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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) 20132017 NVIDIA Corporation. All rights reserved.
#include "../include/NvFlexExt.h"
#include "../core/core.h"
#include "../core/maths.h"
#include "../core/voxelize.h"
#include <vector>
#include <algorithm>
using namespace std;
// Soft body support functions
namespace
{
Vec3 CalculateMean(const Vec3* particles, const int* indices, int numIndices)
{
Vec3 sum;
for (int i = 0; i < numIndices; ++i)
sum += Vec3(particles[indices[i]]);
if (numIndices)
return sum / float(numIndices);
else
return sum;
}
float CalculateRadius(const Vec3* particles, Vec3 center, const int* indices, int numIndices)
{
float radiusSq = 0.0f;
for (int i = 0; i < numIndices; ++i)
{
float dSq = LengthSq(Vec3(particles[indices[i]]) - center);
if (dSq > radiusSq)
radiusSq = dSq;
}
return sqrtf(radiusSq);
}
struct Cluster
{
Vec3 mean;
float radius;
// indices of particles belonging to this cluster
std::vector<int> indices;
};
struct Seed
{
int index;
float priority;
bool operator < (const Seed& rhs) const
{
return priority < rhs.priority;
}
};
// basic SAP based acceleration structure for point cloud queries
struct SweepAndPrune
{
struct Entry
{
Entry(Vec3 p, int i) : point(p), index(i) {}
Vec3 point;
int index;
};
SweepAndPrune(const Vec3* points, int n)
{
entries.reserve(n);
for (int i=0; i < n; ++i)
entries.push_back(Entry(points[i], i));
struct SortOnAxis
{
int axis;
SortOnAxis(int axis) : axis(axis) {}
bool operator()(const Entry& lhs, const Entry& rhs) const
{
return lhs.point[axis] < rhs.point[axis];
}
};
// calculate particle bounds and longest axis
Vec3 lower(FLT_MAX), upper(-FLT_MAX);
for (int i=0; i < n; ++i)
{
lower = Min(points[i], lower);
upper = Max(points[i], upper);
}
Vec3 edges = upper-lower;
if (edges.x > edges.y && edges.x > edges.z)
longestAxis = 0;
else if (edges.y > edges.z)
longestAxis = 1;
else
longestAxis = 2;
std::sort(entries.begin(), entries.end(), SortOnAxis(longestAxis));
}
void QuerySphere(Vec3 center, float radius, std::vector<int>& indices)
{
// find start point in the array
int low = 0;
int high = int(entries.size());
// the point we are trying to find
float queryLower = center[longestAxis] - radius;
float queryUpper = center[longestAxis] + radius;
// binary search to find the start point in the sorted entries array
while (low < high)
{
const int mid = (high+low)/2;
if (queryLower > entries[mid].point[longestAxis])
low = mid+1;
else
high = mid;
}
// scan forward over potential overlaps
float radiusSq = radius*radius;
for (int i=low; i < int(entries.size()); ++i)
{
Vec3 p = entries[i].point;
if (LengthSq(p-center) < radiusSq)
{
indices.push_back(entries[i].index);
}
else if (entries[i].point[longestAxis] > queryUpper)
{
// early out if ther are no more possible candidates
break;
}
}
}
int longestAxis; // [0,2] -> x,y,z
std::vector<Entry> entries;
};
int CreateClusters(Vec3* particles, const float* priority, int numParticles, std::vector<int>& outClusterOffsets, std::vector<int>& outClusterIndices, std::vector<Vec3>& outClusterPositions, float radius, float smoothing = 0.0f)
{
std::vector<Seed> seeds;
std::vector<Cluster> clusters;
// flags a particle as belonging to at least one cluster
std::vector<bool> used(numParticles, false);
// initialize seeds
for (int i = 0; i < numParticles; ++i)
{
Seed s;
s.index = i;
s.priority = priority[i];
seeds.push_back(s);
}
// sort seeds on priority
std::stable_sort(seeds.begin(), seeds.end());
SweepAndPrune sap(particles, numParticles);
while (seeds.size())
{
// pick highest unused particle from the seeds list
Seed seed = seeds.back();
seeds.pop_back();
if (!used[seed.index])
{
Cluster c;
sap.QuerySphere(Vec3(particles[seed.index]), radius, c.indices);
// mark overlapping particles as used so they are removed from the list of potential cluster seeds
for (int i=0; i < int(c.indices.size()); ++i)
used[c.indices[i]] = true;
c.mean = CalculateMean(particles, &c.indices[0], int(c.indices.size()));
clusters.push_back(c);
}
}
if (smoothing > 0.0f)
{
