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XCEngine/engine/third_party/physx/snippets/snippetspatialtendon/SnippetSpatialTendon.cpp

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// 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 <ctype.h>
#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;
}