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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) 2008-2021 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 multi-threaded vehicles.
//
// It creates multiple vehicles on a plane and then concurrently simulates them
// in parallel across multiple threads.
// The concurrent vehicle simulation is split into four steps:
// 1. Suspension raycasts
// 2. Vehicle updates
// 3. Vehicle post-updates
// 4. SDK simulate
// Steps 1 and 2 above both make use of concurrency to improve performance.
// Step 3 above is an extra step that is necessary when PxVehicleUpdates is performed concurrently.
// The vehicle post-update step must be performed sequentially.
// The 4 steps above are timed with profile zones. The total accumulated time spent in each of
// these steps is recorded and printed at the end of the simulation. With PVD attached, profiles
// can be further analyzed in the "Profile Zones" view in PVD.
// The number of threads can be set by changing NUM_WORKER_THREADS, while the number of
// vehicles can be set by changing NUM_VEHICLES. The number of vehicles processed per task
// can be modified by setting RAYCAST_BATCH_SIZE and UPDATE_BATCH_SIZE. It is worthwhile
// experimenting with these parameters to get a feel for the performance gains possible in
// different scenarios and across various platforms.
// To avoid the overhead of PVD affecting the integrity of the profiling data the default
// behavior is for PVD to only record profile data.
// Visualizing the scene will reduce the integrity of the performance numbers.
// Performance statistics are only generated in "profile" build.
// PVD is not active at all in "release" build.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "vehicle/PxVehicleUtil.h"
#include "../snippetvehiclecommon/SnippetVehicleCreate.h"
#include "../snippetvehiclecommon/SnippetVehicleSceneQuery.h"
#include "../snippetvehiclecommon/SnippetVehicleFilterShader.h"
#include "../snippetvehiclecommon/SnippetVehicleTireFriction.h"
#include "../snippetvehiclecommon/SnippetVehicleWheelQueryResult.h"
#include "../snippetvehiclecommon/SnippetVehicleConcurrency.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "common/PxProfileZone.h"
using namespace physx;
using namespace snippetvehicle;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxCooking* gCooking = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
#if 1
PxPvdInstrumentationFlags gConnectionFlags = PxPvdInstrumentationFlag::ePROFILE;
#else
PxPvdInstrumentationFlags gConnectionFlags = PxPvdInstrumentationFlag::eALL;
#endif
PxTaskManager* gTaskManager = NULL;
PxRigidStatic* gGroundPlane = NULL;
#define NUM_VEHICLES 1024
PxVehicleWheels* gVehicles[NUM_VEHICLES];
PxBatchQuery* gBatchQueries[NUM_VEHICLES];
PxVehicleDrivableSurfaceToTireFrictionPairs* gFrictionPairs = NULL;
VehicleSceneQueryData* gVehicleSceneQueryData = NULL;
VehicleWheelQueryResults* gVehicleWheelQueryResults = NULL;
VehicleConcurrency* gVehicleConcurrency = NULL;
static const int gNumNames = 4;
static const char* gNames[gNumNames] =
{
"concurrentVehicleRaycasts",
"concurrentVehicleUpdates",
"concurrentVehiclePostUpdates",
"Basic.simulate"
};
struct ProfilerCallback : public physx::PxProfilerCallback
{
PxU64 times[gNumNames];
ProfilerCallback()
{
for (int i = 0; i < gNumNames; ++i)
times[i] = 0;
}
~ProfilerCallback()
{
for (int i = 0; i < gNumNames; ++i)
{
float ms = SnippetUtils::getElapsedTimeInMilliseconds(times[i]);
printf("%s: %f ms\n", gNames[i], PxF64(ms));
}
}
virtual void* zoneStart(const char* eventName, bool, uint64_t)
{
for (int i = 0; i < gNumNames; ++i)
{
if (!strcmp(gNames[i], eventName))
{
times[i] -= SnippetUtils::getCurrentTimeCounterValue();
break;
}
}
return NULL;
}
virtual void zoneEnd(void* /*profilerData*/, const char* eventName, bool, uint64_t)
{
PxU64 time = SnippetUtils::getCurrentTimeCounterValue();
for (int i = 0; i < gNumNames; ++i)
{
if (!strcmp(gNames[i], eventName))
{
times[i] += time;
break;
}
}
}
};
ProfilerCallback gProfilerCallback;
#define NUM_WORKER_THREADS 1
#define RAYCAST_BATCH_SIZE 1
#define UPDATE_BATCH_SIZE 1
VehicleDesc initVehicleDesc()
{
//Set up the chassis mass, dimensions, moment of inertia, and center of mass offset.
//The moment of inertia is just the moment of inertia of a cuboid but modified for easier steering.
