// 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. // **************************************************************************** // This snippet illustrates fluid simulation using multiple materials. It // creates a container and drops a body of water. The dynamics of the fluid // is computed using Position-based Fluid (PBF) which is a purely // particle-based algorithm. // **************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" #include "extensions/PxParticleExt.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 PxParticleBuffer* gParticleBuffer = NULL; static bool gIsRunning = true; 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; gScene = gPhysics->createScene(sceneDesc); } static void initParticles(const PxU32 numX, const PxU32 numY, const PxU32 numZ, const PxVec3& position = PxVec3(0, 0, 0), const PxReal particleSpacing = 0.2f, const PxReal fluidDensity = 1000.f) { PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager(); if (cudaContextManager == NULL) return; const PxU32 maxParticles = numX * numY * numZ; gParticleSystem = gPhysics->createPBDParticleSystem(*cudaContextManager, 96); // General particle system setting const PxReal restOffset = 0.5f * particleSpacing / 0.6f; const PxReal solidRestOffset = restOffset; const PxReal fluidRestOffset = restOffset * 0.6f; const PxReal particleMass = fluidDensity * 1.333f * 3.14159f * particleSpacing * particleSpacing * particleSpacing; gParticleSystem->setRestOffset(restOffset); gParticleSystem->setContactOffset(restOffset + 0.01f); gParticleSystem->setParticleContactOffset(PxMax(solidRestOffset + 0.01f, fluidRestOffset / 0.6f)); gParticleSystem->setSolidRestOffset(solidRestOffset); gParticleSystem->setFluidRestOffset(fluidRestOffset); gParticleSystem->setParticleFlag(PxParticleFlag::eENABLE_SPECULATIVE_CCD, false); gScene->addActor(*gParticleSystem); // Create particles and add them to the particle system PxU32* phase = PX_EXT_PINNED_MEMORY_ALLOC(PxU32, *cudaContextManager, maxParticles); PxVec4* positionInvMass = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles); PxVec4* velocity = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, maxParticles); // We are applying different material parameters for each section const PxU32 maxMaterials = 3; PxU32 phases[maxMaterials]; for (PxU32 i = 0; i < maxMaterials; ++i) { PxPBDMaterial* mat = gPhysics->createPBDMaterial(0.05f, i / (maxMaterials - 1.0f), 0.f, 10.002f* (i + 1), 0.5f, 0.005f * i, 0.01f, 0.f, 0.f); phases[i] = gParticleSystem->createPhase(mat, PxParticlePhaseFlags(PxParticlePhaseFlag::eParticlePhaseFluid | PxParticlePhaseFlag::eParticlePhaseSelfCollide)); } PxReal x = position.x; PxReal y = position.y; PxReal z = position.z; for (PxU32 i = 0; i < numX; ++i) { for (PxU32 j = 0; j < numY; ++j) { for (PxU32 k = 0; k < numZ; ++k) { const PxU32 index = i * (numY * numZ) + j * numZ + k; const PxU16 matIndex = (PxU16)(i * maxMaterials / numX); const PxVec4 pos(x, y, z, 1.0f / particleMass); phase[index] = phases[matIndex]; positionInvMass[index] = pos; velocity[index] = PxVec4(0.0f); z += particleSpacing; } z = position.z; y += particleSpacing; } y = position.y; x += particleSpacing; } ExtGpu::PxParticleBufferDesc bufferDesc; bufferDesc.maxParticles = maxParticles; bufferDesc.numActiveParticles = maxParticles; bufferDesc.positions = positionInvMass; bufferDesc.velocities = velocity; bufferDesc.phases = phase; gParticleBuffer = physx::ExtGpu::PxCreateAndPopulateParticleBuffer(bufferDesc, cudaContextManager); gParticleSystem->addParticleBuffer(gParticleBuffer); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, positionInvMass); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocity); PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, phase); } PxParticleSystem* getParticleSystem() { return gParticleSystem; } PxParticleBuffer* getParticleBuffer() { return gParticleBuffer; } 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 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 PBF const PxReal fluidDensity = 1000.0f; initParticles(60, 80, 30, PxVec3(-2.5f, 3.f, -2.5f), 0.1f, fluidDensity); // Setup container gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 1.f, 0.f, 0.f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(1.f, 0.f, 0.f, 6.f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(-1.f, 0.f, 0.f, 6.f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, 1.f, 6.f), *gMaterial)); gScene->addActor(*PxCreatePlane(*gPhysics, PxPlane(0.f, 0.f, -1.f, 6.f), *gMaterial)); // Setup rigid bodies const PxReal dynamicsDensity = fluidDensity * 0.2f; const PxReal boxSize = 1.0f; const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity; 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 - 3.0f, 10, 1))); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, boxMass); gScene->addActor(*body); } shape->release(); } void stepPhysics(bool /*interactive*/) { if (gIsRunning) { gScene->simulate(1.0f / 60.0f); 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("SnippetPBFMultiMat 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