcher* gDispatcher = NULL; static PxScene* gScene = NULL; static PxMaterial* gMaterial = NULL; static PxPvd* gPvd = NULL; PxArray gDeformableVolumes; void addDeformableVolume(PxDeformableVolume* deformableVolume, const PxTransform& transform, const PxReal density, const PxReal scale) { PxVec4* simPositionInvMassPinned; PxVec4* simVelocityPinned; PxVec4* collPositionInvMassPinned; PxVec4* restPositionPinned; PxDeformableVolumeExt::allocateAndInitializeHostMirror(*deformableVolume, gCudaContextManager, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned); const PxReal maxInvMassRatio = 50.f; PxDeformableVolumeExt::transform(*deformableVolume, transform, scale, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned); PxDeformableVolumeExt::updateMass(*deformableVolume, density, maxInvMassRatio, simPositionInvMassPinned); PxDeformableVolumeExt::copyToDevice(*deformableVolume, PxDeformableVolumeDataFlag::eALL, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned); DeformableVolume volume(deformableVolume, gCudaContextManager); gDeformableVolumes.pushBack(volume); PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, simPositionInvMassPinned); PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, simVelocityPinned); PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, collPositionInvMassPinned); PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, restPositionPinned); } static PxDeformableVolume* createDeformableVolume(const PxCookingParams& params, const PxArray& triVerts, const PxArray& triIndices, bool useCollisionMeshForSimulation = false) { PxDeformableVolumeMaterial* material = PxGetPhysics().createDeformableVolumeMaterial(1e+6f, 0.45f, 0.5f); material->setDamping(0.005f); PxDeformableVolumeMesh* deformableVolumeMesh; PxU32 numVoxelsAlongLongestAABBAxis = 8; PxSimpleTriangleMesh surfaceMesh; surfaceMesh.points.count = triVerts.size(); surfaceMesh.points.data = triVerts.begin(); surfaceMesh.triangles.count = triIndices.size() / 3; surfaceMesh.triangles.data = triIndices.begin(); if (useCollisionMeshForSimulation) { deformableVolumeMesh = PxDeformableVolumeExt::createDeformableVolumeMeshNoVoxels(params, surfaceMesh, gPhysics->getPhysicsInsertionCallback()); } else { deformableVolumeMesh = PxDeformableVolumeExt::createDeformableVolumeMesh(params, surfaceMesh, numVoxelsAlongLongestAABBAxis, gPhysics->getPhysicsInsertionCallback()); } //Alternatively one can cook a deformable volume mesh in a single step //tetMesh = cooking.createDeformableVolumeMesh(simulationMeshDesc, collisionMeshDesc, deformableVolumeDesc, physics.getPhysicsInsertionCallback()); PX_ASSERT(deformableVolumeMesh); if (!gCudaContextManager) return NULL; PxDeformableVolume* deformableVolume = gPhysics->createDeformableVolume(*gCudaContextManager); if (deformableVolume) { PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE; PxDeformableVolumeMaterial* materialPtr = PxGetPhysics().createDeformableVolumeMaterial(1e+6f, 0.45f, 0.5f); materialPtr->setMaterialModel(PxDeformableVolumeMaterialModel::eNEO_HOOKEAN); PxTetrahedronMeshGeometry geometry(deformableVolumeMesh->getCollisionMesh()); PxShape* shape = gPhysics->createShape(geometry, &materialPtr, 1, true, shapeFlags); if (shape) { deformableVolume->attachShape(*shape); shape->setSimulationFilterData(PxFilterData(0, 0, 2, 0)); } deformableVolume->attachSimulationMesh(*deformableVolumeMesh->getSimulationMesh(), *deformableVolumeMesh->getDeformableVolumeAuxData()); gScene->addActor(*deformableVolume); addDeformableVolume(deformableVolume, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxIdentity)), 100.f, 1.0f); deformableVolume->setDeformableBodyFlag(PxDeformableBodyFlag::eDISABLE_SELF_COLLISION, true); deformableVolume->setSolverIterationCounts(30); } return deformableVolume; } static void createDeformableVolumes(const PxCookingParams& params) { PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager(); if (!cudaContextManager) { printf("The Deformable Volumes feature currently only runs on GPU.