//Center of mass offset is 0.65m above the base of the chassis and 0.25m towards the front.
const PxF32 chassisMass = 1500.0f;
const PxVec3 chassisDims(2.5f,2.0f,5.0f);
const PxVec3 chassisMOI
((chassisDims.y*chassisDims.y + chassisDims.z*chassisDims.z)*chassisMass/12.0f,
(chassisDims.x*chassisDims.x + chassisDims.z*chassisDims.z)*0.8f*chassisMass/12.0f,
(chassisDims.x*chassisDims.x + chassisDims.y*chassisDims.y)*chassisMass/12.0f);
const PxVec3 chassisCMOffset(0.0f, -chassisDims.y*0.5f + 0.65f, 0.25f);
//Set up the wheel mass, radius, width, moment of inertia, and number of wheels.
//Moment of inertia is just the moment of inertia of a cylinder.
const PxF32 wheelMass = 20.0f;
const PxF32 wheelRadius = 0.5f;
const PxF32 wheelWidth = 0.4f;
const PxF32 wheelMOI = 0.5f*wheelMass*wheelRadius*wheelRadius;
const PxU32 nbWheels = 6;
VehicleDesc vehicleDesc;
vehicleDesc.chassisMass = chassisMass;
vehicleDesc.chassisDims = chassisDims;
vehicleDesc.chassisMOI = chassisMOI;
vehicleDesc.chassisCMOffset = chassisCMOffset;
vehicleDesc.chassisMaterial = gMaterial;
vehicleDesc.chassisSimFilterData = PxFilterData(COLLISION_FLAG_CHASSIS, COLLISION_FLAG_CHASSIS_AGAINST, 0, 0);
vehicleDesc.wheelMass = wheelMass;
vehicleDesc.wheelRadius = wheelRadius;
vehicleDesc.wheelWidth = wheelWidth;
vehicleDesc.wheelMOI = wheelMOI;
vehicleDesc.numWheels = nbWheels;
vehicleDesc.wheelMaterial = gMaterial;
vehicleDesc.chassisSimFilterData = PxFilterData(COLLISION_FLAG_WHEEL, COLLISION_FLAG_WHEEL_AGAINST, 0, 0);
return vehicleDesc;
}
void initPhysics()
{
/////////////////////////////////////////////
//Initialise the sdk and scene
/////////////////////////////////////////////
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, gConnectionFlags);
// PVD sets itself up as the profiler during the "connect" call above. We override this with
// our own callback. If we wanted both our profiling and PVD's at the same time, we would
// just call the PVD functions (available in PxPvd's base class) from our own profiler callback.
PxSetProfilerCallback(&gProfilerCallback);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(NUM_WORKER_THREADS);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = VehicleFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, false);
}
gCooking = PxCreateCooking(PX_PHYSICS_VERSION, *gFoundation, PxCookingParams(PxTolerancesScale()));
/////////////////////////////////////////////
//Create a task manager that will be used to
//update the vehicles concurrently across
//multiple threads.
/////////////////////////////////////////////
gTaskManager = PxTaskManager::createTaskManager(gFoundation->getErrorCallback(), gDispatcher);
/////////////////////////////////////////////
//Initialise the vehicle sdk and create
//vehicles that will drive on a plane
/////////////////////////////////////////////
PxInitVehicleSDK(*gPhysics);
PxVehicleSetBasisVectors(PxVec3(0,1,0), PxVec3(0,0,1));
PxVehicleSetUpdateMode(PxVehicleUpdateMode::eVELOCITY_CHANGE);
//Create the batched scene queries for the suspension raycasts.
gVehicleSceneQueryData = VehicleSceneQueryData::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, 1, 1, WheelSceneQueryPreFilterBlocking , NULL, gAllocator);
for(PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gBatchQueries[i] = VehicleSceneQueryData::setUpBatchedSceneQuery(i, *gVehicleSceneQueryData, gScene);
}
//Create the friction table for each combination of tire and surface type.
//For simplicity we only have a single surface type.
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
gFrictionPairs = createFrictionPairs(gMaterial);
//Create a plane to drive on.
PxFilterData groundPlaneSimFilterData(COLLISION_FLAG_GROUND, COLLISION_FLAG_GROUND_AGAINST, 0, 0);
gGroundPlane = createDrivablePlane(groundPlaneSimFilterData, gMaterial, gPhysics);
gScene->addActor(*gGroundPlane);
//Create vehicles that will drive on the plane.
for(PxU32 i = 0; i < NUM_VEHICLES; i++)
{
VehicleDesc vehicleDesc = initVehicleDesc();
PxVehicleDrive4W* vehicle = createVehicle4W(vehicleDesc, gPhysics, gCooking);
PxTransform startTransform(PxVec3(vehicleDesc.chassisDims.x*3.0f*i, (vehicleDesc.chassisDims.y*0.5f + vehicleDesc.wheelRadius + 1.0f), 0), PxQuat(PxIdentity));
vehicle->getRigidDynamicActor()->setGlobalPose(startTransform);
gScene->addActor(*vehicle->getRigidDynamicActor());
//Set the vehicle to rest in first gear.
