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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp b/PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp new file mode 100644 index 00000000..d004444b --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetCustomProfiler/SnippetCustomProfiler.cpp @@ -0,0 +1,221 @@ +// 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) 2008-2016 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 illustrates how to setup a custom profiler, and potentially +// re-route it to PVD's profiling functions. +// **************************************************************************** + +#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; + +PxDefaultCpuDispatcher* gDispatcher = NULL; +PxScene* gScene = NULL; + +PxMaterial* gMaterial = NULL; + +PxPvd* gPvd = NULL; + +PxReal stackZ = 10.0f; + +PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)) +{ + PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); + dynamic->setAngularDamping(0.5f); + dynamic->setLinearVelocity(velocity); + gScene->addActor(*dynamic); + return dynamic; +} + +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(); +} + +static const bool gCallPVDProfilingFunctions = false; + +class CustomProfilerCallback : public PxProfilerCallback +{ +public: + virtual ~CustomProfilerCallback() {} + + virtual void* zoneStart(const char* eventName, bool detached, uint64_t contextId) + { + // Option 1: add your own profiling code here (before calling the PVD function). + // If you call the PVD profiling function below, adding your own profiling code here + // means it will capture the cost of the PVD zoneStart function. + + // NB: we don't have an actual profiler implementation in the snippet so we just call printf instead + printf("start: %s\n", eventName); + + // Optional: call the PVD function if you want to see the profiling results in PVD. + void* profilerData = gCallPVDProfilingFunctions ? gPvd->zoneStart(eventName, detached, contextId) : NULL; + + // Option 2: add your own profiling code here (after calling the PVD function). + // If you call the PVD profiling function above, adding your own profiling code here + // means its cost will be captured by the PVD profiler. + + return profilerData; + } + + virtual void zoneEnd(void* profilerData, const char* eventName, bool detached, uint64_t contextId) + { + // Option 2: add your own profiling code here (before calling the PVD function). + // If you call the PVD profiling function below, adding your own profiling code here + // means its cost will be captured by the PVD profiler. + + // Optional: call the PVD function if you want to see the profiling results in PVD. + if(gCallPVDProfilingFunctions) + gPvd->zoneEnd(profilerData, eventName, detached, contextId); + + // Option 1: add your own profiling code here (after calling the PVD function). + // If you call the PVD profiling function above, adding your own profiling code here + // means it will capture the cost of the PVD zoneEnd function. + + // NB: we don't have an actual profiler implementation in the snippet so we just call printf instead + printf("end: %s\n", eventName); + } + +}gCustomProfilerCallback; + +void initPhysics(bool interactive) +{ + gFoundation = PxCreateFoundation(PX_FOUNDATION_VERSION, gAllocator, gErrorCallback); + + gPvd = PxCreatePvd(*gFoundation); + PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); + + // During the "connect" call, PVD sets itself up as the profiler if PxPvdInstrumentationFlag::ePROFILE is used. + // That is, it internally calls PxSetProfilerCallback() to setup its own profiling callback. Any calls to + // PxSetProfilerCallback() prior to calling "connect" is thus lost. + gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL); + + // This call should be performed after PVD is initialized, otherwise it will have no effect. + PxSetProfilerCallback(&gCustomProfilerCallback); + + gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd); + + 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); + + PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial); + gScene->addActor(*groundPlane); + + for(PxU32 i=0;i<5;i++) + createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); + + if(!interactive) + createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100)); +} + +void stepPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); +} + +void cleanupPhysics(bool interactive) +{ + PX_UNUSED(interactive); + gScene->release(); + gDispatcher->release(); + gPhysics->release(); + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + transport->release(); + + gFoundation->release(); + + printf("SnippetCustomProfiler done.\n"); +} + +void keyPress(unsigned char key, const PxTransform& camera) +{ + switch(toupper(key)) + { + case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break; + case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); 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; +} |