// 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 demonstrates the use of a spatial tendon to actuate a symmetric articulation // ***************************************************************************************** #include #include "PxPhysicsAPI.h" #include "../snippetutils/SnippetUtils.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" using namespace physx; static PxDefaultAllocator gAllocator; static PxDefaultErrorCallback gErrorCallback; static PxFoundation* gFoundation = NULL; static PxPhysics* gPhysics = NULL; static PxDefaultCpuDispatcher* gDispatcher = NULL; static PxScene* gScene = NULL; static PxMaterial* gMaterial = NULL; static PxPvd* gPvd = NULL; static PxArticulationReducedCoordinate* gArticulations[2] = { NULL }; static const PxReal gGravity = 9.81f; static const PxReal gLinkHalfLength = 0.5f; PxRigidStatic** getAttachments() { static PxRigidStatic* attachments[6] = { NULL }; return attachments; } static void createSpatialTendonArticulation(PxArticulationReducedCoordinate* articulation, PxRigidStatic** attachmentRigidStatics, const PxVec3 offset) { // link geometry and density: const PxVec3 linkExtents(gLinkHalfLength, 0.05f, 0.05f); const PxBoxGeometry linkGeom = PxBoxGeometry(linkExtents); const PxReal density = 1000.0f; articulation->setArticulationFlags(PxArticulationFlag::eFIX_BASE); articulation->setSolverIterationCounts(10, 1); PxTransform pose = PxTransform(offset, PxQuat(PxIdentity)); pose.p.y += 3.0f; PxArticulationLink* baseLink = articulation->createLink(NULL, pose); PxRigidActorExt::createExclusiveShape(*baseLink, linkGeom, *gMaterial); PxRigidBodyExt::updateMassAndInertia(*baseLink, density); pose.p.x -= linkExtents.x * 2.0f; PxArticulationLink* leftLink = articulation->createLink(baseLink, pose); PxRigidActorExt::createExclusiveShape(*leftLink, linkGeom, *gMaterial); PxRigidBodyExt::updateMassAndInertia(*leftLink, density); pose.p.x += linkExtents.x * 4.0f; PxArticulationLink* rightLink = articulation->createLink(baseLink, pose); PxRigidActorExt::createExclusiveShape(*rightLink, linkGeom, *gMaterial); PxRigidBodyExt::updateMassAndInertia(*rightLink, density); // setup revolute joints: { PxArticulationJointReducedCoordinate* joint = leftLink->getInboundJoint(); if(joint) { PxVec3 parentOffset(-linkExtents.x, 0.0f, 0.0f); PxVec3 childOffset(linkExtents.x, 0.0f, 0.0f); joint->setParentPose(PxTransform(parentOffset, PxQuat(PxIdentity))); joint->setChildPose(PxTransform(childOffset, PxQuat(PxIdentity))); joint->setJointType(PxArticulationJointType::eREVOLUTE); joint->setMotion(PxArticulationAxis::eSWING2, PxArticulationMotion::eFREE); } } { PxArticulationJointReducedCoordinate* joint = rightLink->getInboundJoint(); if(joint) { PxVec3 parentOffset(linkExtents.x, 0.0f, 0.0f); PxVec3 childOffset(-linkExtents.x, 0.0f, 0.0f); joint->setParentPose(PxTransform(parentOffset, PxQuat(PxIdentity))); joint->setChildPose(PxTransform(childOffset, PxQuat(PxIdentity))); joint->setJointType(PxArticulationJointType::eREVOLUTE); joint->setMotion(PxArticulationAxis::eSWING2, PxArticulationMotion::eFREE); } } // tendon stiffness sizing: // scale articulation geometry: // r: root attachment on left moving link // a: attachment on fixed-base link // l: leaf attachment on right moving link // o: revolute joint // a // // ----r----o---------o----l---- // The root and leaf attachment are at the center of mass of the moving links. // The attachment on the fixed-base link is a link halfLength above the link. // Therefore, the (rest)length of the tendon r-a-l when both joints are at zero is: // 2 * sqrt((2 * gLinkHalfLength)^2 + gLinkHalfLength^2) = 2 * gLinkHalfLength * sqrt(5) const PxReal restLength = 2.0f * gLinkHalfLength * PxSqrt(5.0f); // The goal is to have the revolute joints deviate just a few degrees from the horizontal // and we compute the length of the tendon at that angle: const PxReal deviationAngle = 3.0f * PxPi / 180.0f; // Distances from the base-link attachment to the root and leaf attachments const PxReal verticalDistance = gLinkHalfLength * (1.0f + PxSin(deviationAngle)); const PxReal horizontalDistance = gLinkHalfLength * (1.0f + PxCos(deviationAngle)); const PxReal deviatedLength = 2.0f * PxSqrt(verticalDistance * verticalDistance + horizontalDistance * horizontalDistance); // At rest, the force on the leaf attachment is (deviatedLength - restLength) * tendonStiffness. // This force needs to be equal to the gravity force acting on the link. An equal and opposing // (in the direction of the tendon) force acts on the root link and will hold that link up. // In order to calculate the tendon stiffness that produces that force, we consider the forces // and attachment geometry at zero joint angles. const PxReal linkMass = baseLink->getMass(); const