for (int i = 0; i < int(clusters.size()); ++i)
{
Cluster& c = clusters[i];
// clear cluster indices
c.indices.resize(0);
// calculate cluster particles using cluster mean and smoothing radius
sap.QuerySphere(c.mean, smoothing, c.indices);
c.mean = CalculateMean(particles, &c.indices[0], int(c.indices.size()));
}
}
// write out cluster indices
int count = 0;
for (int c = 0; c < int(clusters.size()); ++c)
{
const Cluster& cluster = clusters[c];
const int clusterSize = int(cluster.indices.size());
// skip empty clusters
if (clusterSize)
{
// write cluster indices
for (int i = 0; i < clusterSize; ++i)
outClusterIndices.push_back(cluster.indices[i]);
// write cluster offset
outClusterOffsets.push_back(int(outClusterIndices.size()));
// write center
outClusterPositions.push_back(cluster.mean);
++count;
}
}
return count;
}
// creates distance constraints between particles within some radius
int CreateLinks(const Vec3* particles, int numParticles, std::vector<int>& outSpringIndices, std::vector<float>& outSpringLengths, std::vector<float>& outSpringStiffness, float radius, float stiffness = 1.0f)
{
int count = 0;
std::vector<int> neighbors;
SweepAndPrune sap(particles, numParticles);
for (int i = 0; i < numParticles; ++i)
{
neighbors.resize(0);
sap.QuerySphere(Vec3(particles[i]), radius, neighbors);
for (int j = 0; j < int(neighbors.size()); ++j)
{
const int nj = neighbors[j];
if (nj != i)
{
outSpringIndices.push_back(i);
outSpringIndices.push_back(nj);
outSpringLengths.push_back(Length(Vec3(particles[i]) - Vec3(particles[nj])));
outSpringStiffness.push_back(stiffness);
++count;
}
}
}
return count;
}
void CreateSkinning(const Vec3* vertices, int numVertices, const Vec3* clusters, int numClusters, float* outWeights, int* outIndices, float falloff, float maxdist)
{
const int maxBones = 4;
SweepAndPrune sap(clusters, numClusters);
std::vector<int> influences;
// for each vertex, find the closest n clusters
for (int i = 0; i < numVertices; ++i)
{
int indices[4] = { -1, -1, -1, -1 };
float distances[4] = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX };
float weights[maxBones];
influences.resize(0);
sap.QuerySphere(vertices[i], maxdist, influences);
for (int c = 0; c < int(influences.size()); ++c)
{
float dSq = LengthSq(vertices[i] - clusters[influences[c]]);
// insertion sort
int w = 0;
for (; w < maxBones; ++w)
if (dSq < distances[w])
break;
if (w < maxBones)
{
// shuffle down
for (int s = maxBones - 1; s > w; --s)
{
indices[s] = indices[s - 1];
distances[s] = distances[s - 1];
}
distances[w] = dSq;
indices[w] = influences[c];
}
}
// weight particles according to distance
float wSum = 0.0f;
for (int w = 0; w < maxBones; ++w)
{
if (distances[w] > Sqr(maxdist))
{
// clamp bones over a given distance to zero
weights[w] = 0.0f;
}
else
{
// weight falls off inversely with distance
weights[w] = 1.0f / (powf(distances[w], falloff) + 0.0001f);
}
wSum += weights[w];
}
if (wSum == 0.0f)
{
// if all weights are zero then just
// rigidly skin to the closest bone
weights[0] = 1.0f;
}
else
{
// normalize weights
for (int w = 0; w < maxBones; ++w)
{
weights[w] = weights[w] / wSum;
}
}
// output
for (int j = 0; j < maxBones; ++j)
{
outWeights[i*maxBones + j] = weights[j];
outIndices[i*maxBones + j] = indices[j];
}
}
}
// creates mesh interior and surface sample points and clusters them into particles
void SampleMesh(const Vec3* vertices, int numVertices, const int* indices, int numIndices, float radius, float volumeSampling, float surfaceSampling, std::vector<Vec3>& outPositions)
{
Vec3 meshLower(FLT_MAX);
Vec3 meshUpper(-FLT_MAX);
for (int i = 0; i < numVertices; ++i)
{
meshLower = Min(meshLower, vertices[i]);
meshUpper = Max(meshUpper, vertices[i]);
}
std::vector<Vec3> samples;
if (volumeSampling > 0.0f)
{
// recompute expanded edges
Vec3 edges = meshUpper - meshLower;
// use a higher resolution voxelization as a basis for the particle decomposition
float spacing = radius / volumeSampling;
// tweak spacing to avoid edge cases for particles laying on the boundary
// just covers the case where an edge is a whole multiple of the spacing.
