Files
XCEngine/engine/third_party/physx/snippets/snippetdeformablesurface/SnippetDeformableSurface.cpp

372 lines
13 KiB
C++

// 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 how to setup triangle meshes with SDFs.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "extensions/PxDeformableSurfaceExt.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetdeformablesurface/SnippetDeformableSurface.h"
using namespace physx;
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 bool gIsRunning = true;
PxArray<TestSurface> gTestSurfaces;
PxRigidDynamic* sphere;
static void initObstacles()
{
PxShape* shape = gPhysics->createShape(PxSphereGeometry(3.0f), *gMaterial);
sphere = gPhysics->createRigidDynamic(PxTransform(PxVec3(0.f, 5.0f, 0.f)));
sphere->attachShape(*shape);
sphere->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, true);
gScene->addActor(*sphere);
shape->release();
}
static PxDeformableSurface* createDeformableSurface(PxPhysics& physics, PxTriangleMesh* triangleMesh, PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager)
{
if (!triangleMesh)
return NULL;
PxDeformableSurface* deformableSurface = physics.createDeformableSurface(*cudaContextManager);
if (deformableSurface)
{
PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE;
PxTriangleMeshGeometry geometry(triangleMesh);
PxShape* shape = physics.createShape(geometry, materials, PxU16(nbMaterials), true, shapeFlags);
if (shape)
{
deformableSurface->attachShape(*shape);
}
}
return deformableSurface;
}
static PxDeformableSurface* createDeformableSurface(PxPhysics& physics, const PxCookingParams& ckParams, PxArray<PxVec3>& vertices, PxArray<PxU32>& triangles,
PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager)
{
PxTriangleMeshDesc meshDesc;
meshDesc.points.count = vertices.size();
meshDesc.triangles.count = triangles.size() / 3;
meshDesc.points.stride = sizeof(float) * 3;
meshDesc.triangles.stride = sizeof(int) * 3;
meshDesc.points.data = vertices.begin();
meshDesc.triangles.data = triangles.begin();
PxDeformableMaterialTableIndex* materialIndices = NULL;
if (nbMaterials > 1)
{
const PxU32 totalTriangles = meshDesc.triangles.count;
materialIndices = new PxDeformableMaterialTableIndex[totalTriangles];
const PxU32 averageTrianglePerMaterials = totalTriangles / nbMaterials;
PxU32 accumulatedTriangle = averageTrianglePerMaterials;
PxU32 index = 0;
for (PxU32 i = 0; i < totalTriangles; ++i)
{
materialIndices[i] = PxDeformableMaterialTableIndex(index);
if (i == accumulatedTriangle)
{
index = index < (nbMaterials - 1) ? index + 1 : index;
accumulatedTriangle += averageTrianglePerMaterials;
}
}
meshDesc.materialIndices.stride = sizeof(PxDeformableMaterialTableIndex);
meshDesc.materialIndices.data = materialIndices;
}
PxTriangleMesh* triangleMesh = PxCreateTriangleMesh(ckParams, meshDesc, physics.getPhysicsInsertionCallback());
return createDeformableSurface(physics, triangleMesh, materials, nbMaterials, cudaContextManager);
}
static PX_FORCE_INLINE PxU32 id(PxU32 x, PxU32 y, PxU32 numY)
{
return x * numY + y;
}
static PX_FORCE_INLINE PxReal computeTriangleMass(const PxU32* triangle, const PxVec3* vertices, PxReal thickness, PxReal density)
{
PxReal area = 0.5f * (vertices[triangle[1]] - vertices[triangle[0]]).cross(vertices[triangle[2]] - vertices[triangle[0]]).magnitude();
return area * thickness * density;
}
static PxDeformableSurface* addQuadDeformableSurface(PxPhysics& physics, const PxCookingParams& ckParams, const PxTransform& transform, PxU32 numX, PxU32 numZ, PxReal sizeX, PxReal sizeZ,
PxDeformableSurfaceMaterial** materials, const PxU32 nbMaterials, PxCudaContextManager* cudaContextManager, PxReal thickness, PxReal density)
{
if (gCudaContextManager == NULL)
{
return NULL;
}
PxArray<PxVec3> vertices;
PxArray<PxU32> triangles;
PxArray<PxVec3> velocity;
PxArray<PxReal> triangleMasses;
vertices.reserve(numX * numZ);
velocity.reserve(numX * numZ);
triangles.reserve(3 * 2 * (numX - 1) * (numZ - 1));
triangleMasses.reserve(2 * (numX - 1) * (numZ - 1));
PxReal scalingX = sizeX / (numX - 1);
PxReal scalingZ = sizeZ / (numZ - 1);
for (PxU32 i = 0; i < numX; ++i)
{
for (PxU32 j = 0; j < numZ; ++j)
{
PxVec3 pos(i * scalingX, 0.0f, j * scalingZ);
vertices.pushBack(pos);
velocity.pushBack(PxVec3(0.0f));
}
}