PxReal gravityForce = gGravity * linkMass; // Project onto tendon at rest length / with joints at zero angle const PxReal tendonForce = gravityForce * PxSqrt(5.0f); // gravityForce * 0.5f * restLength / halfLength // and compute stiffness to get tendon force at deviated length to hold the link: const PxReal tendonStiffness = tendonForce / (deviatedLength - restLength); const PxReal tendonDamping = 0.3f * tendonStiffness; PxArticulationSpatialTendon* tendon = articulation->createSpatialTendon(); tendon->setStiffness(tendonStiffness); tendon->setDamping(tendonDamping); PxArticulationAttachment* rootAttachment = tendon->createAttachment(NULL, 1.0f, PxVec3(0.0f), leftLink); PxArticulationAttachment* baseAttachment = tendon->createAttachment(rootAttachment, 1.0f, PxVec3(0.0f, gLinkHalfLength, 0.0f), baseLink); PxArticulationAttachment* leafAttachment = tendon->createAttachment(baseAttachment, 1.0f, PxVec3(0.0f), rightLink); leafAttachment->setRestLength(restLength); // create attachment render shapes attachmentRigidStatics[0] = gPhysics->createRigidStatic(baseLink->getGlobalPose() * PxTransform(PxVec3(0.0f, gLinkHalfLength, 0.0f), PxQuat(PxIdentity))); attachmentRigidStatics[1] = gPhysics->createRigidStatic(leftLink->getGlobalPose()); attachmentRigidStatics[2] = gPhysics->createRigidStatic(rightLink->getGlobalPose()); PxSphereGeometry attachmentGeom(linkExtents.y * 1.5f); // slightly bigger than links to see the attachment on the moving links PxShape* attachmentShape = gPhysics->createShape(attachmentGeom, *gMaterial, false, PxShapeFlags(0)); for(PxU32 i = 0; i < 3; ++i) { PxRigidStatic* attachment = attachmentRigidStatics[i]; attachment->setActorFlag(PxActorFlag::eDISABLE_SIMULATION, true); // attachments are viz only attachment->attachShape(*attachmentShape); } // add articulation to scene: gScene->addArticulation(*articulation); } 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); PxInitExtensions(*gPhysics, gPvd); PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -gGravity, 0.0f); PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; sceneDesc.solverType = PxSolverType::eTGS; sceneDesc.filterShader = PxDefaultSimulationFilterShader; gScene = gPhysics->createScene(sceneDesc); gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.f); gArticulations[0] = gPhysics->createArticulationReducedCoordinate(); createSpatialTendonArticulation(gArticulations[0], getAttachments(), PxVec3(0.0f)); gArticulations[1] = gPhysics->createArticulationReducedCoordinate(); createSpatialTendonArticulation(gArticulations[1], &getAttachments()[3], PxVec3(0.0f, 0.0f, 2.0f)); } void stepPhysics(bool /*interactive*/) { const PxReal dt = 1.0f / 60.f; static PxReal time = 0.0f; // update articulation that actuates via tendon-length offset: { const PxReal amplitude = 0.3f; // move at 0.25 Hz, and offset sinusoid by an amplitude const PxReal offset = amplitude * (1.0f + PxSin(time * PxTwoPi * 0.25f - PxPiDivTwo)); PxArticulationSpatialTendon* tendon = NULL; gArticulations[0]->getSpatialTendons(&tendon, 1, 0); tendon->setOffset(offset); PxArticulationLink* links[3]; gArticulations[0]->getLinks(links, 3, 0); getAttachments()[1]->setGlobalPose(links[1]->getGlobalPose()); getAttachments()[2]->setGlobalPose(links[2]->getGlobalPose()); } // update articulation that actuates via base link attachment relative pose { const PxReal amplitude = 0.2f; // move at 0.25 Hz, and offset sinusoid by an amplitude const PxReal offset = gLinkHalfLength + amplitude * (1.0f + PxSin(time * PxTwoPi * 0.25f - PxPiDivTwo)); PxArticulationSpatialTendon* tendon = NULL; gArticulations[1]->getSpatialTendons(&tendon, 1, 0); PxArticulationAttachment* baseAttachment = NULL; tendon->getAttachments(&baseAttachment, 1, 1); baseAttachment->setRelativeOffset(PxVec3(0.f, offset, 0.f)); gArticulations[1]->wakeUp(); // wake up articulation (relative offset setting does not wake) PxArticulationLink* links[3]; gArticulations[1]->getLinks(links, 3, 0); PxTransform attachmentPose = links[0]->getGlobalPose(); attachmentPose.p.y += offset; getAttachments()[3]->setGlobalPose(attachmentPose); getAttachments()[4]->setGlobalPose(links[1]->getGlobalPose()); getAttachments()[5]->setGlobalPose(links[2]->getGlobalPose()); } gScene->simulate(dt); gScene->fetchResults(true); time += dt; } void cleanupPhysics(bool /*interactive*/) { gArticulations[0]->release(); gArticulations[1]->release(); PX_RELEASE(gScene); PX_RELEASE(gDispatcher); PX_RELEASE(gPhysics); if (gPvd) { PxPvdTransport* transport = gPvd->getTransport(); PX_RELEASE(gPvd); PX_RELEASE(transport); } PxCloseExtensions(); PX_RELEASE(gFoundation); printf("SnippetSpatialTendon 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 < frameCount; i++) stepPhysics(false); cleanupPhysics(false); #endif return 0; }