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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_SCENE_H
#define APEX_SCENE_H
#include "Apex.h"
#include "ApexResource.h"
#include "PsUserAllocated.h"
#include "ApexSDKImpl.h"
#include "SceneIntl.h"
#include "ModuleIntl.h"
#include "ApexContext.h"
#include "PsMutex.h"
#include "PsThread.h"
#include "PairFilter.h"
#if PX_PHYSICS_VERSION_MAJOR == 3
#include "PxScene.h"
#include "PxRenderBuffer.h"
#endif
#include "MirrorSceneImpl.h"
#include "ApexSceneUserNotify.h"
#include "PsSync.h"
#include "PxTask.h"
#include "PxTaskManager.h"
#include "ApexGroupsFiltering.h"
#include "ApexRWLockable.h"
#include "ReadCheck.h"
#include "WriteCheck.h"
class PxDefaultSpuDispatcher;
namespace nvidia
{
namespace apex
{
class ApexCudaTestManager;
class ApexCudaProfileManager;
// Tasks forward declarations
class PhysXSimulateTask;
class PhysXBetweenStepsTask;
#if APEX_DURING_TICK_TIMING_FIX
class DuringTickCompleteTask;
#endif
class CheckResultsTask;
class FetchResultsTask;
class ApexScene : public SceneIntl, public ApexContext, public ApexRWLockable, public UserAllocated
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
/* == Public Scene interface == */
void simulate(float elapsedTime,
bool finalStep = true,
PxBaseTask *completionTask = NULL,
void* scratchMemBlock = 0,
uint32_t scratchMemBlockSize = 0);
bool fetchResults(bool block, uint32_t* errorState);
void fetchPhysXStats();
void fetchApexStats();
bool checkResults(bool block) const;
void initDebugColorParams();
void updateDebugColorParams(const char* color, uint32_t val);
NvParameterized::Interface* getDebugRenderParams() const;
NvParameterized::Interface* getModuleDebugRenderParams(const char* name) const;
uint32_t allocViewMatrix(ViewMatrixType::Enum);
uint32_t allocProjMatrix(ProjMatrixType::Enum);
uint32_t getNumViewMatrices() const;
uint32_t getNumProjMatrices() const;
void setViewMatrix(const PxMat44& viewTransform, const uint32_t viewID = 0);
PxMat44 getViewMatrix(const uint32_t viewID = 0) const;
void setProjMatrix(const PxMat44& projTransform, const uint32_t projID = 0);
PxMat44 getProjMatrix(const uint32_t projID = 0) const;
void setUseViewProjMatrix(const uint32_t viewID = 0, const uint32_t projID = 0);
#if 0 //lionel: work in progress
const PxMat44& getViewProjMatrix() const;
#endif
void setViewParams(const PxVec3& eyePosition,
const PxVec3& eyeDirection,
const PxVec3& worldUpDirection,
const uint32_t viewID = 0);
void setProjParams(float nearPlaneDistance,
float farPlaneDistance,
float fieldOfViewDegree,
uint32_t viewportWidth,
uint32_t viewportHeight,
const uint32_t projID = 0);
PxVec3 getEyePosition(const uint32_t viewID = 0) const;
PxVec3 getEyeDirection(const uint32_t viewID = 0) const;
#if 0 //lionel: work in progress
const PxMat44& buildViewMatrix(const uint32_t viewID = 0);
const PxMat44& buildProjMatrix(const uint32_t projID = 0);
//viewportToWorld?, worldToViewport? (and screenspace)
const SceneCalculator* const calculate()
{
return mSceneCalculator;
}
#endif
float getElapsedTime() const
{
return mElapsedTime;
}
const SceneStats* getStats(void) const;
void createApexStats(void);
void destroyApexStats(void);
void setApexStatValue(int32_t index, StatValue dataVal);
