// 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. // **************************************************************************** // 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 #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& 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& triVerts, PxArray& 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& verts, PxArray& indices, const PxReal restOffset = 0.1f, const PxReal totalInflatableMass = 10.f) { PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager(); if (cudaContextManager == NULL) return; PxArray 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 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 vertices; PxArray 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