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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/physx/source/physics/NvBlastExtPxStressSolverImpl.cpp
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
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Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2017 NVIDIA Corporation. All rights reserved.
+
+
+#include "NvBlastExtPxStressSolverImpl.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxFamily.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastAssert.h"
+#include "NvBlastIndexFns.h"
+
+#include "NvBlastTkAsset.h"
+#include "NvBlastTkActor.h"
+#include "NvBlastTkFamily.h"
+
+#include "PxScene.h"
+#include "PxRigidDynamic.h"
+
+#define USE_PHYSX_NODE_INFO 1
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+using namespace physx;
+
+
+ExtPxStressSolverImpl::ExtPxStressSolverImpl(ExtPxFamily& family, ExtStressSolverSettings settings)
+ : m_family(family)
+{
+ NvBlastFamily* familyLL = const_cast<NvBlastFamily*>(family.getTkFamily().getFamilyLL());
+ NVBLAST_ASSERT(familyLL);
+ m_solver = ExtStressSolver::create(*familyLL, settings);
+
+ const TkAsset* tkAsset = m_family.getTkFamily().getAsset();
+ const ExtPxAsset& asset = m_family.getPxAsset();
+ const ExtPxChunk* chunks = asset.getChunks();
+ const ExtPxSubchunk* subChunks = asset.getSubchunks();
+ const NvBlastSupportGraph graph = tkAsset->getGraph();
+ const uint32_t chunkCount = tkAsset->getChunkCount();
+
+ TkActor* tkActor;
+ m_family.getTkFamily().getActors(&tkActor, 1);
+ const float* bondHealths = tkActor->getBondHealths();
+
+#if USE_PHYSX_NODE_INFO
+ // traverse graph and fill node info,
+ // essentially it does the same as m_solver->setAllNodesInfoFromLL() but fills mass, volume, transform from physx
+ // and it also uses ExtPxChunk isStatic flag in addition to 'world' node in LL
+ for (uint32_t node0 = 0; node0 < graph.nodeCount; ++node0)
+ {
+ uint32_t chunkIndex0 = graph.chunkIndices[node0];
+ const ExtPxChunk* chunk0 = chunkIndex0 < chunkCount ? &chunks[chunkIndex0] : nullptr;
+ bool isChunkStatic = true;
+
+ if (chunk0)
+ {
+ isChunkStatic = chunk0->isStatic;
+ for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
+ {
+ uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
+ if (bondHealths[bondIndex] <= 0.0f)
+ continue;
+ uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
+ uint32_t chunkIndex1 = graph.chunkIndices[node1];
+ if (chunkIndex1 < chunkCount)
+ {
+ const ExtPxChunk& chunk1 = chunks[chunkIndex1];
+
+ if (chunk1.subchunkCount == 0 || chunk1.isStatic)
+ {
+ isChunkStatic |= chunk1.isStatic;
+ continue;
+ }
+ }
+ else
+ {
+ isChunkStatic = true;
+ break;
+ }
+ }
+ }
+
+ // fill node info
+ float mass;
+ float volume;
+ PxVec3 localPos;
+ if (chunk0 && chunk0->subchunkCount > 0)
+ {
+ const ExtPxSubchunk& subChunk = subChunks[chunk0->firstSubchunkIndex];
+ PxVec3 localCenterOfMass;
+ PxMat33 intertia;
+ PxVec3 scale = subChunk.geometry.scale.scale;
+ subChunk.geometry.convexMesh->getMassInformation(mass, intertia, localCenterOfMass);
+ mass *= scale.x * scale.y * scale.z;
+ const PxTransform& chunk0LocalTransform = subChunk.transform;
+ localPos = chunk0LocalTransform.transform(localCenterOfMass);
+ volume = mass / 1.0f; // unit density
+ }
+ else
+ {
+ mass = 0.0f;
+ volume = 0.0f;
+ localPos = PxVec3(PxZero);
+ isChunkStatic = true;
+ }
+ m_solver->setNodeInfo(node0, mass, volume, localPos, isChunkStatic);
+ }
+#else
+ m_solver->setAllNodesInfoFromLL();
+#endif
+
+ // notify initial actor's created
+ InlineArray<ExtPxActor*, 4>::type actors;;
+ actors.resize(m_family.getActorCount());
+ m_family.getActors(actors.begin(), actors.size());
+ for (const auto actor : actors)
+ {
+ onActorCreated(m_family, *actor);
+ }
+
+ m_family.subscribe(*this);
+}
+
+ExtPxStressSolverImpl::~ExtPxStressSolverImpl()
+{
+ m_family.unsubscribe(*this);
+ m_solver->release();
+}
+
+ExtPxStressSolver* ExtPxStressSolver::create(ExtPxFamily& family, ExtStressSolverSettings settings)
+{
+ return NVBLAST_NEW(ExtPxStressSolverImpl) (family, settings);
+}
+
+void ExtPxStressSolverImpl::release()
+{
+ NVBLAST_DELETE(this, ExtPxStressSolverImpl);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Update Wrapper
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void ExtPxStressSolverImpl::update(bool doDamage)
+{
+ for (auto it = m_actors.getIterator(); !it.done(); ++it)
+ {
+ const ExtPxActor* actor = *it;
+
+ PxRigidDynamic& rigidDynamic = actor->getPhysXActor();
+ const bool isStatic = rigidDynamic.getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC;
+ if (isStatic)
+ {
+ PxVec3 gravity = rigidDynamic.getScene()->getGravity();
+ PxVec3 localGravity = rigidDynamic.getGlobalPose().rotateInv(gravity);
+
+ m_solver->addGravityForce(*actor->getTkActor().getActorLL(), localGravity);
+ }
+ else
+ {
+ PxVec3 localCenterMass = rigidDynamic.getCMassLocalPose().p;
+ PxVec3 localAngularVelocity = rigidDynamic.getGlobalPose().rotateInv(rigidDynamic.getAngularVelocity());
+ m_solver->addAngularVelocity(*actor->getTkActor().getActorLL(), localCenterMass, localAngularVelocity);
+ }
+ }
+
+ m_solver->update();
+
+ if (doDamage && m_solver->getOverstressedBondCount() > 0)
+ {
+ NvBlastFractureBuffers commands;
+ m_solver->generateFractureCommands(commands);
+ if (commands.bondFractureCount > 0)
+ {
+ m_family.getTkFamily().applyFracture(&commands);
+ }
+ }
+}
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Actors
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+void ExtPxStressSolverImpl::onActorCreated(ExtPxFamily& /*family*/, ExtPxActor& actor)
+{
+ if (m_solver->notifyActorCreated(*actor.getTkActor().getActorLL()))
+ {
+ m_actors.insert(&actor);
+ }
+}
+
+void ExtPxStressSolverImpl::onActorDestroyed(ExtPxFamily& /*family*/, ExtPxActor& actor)
+{
+ m_solver->notifyActorDestroyed(*actor.getTkActor().getActorLL());
+ m_actors.erase(&actor);
+}
+
+
+} // namespace Blast
+} // namespace Nv