aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Snippets/SnippetPrunerSerialization/SnippetPrunerSerialization.cpp
blob: edb82ba28f315abcefca8fc569391a4ce95a314d (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
//
// 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) 2008-2018 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;
}