float spacingEps = spacing*(1.0f - 1e-4f);
// make sure to have at least one particle in each dimension
int dx, dy, dz;
dx = spacing > edges.x ? 1 : int(edges.x / spacingEps);
dy = spacing > edges.y ? 1 : int(edges.y / spacingEps);
dz = spacing > edges.z ? 1 : int(edges.z / spacingEps);
int maxDim = max(max(dx, dy), dz);
// expand border by two voxels to ensure adequate sampling at edges
meshLower -= 2.0f*Vec3(spacing);
meshUpper += 2.0f*Vec3(spacing);
maxDim += 4;
vector<uint32_t> voxels(maxDim*maxDim*maxDim);
// we shift the voxelization bounds so that the voxel centers
// lie symmetrically to the center of the object. this reduces the
// chance of missing features, and also better aligns the particles
// with the mesh
Vec3 meshOffset;
meshOffset.x = 0.5f * (spacing - (edges.x - (dx - 1)*spacing));
meshOffset.y = 0.5f * (spacing - (edges.y - (dy - 1)*spacing));
meshOffset.z = 0.5f * (spacing - (edges.z - (dz - 1)*spacing));
meshLower -= meshOffset;
Voxelize(vertices, numVertices, indices, numIndices, maxDim, maxDim, maxDim, &voxels[0], meshLower, meshLower + Vec3(maxDim*spacing));
// sample interior
for (int x = 0; x < maxDim; ++x)
{
for (int y = 0; y < maxDim; ++y)
{
for (int z = 0; z < maxDim; ++z)
{
const int index = z*maxDim*maxDim + y*maxDim + x;
// if voxel is marked as occupied the add a particle
if (voxels[index])
{
Vec3 position = meshLower + spacing*Vec3(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
// normalize the sdf value and transform to world scale
samples.push_back(position);
}
}
}
}
}
if (surfaceSampling > 0.0f)
{
// sample vertices
for (int i = 0; i < numVertices; ++i)
samples.push_back(vertices[i]);
// random surface sampling (non-uniform)
const int numSamples = int(50000 * surfaceSampling);
const int numTriangles = numIndices/3;
RandInit();
for (int i = 0; i < numSamples; ++i)
{
int t = Rand() % numTriangles;
float u = Randf();
float v = Randf()*(1.0f - u);
float w = 1.0f - u - v;
int a = indices[t*3 + 0];
int b = indices[t*3 + 1];
int c = indices[t*3 + 2];
Vec3 p = vertices[a] * u + vertices[b] * v + vertices[c] * w;
samples.push_back(p);
}
}
std::vector<int> clusterIndices;
std::vector<int> clusterOffsets;
std::vector<Vec3> clusterPositions;
std::vector<float> priority(samples.size());
// cluster mesh sample points into actual particles
CreateClusters(&samples[0], &priority[0], int(samples.size()), clusterOffsets, clusterIndices, outPositions, radius);
}
} // anonymous namespace
// API methods
NvFlexExtAsset* NvFlexExtCreateSoftFromMesh(const float* vertices, int numVertices, const int* indices, int numIndices, float particleSpacing, float volumeSampling, float surfaceSampling, float clusterSpacing, float clusterRadius, float clusterStiffness, float linkRadius, float linkStiffness, float globalStiffness, float clusterPlasticThreshold, float clusterPlasticCreep)
{
// Switch to relative coordinates by computing the mean position of the vertices and subtracting the result from every vertex position
// The increased precision will prevent ghost forces caused by inaccurate center of mass computations
Vec3 meshOffset(0.0f);
for (int i = 0; i < numVertices; i++)
{
meshOffset += ((Vec3*)vertices)[i];
}
meshOffset /= float(numVertices);
Vec3* relativeVertices = new Vec3[numVertices];
for (int i = 0; i < numVertices; i++)
{
relativeVertices[i] += ((Vec3*)vertices)[i] - meshOffset;
}
// construct asset definition
NvFlexExtAsset* asset = new NvFlexExtAsset();
// create particle sampling
std::vector<Vec3> samples;
SampleMesh(relativeVertices, numVertices, indices, numIndices, particleSpacing, volumeSampling, surfaceSampling, samples);
delete[] relativeVertices;
const int numParticles = int(samples.size());
std::vector<int> clusterIndices;
std::vector<int> clusterOffsets;
std::vector<Vec3> clusterPositions;
std::vector<float> clusterCoefficients;
std::vector<float> clusterPlasticThresholds;
std::vector<float> clusterPlasticCreeps;
// priority (not currently used)
std::vector<float> priority(numParticles);
for (int i = 0; i < int(priority.size()); ++i)
priority[i] = 0.0f;
