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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/SnippetPrunerSerialization/SnippetPrunerSerialization.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/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp b/PhysX_3.4/Snippets/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp new file mode 100644 index 00000000..5033901f --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp @@ -0,0 +1,268 @@ +// 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 the usage of PxPruningStructure. +// +// It creates a box stack, then prepares a pruning structure. This structure +// together with the actors is serialized into a collection. When the collection +// is added to the scene, the actor's scene query shape AABBs are directly merged +// into the current scene query AABB tree through the precomputed pruning structure. +// This may unbalance the AABB tree but should provide significant speedup in +// case of large world scenarios where parts get streamed in on the fly. +// **************************************************************************** + +#include <ctype.h> +#include <vector> + +#include "PxPhysicsAPI.h" + +#include "extensions/PxCollectionExt.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; + +#define MAX_MEMBLOCKS 10 +PxU8* gMemBlocks[MAX_MEMBLOCKS]; +PxU32 gMemBlockCount = 0; + +PxReal stackZ = 10.0f; + +/** +Allocates 128 byte aligned memory block for binary serialized data +Stores pointer to memory in gMemBlocks for later deallocation +*/ +void* createAlignedBlock(PxU32 size) +{ + PX_ASSERT(gMemBlockCount < MAX_MEMBLOCKS); + PxU8* baseAddr = static_cast<PxU8*>(malloc(size + PX_SERIAL_FILE_ALIGN - 1)); + gMemBlocks[gMemBlockCount++] = baseAddr; + void* alignedBlock = reinterpret_cast<void*>((size_t(baseAddr) + PX_SERIAL_FILE_ALIGN - 1)&~(PX_SERIAL_FILE_ALIGN - 1)); + return alignedBlock; +} + +// Create a regular stack, with actors added directly into a scene. +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(); +} + +// Create a stack where pruning structure is build in runtime and used to merge +// the query shapes into the AABB tree. +void createStackWithRuntimePrunerStructure(const PxTransform& t, PxU32 size, PxReal halfExtent) +{ + std::vector<PxRigidActor*> actors; + 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); + // store the actors, will be added later + actors.push_back(body); + } + } + shape->release(); + + // Create pruning structure from given actors. + PxPruningStructure* ps = gPhysics->createPruningStructure(&actors[0], PxU32(actors.size())); + // Add actors into a scene together with the precomputed pruning structure. + gScene->addActors(*ps); + ps->release(); +} + +// Create a stack where pruning structure is build in runtime and then stored into a collection. +// The collection is stored into a stream and loaded into another stream. The loaded collection +// is added to a scene. While the collection is added to the scene the pruning structure is used. +void createStackWithSerializedPrunerStructure(const PxTransform& t, PxU32 size, PxReal halfExtent) +{ + PxCollection* collection = PxCreateCollection(); // collection for all the objects + PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics); + + std::vector<PxRigidActor*> actors; + 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); + // store the actors, will be added later + actors.push_back(body); + } + } + collection->add(*shape); + + // Create pruner structure from given actors. + PxPruningStructure* ps = gPhysics->createPruningStructure(&actors[0], PxU32(actors.size())); + // Add the pruning structure into the collection. Adding the pruning structure will automatically + // add the actors from which the collection was build. + collection->add(*ps); + PxSerialization::complete(*collection, *sr); + + // Store the collection into a stream. + PxDefaultMemoryOutputStream outStream; + PxSerialization::serializeCollectionToBinary(outStream, *collection, *sr); + collection->release(); + + // Release the used items added to the collection. + ps->release(); + for (size_t i = 0; i < actors.size(); i++) + { + actors[i]->release(); + } + shape->release(); + + // Load collection from the stream into and input stream. + PxDefaultMemoryInputData inputStream(outStream.getData(), outStream.getSize()); + void* alignedBlock = createAlignedBlock(inputStream.getLength()); + inputStream.read(alignedBlock, inputStream.getLength()); + PxCollection* collection1 = PxSerialization::createCollectionFromBinary(alignedBlock, *sr); + + // Add collection to the scene. + gScene->addCollection(*collection1); + + // Release objects in collection, the pruning structure must be released before its actors + // otherwise actors will still be part of pruning structure + PxCollectionExt::releaseObjects(*collection1); + + collection1->release(); +} + +void initPhysics(bool ) +{ + gFoundation = PxCreateFoundation(PX_FOUNDATION_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); + + 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); + + // Create a regular stack. + createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f); + // Create a stack using the runtime pruner structure usage. + createStackWithRuntimePrunerStructure(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f); + // Create a stack using the serialized pruner structure usage. + createStackWithSerializedPrunerStructure(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 3, 2.0f); +} + +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(); + + // Now that the objects have been released, it's safe to release the space they occupy. + for (PxU32 i = 0; i < gMemBlockCount; i++) + { + free(gMemBlocks[i]); + } + gMemBlockCount = 0; + + gFoundation->release(); + + printf("SnippetPrunerSerialization done.\n"); +} + + +int snippetMain(int, const char*const*) +{ + static const PxU32 frameCount = 100; + initPhysics(false); + for(PxU32 i=0; i<frameCount; i++) + stepPhysics(false); + cleanupPhysics(false); + + return 0; +} |