bool isSimulating() const
{
return mSimulating;
}
bool physXElapsedTime(float& dt) const
{
dt = mPxLastElapsedTime;
return mPxStepWasValid;
}
float getPhysXSimulateTime() const
{
return mPhysXSimulateTime;
}
PxVec3 getGravity() const
{
#if PX_PHYSICS_VERSION_MAJOR == 3
if (mPhysXScene)
{
mPhysXScene->lockRead();
PxVec3 ret = mPhysXScene->getGravity();
mPhysXScene->unlockRead();
return ret;
}
#endif
return mGravity;
}
void setGravity(const PxVec3& gravity)
{
mGravity = gravity;
#if PX_PHYSICS_VERSION_MAJOR == 3
if (mPhysXScene)
{
mPhysXScene->lockWrite();
mPhysXScene->setGravity(gravity);
mPhysXScene->unlockWrite();
}
#endif
}
void release()
{
mApexSDK->releaseScene(this);
}
/* == Public Context interface == */
ApexContext* getApexContext()
{
return DYNAMIC_CAST(ApexContext*)(this);
}
void removeAllActors();
RenderableIterator* createRenderableIterator()
{
return ApexContext::createRenderableIterator();
}
void releaseRenderableIterator(RenderableIterator& iter)
{
ApexContext::releaseRenderableIterator(iter);
}
uint32_t addActor(ApexActor& actor, ApexActor* actorPtr = NULL);
/* == Renderable interface == */
void lockRenderResources();
void unlockRenderResources();
void updateRenderResources(bool rewriteBuffers = false, void* userRenderData = 0);
void dispatchRenderResources(UserRenderer& renderer);
PxBounds3 getBounds() const;
void visualize();
/* == SceneIntl interface == */
void moduleReleased(ModuleSceneIntl&);
virtual PxTaskManager* getTaskManager() const
{
READ_ZONE();
return mTaskManager;
};
uint32_t getTotalElapsedMS() const
{
return mTotalElapsedMS;
}
bool isFinalStep() const
{
return mFinalStep;
}
#if PX_PHYSICS_VERSION_MAJOR == 3
virtual void lockRead(const char *fileName,uint32_t lineno)
{
if (mPhysXScene != NULL)
{
mPhysXScene->lockRead(fileName,lineno);
}
}
virtual void lockWrite(const char *fileName,uint32_t lineno)
{
if (mPhysXScene != NULL)
{
mPhysXScene->lockWrite(fileName,lineno);
}
}
virtual void unlockRead ()
{
if (mPhysXScene != NULL)
{
mPhysXScene->unlockRead();
}
}
virtual void unlockWrite ()
{
if (mPhysXScene != NULL)
{
mPhysXScene->unlockWrite();
}
}
virtual void addActorPair(PxActor *actor0,PxActor *actor1);
virtual void removeActorPair(PxActor *actor0,PxActor *actor1);
virtual bool findActorPair(PxActor *actor0,PxActor *actor1) const;
#endif
virtual void addBoundingBox(const PxBounds3& bounds, UserBoundingBoxFlags::Enum flags)
{
WRITE_ZONE();
mBBs.pushBack(UserDefinedBoundingBox(bounds, flags));
}
virtual const PxBounds3 getBoundingBox(const uint32_t index) const
{
READ_ZONE();
PX_ASSERT(index < mBBs.size());
if(index < mBBs.size())
{
return mBBs[index].bb;
}
return PxBounds3(PxVec3(0.0f), PxVec3(0.0f));
}
virtual UserBoundingBoxFlags::Enum getBoundingBoxFlags(const uint32_t index) const
{
READ_ZONE();
PX_ASSERT(index < mBBs.size());
if(index < mBBs.size())
{
return mBBs[index].flags;
}
return UserBoundingBoxFlags::NONE;
}
virtual uint32_t getBoundingBoxCount() const
{
READ_ZONE();
return mBBs.size();
}
virtual void removeBoundingBox(const uint32_t index)
{
WRITE_ZONE();
PX_ASSERT(index < mBBs.size());
if(index < mBBs.size())
{
mBBs.remove(index);
}
}
virtual void removeAllBoundingBoxes()
{
WRITE_ZONE();
mBBs.clear();
}
void allocateTasks();
void freeTasks();
