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XCEngine/engine/third_party/physx/snippets/snippetdeformablevolumekinematic/SnippetDeformableVolumeKinematic.cpp

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// Redistribution and use in source and binary forms, with or without
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// * 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
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// 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 how to setup deformable volumes.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetdeformablevolumekinematic/SnippetDeformableVolumeKinematic.h"
#include "../snippetdeformablevolumekinematic/MeshGenerator.h"
#include "extensions/PxTetMakerExt.h"
#include "extensions/PxDeformableVolumeExt.h"
#include "extensions/PxCudaHelpersExt.h"
using namespace physx;
using namespace meshgenerator;
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;
PxArray<DeformableVolume> gDeformableVolumes;
void addDeformableVolume(PxDeformableVolume* deformableVolume, const PxTransform& transform, const PxReal density, const PxReal scale)
{
PxVec4* simPositionInvMassPinned;
PxVec4* simVelocityPinned;
PxVec4* collPositionInvMassPinned;
PxVec4* restPositionPinned;
PxDeformableVolumeExt::allocateAndInitializeHostMirror(*deformableVolume, gCudaContextManager, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
const PxReal maxInvMassRatio = 50.f;
PxDeformableVolumeExt::transform(*deformableVolume, transform, scale, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
PxDeformableVolumeExt::updateMass(*deformableVolume, density, maxInvMassRatio, simPositionInvMassPinned);
PxDeformableVolumeExt::copyToDevice(*deformableVolume, PxDeformableVolumeDataFlag::eALL, simPositionInvMassPinned, simVelocityPinned, collPositionInvMassPinned, restPositionPinned);
DeformableVolume volume(deformableVolume, gCudaContextManager);
gDeformableVolumes.pushBack(volume);
PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, simPositionInvMassPinned);
PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, simVelocityPinned);
PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, collPositionInvMassPinned);
PX_EXT_PINNED_MEMORY_FREE(*gCudaContextManager, restPositionPinned);
}
static PxDeformableVolume* createDeformableVolume(const PxCookingParams& params, const PxArray<PxVec3>& triVerts, const PxArray<PxU32>& triIndices, bool useCollisionMeshForSimulation = false)
{
PxDeformableVolumeMaterial* material = PxGetPhysics().createDeformableVolumeMaterial(1e+6f, 0.45f, 0.5f);
material->setDamping(0.005f);
PxDeformableVolumeMesh* deformableVolumeMesh;
PxU32 numVoxelsAlongLongestAABBAxis = 8;
PxSimpleTriangleMesh surfaceMesh;
surfaceMesh.points.count = triVerts.size();
surfaceMesh.points.data = triVerts.begin();
surfaceMesh.triangles.count = triIndices.size() / 3;
surfaceMesh.triangles.data = triIndices.begin();
if (useCollisionMeshForSimulation)
{
deformableVolumeMesh = PxDeformableVolumeExt::createDeformableVolumeMeshNoVoxels(params, surfaceMesh, gPhysics->getPhysicsInsertionCallback());
}
else
{
deformableVolumeMesh = PxDeformableVolumeExt::createDeformableVolumeMesh(params, surfaceMesh, numVoxelsAlongLongestAABBAxis, gPhysics->getPhysicsInsertionCallback());
}
//Alternatively one can cook a deformable volume mesh in a single step
//tetMesh = cooking.createDeformableVolumeMesh(simulationMeshDesc, collisionMeshDesc, deformableVolumeDesc, physics.getPhysicsInsertionCallback());
PX_ASSERT(deformableVolumeMesh);
if (!gCudaContextManager)
return NULL;
PxDeformableVolume* deformableVolume = gPhysics->createDeformableVolume(*gCudaContextManager);
if (deformableVolume)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
