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PhysX4.1/physx/snippets/snippetdeformablemesh/SnippetDeformableMesh.cpp
2025-11-28 23:13:44 +05:30

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8.3 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) 2008-2021 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 shows how to use deformable meshes in PhysX.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
using namespace physx;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxCooking* gCooking = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
PxTriangleMesh* gMesh = NULL;
PxRigidStatic* gActor = NULL;
PxReal stackZ = 10.0f;
static const PxU32 gGridSize = 8;
static const PxReal gGridStep = 512.0f / PxReal(gGridSize-1);
static float gTime = 0.0f;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0), PxReal density=1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
{
PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
for(PxU32 i=0; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
struct Triangle
{
PxU32 ind0, ind1, ind2;
};
static void updateVertices(PxVec3* verts, float amplitude=0.0f)
{
const PxU32 gridSize = gGridSize;
const PxReal gridStep = gGridStep;
for(PxU32 a=0; a<gridSize; a++)
{
const float coeffA = float(a)/float(gridSize);
for(PxU32 b=0; b<gridSize; b++)
{
const float coeffB = float(b)/float(gridSize);
const float y = 20.0f + sinf(coeffA*PxTwoPi)*cosf(coeffB*PxTwoPi)*amplitude;
verts[a * gridSize + b] = PxVec3(-400.0f + b*gridStep, y, -400.0f + a*gridStep);
}
}
}
static PxTriangleMesh* createMeshGround()
{
const PxU32 gridSize = gGridSize;
PxVec3 verts[gridSize * gridSize];
const PxU32 nbTriangles = 2 * (gridSize - 1) * (gridSize-1);
Triangle indices[nbTriangles];
updateVertices(verts);
for (PxU32 a = 0; a < (gridSize-1); ++a)
{
for (PxU32 b = 0; b < (gridSize-1); ++b)
{
Triangle& tri0 = indices[(a * (gridSize-1) + b) * 2];
Triangle& tri1 = indices[((a * (gridSize-1) + b) * 2) + 1];
tri0.ind0 = a * gridSize + b + 1;
tri0.ind1 = a * gridSize + b;
tri0.ind2 = (a + 1) * gridSize + b + 1;
tri1.ind0 = (a + 1) * gridSize + b + 1;
tri1.ind1 = a * gridSize + b;
tri1.ind2 = (a + 1) * gridSize + b;
}
}
PxTriangleMeshDesc meshDesc;
meshDesc.points.data = verts;
meshDesc.points.count = gridSize * gridSize;
meshDesc.points.stride = sizeof(PxVec3);
meshDesc.triangles.count = nbTriangles;
meshDesc.triangles.data = indices;
meshDesc.triangles.stride = sizeof(Triangle);
PxTriangleMesh* triMesh = gCooking->createTriangleMesh(meshDesc, gPhysics->getPhysicsInsertionCallback());
return triMesh;
}
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);
PxCookingParams cookingParams(gPhysics->getTolerancesScale());
// Deformable meshes are only supported with PxMeshMidPhase::eBVH33.
cookingParams.midphaseDesc.setToDefault(PxMeshMidPhase::eBVH33);
// We need to disable the mesh cleaning part so that the vertex mapping remains untouched.
cookingParams.meshPreprocessParams = PxMeshPreprocessingFlag::eDISABLE_CLEAN_MESH;
gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, cookingParams);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
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, 0.6f);
PxTriangleMesh* mesh = createMeshGround();
gMesh = mesh;
PxTriangleMeshGeometry geom(mesh);
PxRigidStatic* groundMesh = gPhysics->createRigidStatic(PxTransform(PxVec3(0, 2, 0)));
gActor = groundMesh;
PxShape* shape = gPhysics->createShape(geom, *gMaterial);
{
shape->setContactOffset(0.02f);
// A negative rest offset helps to avoid jittering when the deformed mesh moves away from objects resting on it.
shape->setRestOffset(-0.5f);
}
groundMesh->attachShape(*shape);
gScene->addActor(*groundMesh);
createStack(PxTransform(PxVec3(0,22,0)), 10, 2.0f);
}
void stepPhysics(bool /*interactive*/)
{
{
PxVec3* verts = gMesh->getVerticesForModification();
gTime += 0.01f;
updateVertices(verts, sinf(gTime)*20.0f);
PxBounds3 newBounds = gMesh->refitBVH();
PX_UNUSED(newBounds);
// Reset filtering to tell the broadphase about the new mesh bounds.
gScene->resetFiltering(*gActor);
}
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
PX_RELEASE(gCooking);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetDeformableMesh done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch(toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200, 3.0f); break;
}
}
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;
}