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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 how to setup triangle meshes with SDFs. // **************************************************************************** #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" #include "../snippetsdf/MeshGenerator.h" using namespace physx; using namespace meshgenerator; static bool gUseGPU = false; static bool gRunning = true; static bool gSingleStep = false; 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; static PxTriangleMesh* createMesh(PxCookingParams& params, const PxArray& triVerts, const PxArray& triIndices, PxReal sdfSpacing, PxU32 sdfSubgridSize = 6, PxSdfBitsPerSubgridPixel::Enum bitsPerSdfSubgridPixel = PxSdfBitsPerSubgridPixel::e16_BIT_PER_PIXEL) { PxTriangleMeshDesc meshDesc; meshDesc.points.count = triVerts.size(); meshDesc.triangles.count = triIndices.size() / 3; meshDesc.points.stride = sizeof(float) * 3; meshDesc.triangles.stride = sizeof(int) * 3; meshDesc.points.data = triVerts.begin(); meshDesc.triangles.data = triIndices.begin(); params.meshPreprocessParams |= PxMeshPreprocessingFlag::eENABLE_INERTIA; params.meshWeldTolerance = 1e-7f; PxSDFDesc sdfDesc; if (sdfSpacing > 0.f) { sdfDesc.spacing = sdfSpacing; sdfDesc.subgridSize = sdfSubgridSize; sdfDesc.bitsPerSubgridPixel = bitsPerSdfSubgridPixel; sdfDesc.numThreadsForSdfConstruction = 16; meshDesc.sdfDesc = &sdfDesc; } bool enableCaching = false; if (enableCaching) { const char* path = "C:\\tmp\\PhysXSDFSnippetData.dat"; bool ok = false; FILE* fp = fopen(path, "rb"); if (fp) { fclose(fp); ok = true; } if (!ok) { PxDefaultFileOutputStream stream(path); ok = PxCookTriangleMesh(params, meshDesc, stream); } if (ok) { PxDefaultFileInputData stream(path); PxTriangleMesh* triangleMesh = gPhysics->createTriangleMesh(stream); return triangleMesh; } return NULL; } else return PxCreateTriangleMesh(params, meshDesc, gPhysics->getPhysicsInsertionCallback()); } static void addInstance(const PxTransform& transform, PxTriangleMesh* mesh, PxReal scale = 1.0) { PxRigidDynamic* dyn = gPhysics->createRigidDynamic(transform); dyn->setLinearDamping(0.2f); dyn->setAngularDamping(0.1f); PxTriangleMeshGeometry geom; geom.triangleMesh = mesh; geom.scale = scale * PxVec3(0.1f, 0.1f, 0.1f); dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES, true); dyn->setRigidBodyFlag(PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD, true); PxShape* shape = PxRigidActorExt::createExclusiveShape(*dyn, geom, *gMaterial); shape->setContactOffset(0.05f); shape->setRestOffset(0.0f); PxRigidBodyExt::updateMassAndInertia(*dyn, 100.f); gScene->addActor(*dyn); dyn->setWakeCounter(100000000.f); dyn->setSolverIterationCounts(50, 1); dyn->setMaxDepenetrationVelocity(5.f); } static void createBowls(PxCookingParams& params) { if (gUseGPU && gCudaContextManager == NULL) { printf("Creating a CUDA context manager failed. Set gUseGPU false for CPU dynamics.\n"); return; } PxArray triVerts; PxArray triIndices; PxReal maxEdgeLength = 1; createBowl(triVerts, triIndices, PxVec3(0, 4.5, 0), 6.0f, maxEdgeLength); PxTriangleMesh* mesh = createMesh(params, triVerts, triIndices, 0.05f); PxQuat rotate(PxIdentity); const PxU32 numInstances = gUseGPU ? 100 : 8; float s = 1.0; for (PxU32 i = 0; i < numInstances; ++i) { PxTransform transform(PxVec3(0, 5.f + i * 0.5f, 0), rotate); addInstance(transform, mesh, s); } } 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); if (gUseGPU) { // 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 = gUseGPU; PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f); sceneDesc.flags |= PxSceneFlag::eENABLE_PCM; if (gUseGPU) { if (!sceneDesc.cudaContextManager) sceneDesc.cudaContextManager = gCudaContextManager; sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS; } else { sceneDesc.flags &= ~PxSceneFlag::eENABLE_GPU_DYNAMICS; } PxU32 numCores = SnippetUtils::getNbPhysicalCores(); gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); sceneDesc.cpuDispatcher = gDispatcher; sceneDesc.filterShader = PxDefaultSimulationFilterShader; if (gUseGPU) sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU; else sceneDesc.broadPhaseType = PxBroadPhaseType::eSAP; 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); PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); gScene->addActor(*groundPlane); createBowls(params); } void stepPhysics(bool /*interactive*/) { const PxReal dt = 1.0f / 60.f; if (!gRunning) { if (gSingleStep) gSingleStep = false; else return; } gScene->simulate(dt); gScene->fetchResults(true); } void cleanupPhysics(bool /*interactive*/) { 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("SnippetSDF 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