//Set the vehicle to use auto-gears.
vehicle->setToRestState();
vehicle->mDriveDynData.forceGearChange(PxVehicleGearsData::eFIRST);
vehicle->mDriveDynData.setUseAutoGears(true);
//Set each car to accelerate forwards
vehicle->mDriveDynData.setAnalogInput(PxVehicleDrive4WControl::eANALOG_INPUT_ACCEL, 1.0f);
gVehicles[i] = vehicle;
}
//Set up the wheel query results that are used to query the state of the vehicle after calling PxVehicleUpdates
gVehicleWheelQueryResults = VehicleWheelQueryResults::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, gAllocator);
//Set up the data required for concurrent calls to PxVehicleUpdates
gVehicleConcurrency = VehicleConcurrency::allocate(NUM_VEHICLES, PX_MAX_NB_WHEELS, gAllocator);
//Set up the profile zones so that the advantages of parallelism can be measured in pvd.
}
//TaskVehicleRaycasts allows vehicle suspension raycasts to be performed concurrently across
//multiple threads.
class TaskVehicleRaycasts: public PxLightCpuTask
{
public:
TaskVehicleRaycasts()
: mThreadId(0xffffffff)
{
}
void setThreadId(const PxU32 threadId)
{
mThreadId = threadId;
}
virtual void run()
{
PxU32 vehicleId = mThreadId*RAYCAST_BATCH_SIZE;
while(vehicleId < NUM_VEHICLES)
{
const PxU32 numToRaycast = PxMin(NUM_VEHICLES - vehicleId, static_cast<PxU32>(RAYCAST_BATCH_SIZE));
for(PxU32 i = 0; i < numToRaycast; i++)
{
PxVehicleWheels* vehicles[1] = {gVehicles[vehicleId + i]};
PxBatchQuery* batchQuery = gBatchQueries[vehicleId + i];
const PxU32 raycastQueryResultsSize = gVehicleSceneQueryData->getQueryResultBufferSize();
PxRaycastQueryResult* raycastQueryResults = gVehicleSceneQueryData->getRaycastQueryResultBuffer(vehicleId + i);
PxVehicleSuspensionRaycasts(batchQuery, 1, vehicles, raycastQueryResultsSize, raycastQueryResults);
}
vehicleId += NUM_WORKER_THREADS*RAYCAST_BATCH_SIZE;
}
}
virtual const char* getName() const { return "TaskVehicleRaycasts"; }
private:
PxU32 mThreadId;
};
//TaskVehicleUpdates allows vehicle updates to be performed concurrently across
//multiple threads.
class TaskVehicleUpdates: public PxLightCpuTask
{
public:
TaskVehicleUpdates()
: PxLightCpuTask(),
mTimestep(0),
mGravity(PxVec3(0,0,0)),
mThreadId(0xffffffff)
{
}
void setThreadId(const PxU32 threadId)
{
mThreadId = threadId;
}
void setTimestep(const PxF32 timestep)
{
mTimestep = timestep;
}
void setGravity(const PxVec3& gravity)
{
mGravity = gravity;
}
virtual void run()
{
PxU32 vehicleId = mThreadId*UPDATE_BATCH_SIZE;
while(vehicleId < NUM_VEHICLES)
{
const PxU32 numToUpdate = PxMin(NUM_VEHICLES - vehicleId, static_cast<PxU32>(UPDATE_BATCH_SIZE));
for(PxU32 i = 0; i < numToUpdate; i++)
{
PxVehicleWheels* vehicles[1] = {gVehicles[vehicleId +i]};
PxVehicleWheelQueryResult* vehicleWheelQueryResults = gVehicleWheelQueryResults->getVehicleWheelQueryResults(vehicleId + i);
PxVehicleConcurrentUpdateData* concurrentUpdates = gVehicleConcurrency->getVehicleConcurrentUpdate(vehicleId + i);
PxVehicleUpdates(mTimestep, mGravity, *gFrictionPairs, 1, vehicles, vehicleWheelQueryResults, concurrentUpdates);
}
vehicleId += NUM_WORKER_THREADS*UPDATE_BATCH_SIZE;
}
}
virtual const char* getName() const { return "TaskVehicleUpdates"; }
private:
PxF32 mTimestep;
PxVec3 mGravity;
PxU32 mThreadId;
};
//TaskWait runs after all concurrent raycasts and updates have completed.
