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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/SnippetSerialization/SnippetSerialization.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/SnippetSerialization/SnippetSerialization.cpp')
| -rw-r--r-- | PhysX_3.4/Snippets/SnippetSerialization/SnippetSerialization.cpp | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/PhysX_3.4/Snippets/SnippetSerialization/SnippetSerialization.cpp b/PhysX_3.4/Snippets/SnippetSerialization/SnippetSerialization.cpp new file mode 100644 index 00000000..2e574de2 --- /dev/null +++ b/PhysX_3.4/Snippets/SnippetSerialization/SnippetSerialization.cpp @@ -0,0 +1,316 @@ +// 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 use of binary and xml serialization +// +// It creates a chain of boxes and serializes them as two collections: +// a collection with shared objects and a collection with actors and joints +// which can be instantiated multiple times. +// +// Then physics is setup based on the serialized data. The collection with the +// actors and the joints is instantiated multiple times with different +// transforms. +// +// Finally phyics is teared down again, including deallocation of memory +// occupied by deserialized objects (in the case of binary serialization). +// +// **************************************************************************** + +#include "PxPhysicsAPI.h" + +#include "foundation/PxMemory.h" + +#include "../SnippetUtils/SnippetUtils.h" +#include "../SnippetCommon/SnippetPrint.h" +#include "../SnippetCommon/SnippetPVD.h" + + +using namespace physx; + +bool gUseBinarySerialization = false; + +PxDefaultAllocator gAllocator; +PxDefaultErrorCallback gErrorCallback; + +PxFoundation* gFoundation = NULL; +PxPhysics* gPhysics = NULL; +PxCooking* gCooking = NULL; + +PxDefaultCpuDispatcher* gDispatcher = NULL; +PxScene* gScene = NULL; + +PxPvd* gPvd = NULL; +#define MAX_MEMBLOCKS 10 +PxU8* gMemBlocks[MAX_MEMBLOCKS]; +PxU32 gMemBlockCount = 0; + +/** +Creates two example collections: +- collection with actors and joints that can be instantiated multiple times in the scene +- collection with shared objects +*/ +void createCollections(PxCollection*& sharedCollection, PxCollection*& actorCollection, PxSerializationRegistry& sr) +{ + PxMaterial* material = gPhysics->createMaterial(0.5f, 0.5f, 0.6f); + + PxReal halfLength = 2.0f, height = 25.0f; + PxVec3 offset(halfLength, 0, 0); + PxRigidActor* prevActor = PxCreateStatic(*gPhysics, PxTransform(PxVec3(0,height,0)), PxSphereGeometry(halfLength), *material, PxTransform(offset)); + + PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfLength, 1.0f, 1.0f), *material); + for(PxU32 i=1; i<8;i++) + { + PxTransform tm(PxVec3(PxReal(i*2)* halfLength, height, 0)); + PxRigidDynamic* dynamic = gPhysics->createRigidDynamic(tm); + dynamic->attachShape(*shape); + PxRigidBodyExt::updateMassAndInertia(*dynamic, 10.0f); + + PxSphericalJointCreate(*gPhysics, prevActor, PxTransform(offset), dynamic, PxTransform(-offset)); + prevActor = dynamic; + } + + sharedCollection = PxCreateCollection(); // collection for all the shared objects + actorCollection = PxCreateCollection(); // collection for all the nonshared objects + + sharedCollection->add(*shape); + PxSerialization::complete(*sharedCollection, sr); // chases the pointer from shape to material, and adds it + PxSerialization::createSerialObjectIds(*sharedCollection, PxSerialObjectId(77)); // arbitrary choice of base for references to shared objects + + actorCollection->add(*prevActor); + PxSerialization::complete(*actorCollection, sr, sharedCollection, true); // chases all pointers and recursively adds actors and joints +} + +/** +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 objects, add them to collections and serialize the collections to the steams gSharedStream and gActorStream +This function doesn't setup the gPhysics global as the corresponding physics object is only used locally +*/ +void serializeObjects(PxOutputStream& sharedStream, PxOutputStream& actorStream) +{ + PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics); + + PxCollection* sharedCollection = NULL; + PxCollection* actorCollection = NULL; + createCollections(sharedCollection, actorCollection, *sr); + + // Alternatively to using PxDefaultMemoryOutputStream it would be possible to serialize to files using + // PxDefaultFileOutputStream or a similar implementation of PxOutputStream. + if (gUseBinarySerialization) + { + PxSerialization::serializeCollectionToBinary(sharedStream, *sharedCollection, *sr); + PxSerialization::serializeCollectionToBinary(actorStream, *actorCollection, *sr, sharedCollection); + } + else + { + PxSerialization::serializeCollectionToXml(sharedStream, *sharedCollection, *sr); + PxSerialization::serializeCollectionToXml(actorStream, *actorCollection, *sr, NULL, sharedCollection); + } + + actorCollection->release(); + sharedCollection->release(); + + sr->release(); +} + +/** +Deserialize shared data and use resulting collection to deserialize and instance actor collections +*/ +void deserializeObjects(PxInputData& sharedData, PxInputData& actorData) +{ + PxSerializationRegistry* sr = PxSerialization::createSerializationRegistry(*gPhysics); + + PxCollection* sharedCollection = NULL; + { + if (gUseBinarySerialization) + { + void* alignedBlock = createAlignedBlock(sharedData.getLength()); + sharedData.read(alignedBlock, sharedData.getLength()); + sharedCollection = PxSerialization::createCollectionFromBinary(alignedBlock, *sr); + } + else + { + sharedCollection = PxSerialization::createCollectionFromXml(sharedData, *gCooking, *sr); + } + } + + // Deserialize collection and instantiate objects twice, each time with a different transform + PxTransform transforms[2] = { PxTransform(PxVec3(-5.0f, 0.0f, 0.0f)), PxTransform(PxVec3(5.0f, 0.0f, 0.0f)) }; + + for (PxU32 i = 0; i < 2; i++) + { + PxCollection* collection = NULL; + + // If the PxInputData actorData would refer to a file, it would be better to avoid reading from it twice. + // This could be achieved by reading the file once to memory, and then working with copies. + // This is particulary practical when using binary serialization, where the data can be directly + // converted to physics objects. + actorData.seek(0); + + if (gUseBinarySerialization) + { + void* alignedBlock = createAlignedBlock(actorData.getLength()); + actorData.read(alignedBlock, actorData.getLength()); + collection = PxSerialization::createCollectionFromBinary(alignedBlock, *sr, sharedCollection); + } + else + { + collection = PxSerialization::createCollectionFromXml(actorData, *gCooking, *sr, sharedCollection); + } + + for (PxU32 o = 0; o < collection->getNbObjects(); o++) + { + PxRigidActor* rigidActor = collection->getObject(o).is<PxRigidActor>(); + if (rigidActor) + { + PxTransform globalPose = rigidActor->getGlobalPose(); + globalPose = globalPose.transform(transforms[i]); + rigidActor->setGlobalPose(globalPose); + } + } + + gScene->addCollection(*collection); + collection->release(); + } + sharedCollection->release(); + + PxMaterial* material; + gPhysics->getMaterials(&material,1); + PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *material); + gScene->addActor(*groundPlane); + sr->release(); +} + +/** +Initializes physics and creates a scene +*/ +void initPhysics() +{ + 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); + gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale())); + PxInitExtensions(*gPhysics, gPvd); + + PxU32 numCores = SnippetUtils::getNbPhysicalCores(); + gDispatcher = PxDefaultCpuDispatcherCreate(numCores == 0 ? 0 : numCores - 1); + PxSceneDesc sceneDesc(gPhysics->getTolerancesScale()); + sceneDesc.gravity = PxVec3(0, -9.81f, 0); + 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); + } +} + +void stepPhysics() +{ + gScene->simulate(1.0f/60.0f); + gScene->fetchResults(true); +} + +/** +Releases all physics objects, including memory blocks containing deserialized data +*/ +void cleanupPhysics() +{ + gScene->release(); + gScene = NULL; + gDispatcher->release(); + gDispatcher = NULL; + PxCloseExtensions(); + + gPhysics->release(); // releases all objects + gPhysics = NULL; + gCooking->release(); + gCooking = NULL; + PxPvdTransport* transport = gPvd->getTransport(); + gPvd->release(); + gPvd = NULL; + 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(); + gFoundation = NULL; +} + +int snippetMain(int, const char*const*) +{ + initPhysics(); + // Alternatively PxDefaultFileOutputStream could be used + PxDefaultMemoryOutputStream sharedOutputStream; + PxDefaultMemoryOutputStream actorOutputStream; + serializeObjects(sharedOutputStream, actorOutputStream); + cleanupPhysics(); + + initPhysics(); + // Alternatively PxDefaultFileInputData could be used + PxDefaultMemoryInputData sharedInputStream(sharedOutputStream.getData(), sharedOutputStream.getSize()); + PxDefaultMemoryInputData actorInputStream(actorOutputStream.getData(), actorOutputStream.getSize()); + deserializeObjects(sharedInputStream, actorInputStream); +#ifdef RENDER_SNIPPET + extern void renderLoop(); + renderLoop(); +#else + static const PxU32 frameCount = 250; + for(PxU32 i=0; i<frameCount; i++) + stepPhysics(); + cleanupPhysics(); + printf("SnippetSerialization done.\n"); +#endif + + return 0; +} |