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XCEngine/engine/third_party/physx/snippets/snippetsdf/SnippetSDF.cpp

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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 "../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<PxVec3>& triVerts, const PxArray<PxU32>& 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<PxVec3> triVerts;
PxArray<PxU32> 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<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
return 0;
}