void setUseDebugRenderable(bool state);
ApexScene(const SceneDesc& desc, ApexSDKImpl* sdk);
~ApexScene();
void moduleCreated(ModuleIntl&);
void destroy();
const PxRenderBuffer* getRenderBuffer() const;
const PxRenderBuffer* getRenderBufferScreenSpace() const;
#if PX_PHYSICS_VERSION_MAJOR == 3
virtual MirrorScene *createMirrorScene(nvidia::apex::Scene &mirrorScene,
MirrorScene::MirrorFilter &mirrorFilter,
float mirrorStaticDistance,
float mirrorDynamicDistance,
float mirrorDistanceThreshold);
void setPhysXScene(PxScene* s);
PxScene* getPhysXScene() const
{
READ_ZONE();
return mPhysXScene;
}
PxScene* mPhysXScene;
mutable PhysXRenderBuffer mRenderBuffer;
mutable PhysXRenderBuffer mRenderBufferScreenSpace;
void addModuleUserNotifier(physx::PxSimulationEventCallback& notify)
{
mUserNotify.addModuleNotifier(notify);
}
void removeModuleUserNotifier(physx::PxSimulationEventCallback& notify)
{
mUserNotify.removeModuleNotifier(notify);
}
void addModuleUserContactModify(physx::PxContactModifyCallback& contactModify)
{
mUserContactModify.addModuleContactModify(contactModify);
}
void removeModuleUserContactModify(physx::PxContactModifyCallback& contactModify)
{
mUserContactModify.removeModuleContactModify(contactModify);
}
ApexSceneUserNotify mUserNotify;
ApexSceneUserContactModify mUserContactModify;
PhysX3Interface* getApexPhysX3Interface() const
{
return mPhysX3Interface;
}
PhysX3Interface* mPhysX3Interface;
#endif
ModuleSceneIntl* getInternalModuleScene(const char* moduleName);
PX_INLINE void* getCudaTestManager() const
{
return mCudaTestManager;
}
PX_INLINE ApexCudaTestManager& getApexCudaTestManager()
{
return *mCudaTestManager;
}
PX_INLINE void* getCudaProfileManager() const
{
return mCudaProfileManager;
}
bool isUsingCuda() const
{
return mUseCuda;
}
virtual void setCudaKernelCheckEnabled(bool enabled)
{
mCudaKernelCheckEnabled = enabled;
}
virtual bool getCudaKernelCheckEnabled() const
{
return mCudaKernelCheckEnabled;
}
float mElapsedTime;
ApexSDKImpl* mApexSDK;
Array<ModuleSceneIntl*> mModuleScenes;
RenderDebugInterface* mSceneRenderDebug;
uint32_t mOrigSceneMaxIter;
float mOrigSceneSubstepSize;
PxTaskManager* mTaskManager;
Mutex mPhysXLock;
bool mSimulating;
bool mUseDebugRenderable;
float mUsedResource;
float mSumBenefit;
mutable Sync mFetchResultsReady;
Sync mSimulationComplete;
PhysXSimulateTask* mPhysXSimulate;
PhysXBetweenStepsTask* mBetweenstepTasks;
#if APEX_DURING_TICK_TIMING_FIX
DuringTickCompleteTask* mDuringTickComplete;
#endif
CheckResultsTask* mCheckResults;
FetchResultsTask* mFetchResults;
uint32_t mTotalElapsedMS;
float mTimeRemainder;
float mPhysXRemainder;
float mPhysXSimulateTime;
float mPxLastElapsedTime;
float mPxAccumElapsedTime;
bool mPxStepWasValid;
bool mFinalStep;
bool mUseCuda;
static double mQPC2MilliSeconds;
static PX_INLINE float ticksToMilliseconds(uint64_t t0, uint64_t t1)
{
return (float)((double)(t1 - t0) * mQPC2MilliSeconds);
}
uint64_t mApexSimulateTickCount;
uint64_t mPhysXSimulateTickCount;
static const uint32_t IgnoredSeed = UINT32_MAX;
uint32_t getSeed();
private:
void updateGravity();
SceneStats mApexSceneStats;
mutable ApexCudaTestManager* mCudaTestManager;
mutable ApexCudaProfileManager* mCudaProfileManager;
bool mCudaKernelCheckEnabled;
