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// 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) 2008-2017 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;
}