PxDeformableVolumeMaterial* materialPtr = PxGetPhysics().createDeformableVolumeMaterial(1e+6f, 0.45f, 0.5f);
materialPtr->setMaterialModel(PxDeformableVolumeMaterialModel::eNEO_HOOKEAN);
PxTetrahedronMeshGeometry geometry(deformableVolumeMesh->getCollisionMesh());
PxShape* shape = gPhysics->createShape(geometry, &materialPtr, 1, true, shapeFlags);
if (shape)
{
deformableVolume->attachShape(*shape);
shape->setSimulationFilterData(PxFilterData(0, 0, 2, 0));
}
deformableVolume->attachSimulationMesh(*deformableVolumeMesh->getSimulationMesh(), *deformableVolumeMesh->getDeformableVolumeAuxData());
gScene->addActor(*deformableVolume);
addDeformableVolume(deformableVolume, PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxIdentity)), 100.f, 1.0f);
deformableVolume->setDeformableBodyFlag(PxDeformableBodyFlag::eDISABLE_SELF_COLLISION, true);
deformableVolume->setSolverIterationCounts(30);
}
return deformableVolume;
}
static void createDeformableVolumes(const PxCookingParams& params)
{
PxCudaContextManager* cudaContextManager = gScene->getCudaContextManager();
if (!cudaContextManager)
{
printf("The Deformable Volumes feature currently only runs on GPU.\n");
return;
}
PxArray<PxVec3> triVerts;
PxArray<PxU32> triIndices;
PxReal maxEdgeLength = 0.75f;
createCube(triVerts, triIndices, PxVec3(0, 0, 0), PxVec3(2.5f, 10, 2.5f));
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxVec3 position(0, 5.0f, 0);
for (PxU32 i = 0; i < triVerts.size(); ++i)
{
PxVec3& p = triVerts[i];
PxReal corr = PxSqrt(p.x*p.x + p.z*p.z);
if (corr != 0)
corr = PxMax(PxAbs(p.x), PxAbs(p.z)) / corr;
PxReal scaling = 0.75f + 0.5f * (PxCos(1.5f*p.y) + 1.0f);
p.x *= scaling * corr;
p.z *= scaling * corr;
p += position;
}
PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength);
PxDeformableVolume* deformableVolume = createDeformableVolume(params, triVerts, triIndices, true);
DeformableVolume* dv = &gDeformableVolumes[0];
dv->copyDeformedVerticesFromGPU();
PxU32 vertexCount = dv->mDeformableVolume->getSimulationMesh()->getNbVertices();
PxVec4* kinematicTargets = PX_EXT_PINNED_MEMORY_ALLOC(PxVec4, *cudaContextManager, vertexCount);
PxVec4* positionInvMass = dv->mPositionsInvMass;
for (PxU32 i = 0; i < vertexCount; ++i)
{
PxVec4& p = positionInvMass[i];
bool kinematic = false;
if (i < triVerts.size())
{
if (p.y > 9.9f)
kinematic = true;
if (p.y > 5 - 0.1f && p.y < 5 + 0.1f)
kinematic = true;
if (p.y < 0.1f)
kinematic = true;
}
kinematicTargets[i] = PxConfigureDeformableVolumeKinematicTarget(p, kinematic);
}
PxVec4* kinematicTargetsD = PX_EXT_DEVICE_MEMORY_ALLOC(PxVec4, *cudaContextManager, vertexCount);
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(deformableVolume->getSimPositionInvMassBufferD()), positionInvMass, vertexCount * sizeof(PxVec4));
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(kinematicTargetsD), kinematicTargets, vertexCount * sizeof(PxVec4));
deformableVolume->setDeformableVolumeFlag(PxDeformableVolumeFlag::ePARTIALLY_KINEMATIC, true);
deformableVolume->setKinematicTargetBufferD(kinematicTargetsD);
dv->mTargetPositionsH = kinematicTargets;
dv->mTargetPositionsD = kinematicTargetsD;
dv->mTargetCount = vertexCount;
}
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);
// 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 = true;
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
if (!sceneDesc.cudaContextManager)
sceneDesc.cudaContextManager = gCudaContextManager;
sceneDesc.flags |= PxSceneFlag::eENABLE_GPU_DYNAMICS;
sceneDesc.flags |= PxSceneFlag::eENABLE_PCM;
PxU32 numCores = SnippetUtils::getNbPhysicalCores();
gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
sceneDesc.broadPhaseType = PxBroadPhaseType::eGPU;
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);
createDeformableVolumes(params);
// Setup rigid bodies
const PxReal dynamicsDensity = 10;