/* transforms info */
#if 0 //lionel: work in progress
void getColMajColVecArray(const PxMat44& colVecMat44, float* const result);
void getColVecMat44(const float* const colMajColVecArray, PxMat44& result);
void multiplyColMajColVecArray(const float* const fromSpace, const float* const toSpace, float* const result);
float mViewColMajColVecArray[16];
float mProjColMajColVecArray[16];
float mViewProjColMajColVecArray[16];
#endif
struct ViewMatrixProperties : public UserAllocated
{
ViewMatrixProperties() {}
~ViewMatrixProperties() {}
ViewMatrixProperties(PxMat44 v, bool l) :
viewMatrix(v), isLookAt(l), pvdCreated(false) {}
PxMat44 viewMatrix;
bool isUserCustomized;
bool isLookAt;
bool pvdCreated;
ApexSimpleString cameraName;
};
struct ViewMatrixLookAt : public ViewMatrixProperties
{
ViewMatrixLookAt() {}
~ViewMatrixLookAt() {}
ViewMatrixLookAt(PxMat44 v, bool l, bool r) :
ViewMatrixProperties(v, l), isRightHand(r) {}
bool isRightHand;
};
struct ProjMatrixProperties : public UserAllocated
{
ProjMatrixProperties() {}
~ProjMatrixProperties() {}
ProjMatrixProperties(PxMat44 p, bool u, bool f) :
projMatrix(p), isUserCustomized(u), isPerspectiveFOV(f) {}
PxMat44 projMatrix;
bool isUserCustomized;
bool isPerspectiveFOV;
};
struct ProjMatrixUserCustomized : public ProjMatrixProperties
{
ProjMatrixUserCustomized() {}
~ProjMatrixUserCustomized() {}
ProjMatrixUserCustomized(PxMat44 p, bool u, bool f, float near, float far, float fov, uint32_t w, uint32_t h) :
ProjMatrixProperties(p, u, f), nearPlaneDistance(near), farPlaneDistance(far), fieldOfViewDegree(fov), viewportWidth(w), viewportHeight(h) {}
float nearPlaneDistance;
float farPlaneDistance;
float fieldOfViewDegree;
uint32_t viewportWidth; //only one instance?
uint32_t viewportHeight; //only one instance?
};
struct ProjMatrixPerspectiveFOV : public ProjMatrixProperties
{
ProjMatrixPerspectiveFOV() {}
~ProjMatrixPerspectiveFOV() {}
ProjMatrixPerspectiveFOV(PxMat44 p, bool u, bool f, bool i) :
ProjMatrixProperties(p, u, f), isZinvert(i) {}
bool isZinvert;
};
Array<ViewMatrixProperties*> mViewMatrices;
Array<ProjMatrixProperties*> mProjMatrices;
PxMat44 mViewProjMatrix;
#if 0 //lionel: work in progress
uint32_t mCurrentViewID;
uint32_t mCurrentProjID;
SceneCalculator* mSceneCalculator;
friend class SceneCalculator;
//class SceneCalculator
//{
//public:
// SceneCalculator():s(NULL) {}
// ~SceneCalculator() {s=NULL;}
// float distanceFromEye(PxVec3 to) {return (-s->getEyePosition(0) + to).magnitude();} //lionel: use currentIDs when multiple matrices allowed
// friend class ApexScene;
//private:
// void construct(const physx::ApexScene * scene) {s = scene;}
// void destruct() {s = NULL;}
// const physx::ApexScene * s;
//};
#endif
DebugRenderParams* mDebugRenderParams;
DebugColorParams* mDebugColorParams;
HashMap<const char*, RENDER_DEBUG::DebugColors::Enum> mColorMap;
PxVec3 mGravity;
PairFilter mPairFilter;
struct UserDefinedBoundingBox
{
PxBounds3 bb;
UserBoundingBoxFlags::Enum flags;
UserDefinedBoundingBox(const PxBounds3& _bb, UserBoundingBoxFlags::Enum _flags) :
bb(_bb), flags(_flags) {}
};
Array<UserDefinedBoundingBox> mBBs;
};
}
} // end namespace nvidia::apex
#endif // APEX_SCENE_H
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