for (PxU32 i = 1; i < numX; ++i)
{
for (PxU32 j = 1; j < numZ; ++j)
{
triangles.pushBack(id(i - 1, j - 1, numZ));
triangles.pushBack(id(i, j - 1, numZ));
triangles.pushBack(id(i - 1, j, numZ));
triangleMasses.pushBack(computeTriangleMass(&triangles[triangles.size() - 3], vertices.begin(), thickness, density));
triangles.pushBack(id(i - 1, j, numZ));
triangles.pushBack(id(i, j - 1, numZ));
triangles.pushBack(id(i, j, numZ));
triangleMasses.pushBack(computeTriangleMass(&triangles[triangles.size() - 3], vertices.begin(), thickness, density));
}
}
PxDeformableSurface* deformableSurface = createDeformableSurface(physics, ckParams, vertices, triangles, materials, nbMaterials, cudaContextManager);
gScene->addActor(*deformableSurface);
PxVec4* posInvMassPinned;
PxVec4* velocityPinned;
PxVec4* restPositionPinned;
PxDeformableSurfaceExt::allocateAndInitializeHostMirror(*deformableSurface, vertices.begin(), velocity.begin(), vertices.begin(), 0.5f,
transform, cudaContextManager, posInvMassPinned, velocityPinned, restPositionPinned);
PxDeformableSurfaceExt::distributeTriangleMassToVertices(*deformableSurface, triangleMasses.begin(), posInvMassPinned);
PxShape* surfaceShape = deformableSurface->getShape();
surfaceShape->setContactOffset(2.0f * thickness);
surfaceShape->setRestOffset(thickness);
surfaceShape->setDeformableSurfaceMaterials(materials, PxU16(nbMaterials));
PxDeformableSurfaceExt::copyToDevice(*deformableSurface, PxDeformableSurfaceDataFlag::eALL, vertices.size(), posInvMassPinned, velocityPinned, restPositionPinned);
TestSurface testSurface(deformableSurface, gCudaContextManager);
gTestSurfaces.pushBack(testSurface);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, posInvMassPinned);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, velocityPinned);
PX_EXT_PINNED_MEMORY_FREE(*cudaContextManager, restPositionPinned);
return deformableSurface;
}
static void createScene(PxCookingParams& cookingParams)
{
PxReal thickness = 0.01f;
PxReal bendingStiffness = 0.00001f;
PxDeformableSurfaceMaterial* deformableSurfaceMaterial = gPhysics->createDeformableSurfaceMaterial(1.e10f, 0.3f, 0.5f, thickness, bendingStiffness);
PxReal size = 15.0f;
PxDeformableSurface* deformableSurface = addQuadDeformableSurface(*gPhysics, cookingParams,
PxTransform(PxVec3(-0.5f * size, 10.0f, -0.5f * size)), 200, 200, size, size, &deformableSurfaceMaterial, 1, gCudaContextManager, thickness, 500.0f);
if (deformableSurface)
{
deformableSurface->setSelfCollisionFilterDistance(thickness * 2.5f);
deformableSurface->setLinearDamping(0.f);
deformableSurface->setDeformableBodyFlag(PxDeformableBodyFlag::eDISABLE_SELF_COLLISION, false);
deformableSurface->setMaxVelocity(1000.0f);
PxU32 collisionPairUpdateFrequency = 1;
PxU32 nbCollisionSubsteps = 1;
deformableSurface->setNbCollisionPairUpdatesPerTimestep(collisionPairUpdateFrequency);
deformableSurface->setNbCollisionSubsteps(nbCollisionSubsteps);
}
initObstacles();
}
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");
printf("The deformable surface feature is currently only supported on GPU.\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;
params.midphaseDesc = PxMeshMidPhase::eBVH34;
//params.meshPreprocessParams |= PxMeshPreprocessingFlag::eFORCE_32BIT_INDICES;
params.meshPreprocessParams |= PxMeshPreprocessingFlag::eENABLE_VERT_MAPPING;
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);
PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
gScene->addActor(*groundPlane);
createScene(params);
}
PxReal simTime = 0;
void stepPhysics(bool /*interactive*/)
{
if (gIsRunning)
{
const PxReal dt = 1.0f / 60.0f;
bool rotatingSphere = true;
if (rotatingSphere)
{
const PxReal speed = 2.0f;
PxTransform pose = sphere->getGlobalPose();
sphere->setKinematicTarget(PxTransform(pose.p, PxQuat(PxCos(simTime*speed), PxVec3(0, 1, 0))));
}
gScene->simulate(dt);
gScene->fetchResults(true);
for (PxU32 i = 0; i < gTestSurfaces.size(); i++)
{
TestSurface* c = &gTestSurfaces[i];
c->copyDeformedVerticesFromGPU();
}
simTime += dt;
}
}
void cleanupPhysics(bool /*interactive*/)
{
for (PxU32 i = 0; i < gTestSurfaces.size(); i++)
gTestSurfaces[i].release();
gTestSurfaces.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("SnippetDeformableSurface 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;
}