// cluster particles into shape matching groups
int numClusters = CreateClusters(&samples[0], &priority[0], int(samples.size()), clusterOffsets, clusterIndices, clusterPositions, clusterSpacing, clusterRadius);
// assign all clusters the same stiffness
clusterCoefficients.resize(numClusters, clusterStiffness);
if (clusterPlasticCreep)
{
// assign all clusters the same plastic threshold
clusterPlasticThresholds.resize(numClusters, clusterPlasticThreshold);
// assign all clusters the same plastic creep
clusterPlasticCreeps.resize(numClusters, clusterPlasticCreep);
}
// create links between clusters
if (linkRadius > 0.0f)
{
std::vector<int> springIndices;
std::vector<float> springLengths;
std::vector<float> springStiffness;
// create links between particles
int numLinks = CreateLinks(&samples[0], int(samples.size()), springIndices, springLengths, springStiffness, linkRadius, linkStiffness);
// assign links
if (numLinks)
{
asset->springIndices = new int[numLinks * 2];
memcpy(asset->springIndices, &springIndices[0], sizeof(int)*springIndices.size());
asset->springCoefficients = new float[numLinks];
memcpy(asset->springCoefficients, &springStiffness[0], sizeof(float)*numLinks);
asset->springRestLengths = new float[numLinks];
memcpy(asset->springRestLengths, &springLengths[0], sizeof(float)*numLinks);
asset->numSprings = numLinks;
}
}
// add an additional global cluster with stiffness = globalStiffness
if (globalStiffness > 0.0f)
{
numClusters += 1;
clusterCoefficients.push_back(globalStiffness);
if (clusterPlasticCreep)
{
clusterPlasticThresholds.push_back(clusterPlasticThreshold);
clusterPlasticCreeps.push_back(clusterPlasticCreep);
}
for (int i = 0; i < numParticles; ++i)
{
clusterIndices.push_back(i);
}
clusterOffsets.push_back((int)clusterIndices.size());
// the mean of the global cluster is the mean of all particles
Vec3 globalMeanPosition(0.0f);
for (int i = 0; i < numParticles; ++i)
{
globalMeanPosition += samples[i];
}
globalMeanPosition /= float(numParticles);
clusterPositions.push_back(globalMeanPosition);
}
// Switch back to absolute coordinates by adding meshOffset to the centers of mass and to each particle positions
for (int i = 0; i < numParticles; ++i)
{
samples[i] += meshOffset;
}
for (int i = 0; i < numClusters; ++i)
{
clusterPositions[i] += meshOffset;
}
// assign particles
asset->particles = new float[numParticles * 4];
asset->numParticles = numParticles;
asset->maxParticles = numParticles;
for (int i = 0; i < numParticles; ++i)
{
asset->particles[i*4+0] = samples[i].x;
asset->particles[i*4+1] = samples[i].y;
asset->particles[i*4+2] = samples[i].z;
asset->particles[i*4+3] = 1.0f;
}
// assign shapes
asset->shapeIndices = new int[clusterIndices.size()];
memcpy(asset->shapeIndices, &clusterIndices[0], sizeof(int)*clusterIndices.size());
asset->shapeOffsets = new int[numClusters];
memcpy(asset->shapeOffsets, &clusterOffsets[0], sizeof(int)*numClusters);
asset->shapeCenters = new float[numClusters*3];
memcpy(asset->shapeCenters, &clusterPositions[0], sizeof(float)*numClusters*3);
asset->shapeCoefficients = new float[numClusters];
memcpy(asset->shapeCoefficients, &clusterCoefficients[0], sizeof(float)*numClusters);
if (clusterPlasticCreep)
{
asset->shapePlasticThresholds = new float[numClusters];
memcpy(asset->shapePlasticThresholds, &clusterPlasticThresholds[0], sizeof(float)*numClusters);
asset->shapePlasticCreeps = new float[numClusters];
memcpy(asset->shapePlasticCreeps, &clusterPlasticCreeps[0], sizeof(float)*numClusters);
}
else
{
asset->shapePlasticThresholds = NULL;
asset->shapePlasticCreeps = NULL;
}
asset->numShapeIndices = int(clusterIndices.size());
asset->numShapes = numClusters;
return asset;
}
void NvFlexExtCreateSoftMeshSkinning(const float* vertices, int numVertices, const float* bones, int numBones, float falloff, float maxDistance, float* skinningWeights, int* skinningIndices)
{
CreateSkinning((Vec3*)vertices, numVertices, (Vec3*)bones, numBones, skinningWeights, skinningIndices, falloff, maxDistance);
}
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