const PxReal boxSize = 0.5f;
const PxReal spacing = 0.6f;
const PxReal boxMass = boxSize * boxSize * boxSize * dynamicsDensity;
const PxU32 gridSizeA = 13;
const PxU32 gridSizeB = 3;
const PxReal initialRadius = 1.65f;
const PxReal distanceJointStiffness = 500.0f;
const PxReal distanceJointDamping = 0.5f;
PxShape* shape = gPhysics->createShape(PxBoxGeometry(0.5f * boxSize, 0.5f * boxSize, 0.5f * boxSize), *gMaterial);
shape->setDensityForFluid(dynamicsDensity);
PxArray<PxRigidDynamic*> rigids;
for (PxU32 i = 0; i < gridSizeA; ++i)
for (PxU32 j = 0; j < gridSizeB; ++j)
{
PxReal x = PxCos((2 * PxPi*i) / gridSizeA);
PxReal y = PxSin((2 * PxPi*i) / gridSizeA);
PxVec3 pos = PxVec3((x*j)*spacing + x * initialRadius, 8, (y *j)*spacing + y * initialRadius);
PxReal d = 0.0f;
{
PxReal x2 = PxCos((2 * PxPi*(i + 1)) / gridSizeA);
PxReal y2 = PxSin((2 * PxPi*(i + 1)) / gridSizeA);
PxVec3 pos2 = PxVec3((x2*j)*spacing + x2 * initialRadius, 8, (y2 *j)*spacing + y2 * initialRadius);
d = (pos - pos2).magnitude();
}
PxRigidDynamic* body = gPhysics->createRigidDynamic(PxTransform(pos));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, boxMass);
gScene->addActor(*body);
rigids.pushBack(body);
if (j > 0)
{
PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - 2], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint->setMaxDistance(spacing);
joint->setMinDistance(spacing*0.5f);
joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint->setStiffness(distanceJointStiffness);
joint->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
}
if (i > 0)
{
PxDistanceJoint* joint = PxDistanceJointCreate(*gPhysics, rigids[rigids.size() - gridSizeB - 1], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint->setMaxDistance(d);
joint->setMinDistance(d*0.5f);
joint->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint->setStiffness(distanceJointStiffness);
joint->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
if (i == gridSizeA - 1)
{
PxDistanceJoint* joint2 = PxDistanceJointCreate(*gPhysics, rigids[j], PxTransform(PxIdentity), body, PxTransform(PxIdentity));
joint2->setMaxDistance(d);
joint2->setMinDistance(d*0.5f);
joint2->setDistanceJointFlags(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED | PxDistanceJointFlag::eMIN_DISTANCE_ENABLED | PxDistanceJointFlag::eSPRING_ENABLED);
joint2->setStiffness(distanceJointStiffness);
joint2->setDamping(distanceJointDamping);
joint->setConstraintFlags(PxConstraintFlag::eCOLLISION_ENABLED);
}
}
}
shape->release();
}
PxReal simTime = 0.0f;
void stepPhysics(bool /*interactive*/)
{
const PxReal dt = 1.0f / 60.f;
gScene->simulate(dt);
gScene->fetchResults(true);
for (PxU32 i = 0; i < gDeformableVolumes.size(); i++)
{
DeformableVolume* dv = &gDeformableVolumes[i];
dv->copyDeformedVerticesFromGPU();
PxCudaContextManager* cudaContextManager = dv->mCudaContextManager;
//Update the kinematic targets to get some motion
if (i == 0)
{
PxReal scaling = PxMin(0.01f, simTime * 0.1f);
PxReal velocity = 1.0f;
for (PxU32 j = 0; j < dv->mTargetCount; ++j)
{
PxVec4& target = dv->mTargetPositionsH[j];
if (target.w == 0.0f)
{
PxReal phase = target.y*2.0f;
target.x += scaling * PxSin(velocity * simTime + phase);
target.z += scaling * PxCos(velocity * simTime + phase);
}
}
PxScopedCudaLock _lock(*cudaContextManager);
cudaContextManager->getCudaContext()->memcpyHtoD(reinterpret_cast<CUdeviceptr>(dv->mTargetPositionsD), dv->mTargetPositionsH, dv->mTargetCount * sizeof(PxVec4));
}
}
simTime += dt;
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i = 0; i < gDeformableVolumes.size(); i++)
gDeformableVolumes[i].release();
gDeformableVolumes.reset();
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("SnippetDeformableVolumeKinematic 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;
}