// 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. #ifdef RENDER_SNIPPET #include "PxPhysicsAPI.h" #include "cudamanager/PxCudaContext.h" #include "cudamanager/PxCudaContextManager.h" #include "../snippetrender/SnippetRender.h" #include "../snippetrender/SnippetCamera.h" #define CUDA_SUCCESS 0 #define SHOW_SOLID_SDF_SLICE 0 #define IDX(i, j, k, offset) ((i) + dimX * ((j) + dimY * ((k) + dimZ * (offset)))) using namespace physx; extern void initPhysics(bool interactive); extern void stepPhysics(bool interactive); extern void cleanupPhysics(bool interactive); extern void keyPress(unsigned char key, const PxTransform& camera); extern PxPBDParticleSystem* getParticleSystem(); extern PxParticleClothBuffer* getUserClothBuffer(); namespace { Snippets::Camera* sCamera; Snippets::SharedGLBuffer sPosBuffer; void onBeforeRenderParticles() { PxPBDParticleSystem* particleSystem = getParticleSystem(); if (particleSystem) { PxParticleClothBuffer* userBuffer = getUserClothBuffer(); PxVec4* positions = userBuffer->getPositionInvMasses(); const PxU32 numParticles = userBuffer->getNbActiveParticles(); PxScene* scene; PxGetPhysics().getScenes(&scene, 1); PxCudaContextManager* cudaContextManager = scene->getCudaContextManager(); cudaContextManager->acquireContext(); PxCudaContext* cudaContext = cudaContextManager->getCudaContext(); cudaContext->memcpyDtoH(sPosBuffer.map(), CUdeviceptr(positions), sizeof(PxVec4) * numParticles); cudaContextManager->releaseContext(); #if SHOW_SOLID_SDF_SLICE particleSystem->copySparseGridData(sSparseGridSolidSDFBufferD, PxSparseGridDataFlag::eGRIDCELL_SOLID_GRADIENT_AND_SDF); #endif } } void renderParticles() { sPosBuffer.unmap(); PxVec3 color(1.f, 0.75f, 0); Snippets::DrawPoints(sPosBuffer.vbo, sPosBuffer.size / sizeof(PxVec4), color, 2.f); Snippets::DrawFrame(PxVec3(0, 0, 0)); } void allocParticleBuffers() { PxScene* scene; PxGetPhysics().getScenes(&scene, 1); PxCudaContextManager* cudaContextManager = scene->getCudaContextManager(); if (cudaContextManager != NULL) { PxParticleClothBuffer* userBuffer = getUserClothBuffer(); PxU32 maxParticles = userBuffer->getMaxParticles(); sPosBuffer.initialize(cudaContextManager); sPosBuffer.allocate(maxParticles * sizeof(PxVec4)); } } void clearupParticleBuffers() { sPosBuffer.release(); } void renderCallback() { onBeforeRenderParticles(); stepPhysics(true); Snippets::startRender(sCamera); PxScene* scene; PxGetPhysics().getScenes(&scene,1); PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC); if(nbActors) { PxArray actors(nbActors); scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast(&actors[0]), nbActors); Snippets::renderActors(&actors[0], static_cast(actors.size()), true); } renderParticles(); Snippets::showFPS(); Snippets::finishRender(); } void cleanup() { delete sCamera; clearupParticleBuffers(); cleanupPhysics(true); } void exitCallback() { } } void renderLoop() { sCamera = new Snippets::Camera(PxVec3(15.0f, 10.0f, 15.0f), PxVec3(-0.6f,-0.2f,-0.6f)); Snippets::setupDefault("PhysX Snippet PBDInflatable", sCamera, keyPress, renderCallback, exitCallback); initPhysics(true); Snippets::initFPS(); allocParticleBuffers(); glutMainLoop(); cleanup(); } #endif