\n"); return; } PxArray triVerts; PxArray triIndices; PxReal maxEdgeLength = 0.75f; createCube(triVerts, triIndices, PxVec3(0, 0, 0), PxVec3(2.5f, 10, 2.5f)); PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength); PxVec3 position(0, 5.0f, 0); for (PxU32 i = 0; i < triVerts.size(); ++i) { PxVec3& p = triVerts[i]; PxReal corr = PxSqrt(p.x*p.x + p.z*p.z); if (corr != 0) corr = PxMax(PxAbs(p.x), PxAbs(p.z)) / corr; PxReal scaling = 0.75f + 0.5f * (PxCos(1.5f*p.y) + 1.0f); p.x *= scaling * corr; p.z *= scaling * corr; p += position; } PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength); PxDeformableVolume* deformableVolume = createDeformableVolume(params, triVerts, triIndices, true); DeformableVolume* dv = &gDeformableVolumes[0]; dv->copyDeformedVerticesFromGPU(); PxU32 vertexCount = dv->mDeformableVolume->getSimulationMesh()->getNbVertices(); PxVec4* kinematicTargets = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, vertexCount); PxVec4* positionInvMass = dv->mPositionsInvMass; for (PxU32 i = 0; i < vertexCount; ++i) { PxVec4& p = positionInvMass[i]; bool kinematic = false; if (i < triVerts.size()) { if (p.y > 9.9f) kinematic = true; if (p.y > 5 - 0.1f && p.y < 5 + 0.1f) kinematic = true; if (p.y < 0.1f) kinematic = true; } kinematicTargets[i] = PxConfigureDeformableVolumeKinematicTarget(p, kinematic); } PxVec4* kinematicTargetsD = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, vertexCount); cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast(deformableVolume->getSimPositionInvMassBufferD()), positionInvMass, vertexCount * sizeof(PxVec4)); cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast(kinematicTargetsD), kinematicTargets, vertexCount * sizeof(PxVec4)); deformableVolume->setDeformableVolumeFlag(PxDeformableVolumeFlag::ePARTIALLY_KINEMATIC, true); deformableVolume->setKinematicTargetBufferD(kinematicTargetsD); dv->mTargetPositionsH = kinematicTargets; dv->mTargetPositionsD = kinematicTargetsD; dv->mTargetCount = vertexCount; } 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); // initialize cuda PxCudaContextManagerDesc cudaContextManagerDesc; gCudaContextManager = PxCreateCudaContextManager(*gFoundation, cudaContextManagerDesc, PxGetProfilerCallback()); if (gCudaContextManager && !gCudaContextManager->contextIsValid()) { PX_RELEASE(gCudaContextManager); printf("Failed to initialize cuda context.\n"); } PxTolerancesScale scale; gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, scale, true, gPvd); PxInitExtensions(*gPhysics, gPvd); PxCookingParams params(scale); params.meshWeldTolerance = 0.001f; params.meshPreprocessParams = PxMeshPreprocessingFlags(PxMeshPreprocessingFlag::eWELD_VERTICES); params.buildTriangleAdjacencies = false; params.buildGPUData = true; PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); if (!sceneDesc.cudaContextManager) sceneDesc.cudaContextManager = gCudaContextManager; sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; sceneDesc.gpuMaxNumPartitions = 8; sceneDesc.solverType = PxSolverType::eTGS; gScene = gPhysics->createScene(sceneDesc); 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.f); createDeformableVolumes(params); // Setup rigid bodies const PxReal dynamicsDensity = 10; const PxReal boxSize = 0.5f; const PxReal spacing = 0.6f; const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity; const PxU32 gridSizeA = 13; const PxU32 gridSizeB = 3; const PxReal initialRadius = 1.65f; const PxReal distanceJointStiffness = 500.0f; const PxReal distanceJointDamping = 0.5f; PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial); shape->setDensityForFluid(dynamicsDensity); PxArray rigids; for (PxU32 i = 0; i < gridSizeA; ++i) for (PxU32 j = 0; j < gridSizeB; ++j) { PxReal x = PxCos((2 * PxPi*i) / gridSizeA); PxReal y = PxSin((2 * PxPi*i) / gridSizeA); PxVec3 pos = PxVec3((x*j)*spacing + x * initialRadius, 8, (y *j)*spacing + y * initialRadius); PxReal d = 0.0f; { PxReal x2 = PxCos((2 * PxPi*(i + 1)) / gridSizeA); PxReal y2 = PxSin((2 * PxPi*(i + 1)) / gridSizeA); PxVec3 pos2 = PxVec3((x2*j)*spacing + x2 * initialRadius, 8, (y2 *j)*spacing + y2 * initialRadius); d = (pos - pos2).magnitude(); } PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(pos)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, boxMass); gScene->addActor(*body); rigids.pushBack(body); if (j > 0) { PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - 2], PxTransform(PxIdentity), body, PxTransform(PxIdentity)); joint->setMaxDistance(spacing); joint->setMinDistance(spacing*0.5f); joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED); joint->setStiffness(distanceJointStiffness); joint->setDamping(distanceJointDamping); joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED); } if (i > 0) { PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - gridSizeB - 1], PxTransform(PxIdentity), body, PxTransform(PxIdentity)); joint->setMaxDistance(d); joint->setMinDistance(d*0.5f); joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED); joint->setStiffness(distanceJointStiffness); joint->setDamping(distanceJointDamping); joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED); if (i == gridSizeA - 1) { PxDistanceJoint* joint2 = PxDistanceJointCreate(*gPhysics, rigids[j], PxTransform(PxIdentity), body, PxTransform(PxIdentity)); joint2->setMaxDistance(d); joint2->setMinDistance(d*0.5f); joint2->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED); joint2->setStiffness(distanceJointStiffness); joint2->setDamping(distanceJointDamping); joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED); } } } shape->release(); } PxReal simTime = 0.0f; void stepPhysics(bool /*interactive*/) { const PxReal dt = 1.0f / 60.f; gScene->simulate(dt); gScene->fetchResults(true); for (PxU32 i = 0; i < gDeformableVolumes.size(); i++) { DeformableVolume* dv = &gDeformableVolumes[i]; dv->copyDeformedVerticesFromGPU(); PxCudaContextManager* cudaContextManager = dv->mCudaContextManager; //Update the kinematic targets to get some motion if (i == 0) { PxReal scaling = PxMin(0.01f, simTime * 0.1f); PxReal velocity = 1.0f; for (PxU32 j = 0; j < dv->mTargetCount; ++j) { PxVec4& target = dv->mTargetPositionsH[j]; if (target.w == 0.0f) { PxReal phase = target.y*2.0f; target.x += scaling * PxSin(velocity * simTime + phase); target.z += scaling * PxCos(velocity * simTime + phase); } } PxScopedCudaLock _lock(*cudaContextManager); cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast(dv->mTargetPositionsD), dv->mTargetPositionsH, dv->mTargetCount * sizeof(PxVec4)); } } simTime += dt; } void cleanupPhysics(bool /*interactive*/) { for (PxU32 i = 0; i < gDeformableVolumes.size(); i++) gDeformableVolumes[i].release(); gDeformableVolumes.reset(); PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PX_RELEASE(gPhysics); if (gPvd) { PxPvdTransport* transport = gPvd->getTransport(); PX_RELEASE(gPvd); PX_RELEASE(transport); } PxCloseExtensions(); PX_RELEASE(gCudaContextManager); PX_RELEASE(gFoundation); printf("SnippetDeformableVolumeKinematic done.\n"); } 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