class TaskWait: public PxLightCpuTask
{
public:
TaskWait(SnippetUtils::Sync* syncHandle)
: PxLightCpuTask(),
mSyncHandle(syncHandle)
{
}
virtual void run()
{
}
PX_INLINE void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSyncHandle);
}
virtual const char* getName() const { return "TaskWait"; }
private:
SnippetUtils::Sync* mSyncHandle;
};
void concurrentVehicleRaycasts()
{
SnippetUtils::Sync* vehicleRaycastsComplete = SnippetUtils::syncCreate();
SnippetUtils::syncReset(vehicleRaycastsComplete);
//Create tasks that will update the vehicles concurrently then wait until all vehicles
//have completed their update.
TaskWait taskWait(vehicleRaycastsComplete);
TaskVehicleRaycasts taskVehicleRaycasts[NUM_WORKER_THREADS];
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleRaycasts[i].setThreadId(i);
}
//Start the task manager.
gTaskManager->resetDependencies();
gTaskManager->startSimulation();
//Start the profiler.
PX_PROFILE_ZONE("concurrentVehicleRaycasts",0);
//Update the raycasts concurrently then wait until all vehicles
//have completed their raycasts.
taskWait.setContinuation(*gTaskManager, NULL);
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleRaycasts[i].setContinuation(&taskWait);
}
taskWait.removeReference();
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleRaycasts[i].removeReference();
}
//Wait for the signal that the work has been completed.
SnippetUtils::syncWait(vehicleRaycastsComplete);
//Release the sync handle
SnippetUtils::syncRelease(vehicleRaycastsComplete);
}
void concurrentVehicleUpdates(const PxReal timestep)
{
SnippetUtils::Sync* vehicleUpdatesComplete = SnippetUtils::syncCreate();
SnippetUtils::syncReset(vehicleUpdatesComplete);
//Create tasks that will update the vehicles concurrently then wait until all vehicles
//have completed their update.
TaskWait taskWait(vehicleUpdatesComplete);
TaskVehicleUpdates taskVehicleUpdates[NUM_WORKER_THREADS];
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setThreadId(i);
taskVehicleUpdates[i].setTimestep(timestep);
taskVehicleUpdates[i].setGravity(gScene->getGravity());
}
//Start the task manager.
gTaskManager->resetDependencies();
gTaskManager->startSimulation();
//Start the profiler.
{
PX_PROFILE_ZONE("concurrentVehicleUpdates",0);
//Update the vehicles concurrently then wait until all vehicles
//have completed their update.
taskWait.setContinuation(*gTaskManager, NULL);
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setContinuation(&taskWait);
}
taskWait.removeReference();
for(PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].removeReference();
}
//Wait for the signal that the work has been completed.
SnippetUtils::syncWait(vehicleUpdatesComplete);
//Release the sync handle
SnippetUtils::syncRelease(vehicleUpdatesComplete);
//End the profiler
}
//When PxVehicleUpdates is executed concurrently a secondary step is required to complete the
//update of the vehicles.
PX_PROFILE_ZONE("concurrentVehiclePostUpdates",0);
PxVehiclePostUpdates(gVehicleConcurrency->getVehicleConcurrentUpdateBuffer(), NUM_VEHICLES, gVehicles);
}
void stepPhysics()
{
const PxF32 timestep = 1.0f/60.0f;
//Concurrent vehicle raycasts.
concurrentVehicleRaycasts();
//Concurrent vehicle updates.
concurrentVehicleUpdates(timestep);
//Scene update.
PX_PROFILE_ZONE("VehicleStepPhysics",0);
gScene->simulate(timestep);
gScene->fetchResults(true);
}
void cleanupPhysics()
{
//Clean up the vehicles and scene objects
gVehicleConcurrency->free(gAllocator);
gVehicleWheelQueryResults->free(gAllocator);
for(PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gVehicles[i]->getRigidDynamicActor()->release();
static_cast<PxVehicleDrive4W*>(gVehicles[i])->free();
}
PX_RELEASE(gGroundPlane);
PX_RELEASE(gFrictionPairs);
for(PxU32 i = 0; i < NUM_VEHICLES; i++)
{
PX_RELEASE(gBatchQueries[i]);
}
gVehicleSceneQueryData->free(gAllocator);
PxCloseVehicleSDK();
//Clean up the task manager used for concurrent vehicle updates.
PX_RELEASE(gTaskManager);
//Clean up the scene and sdk.
PX_RELEASE(gMaterial);
PX_RELEASE(gCooking);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if(gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
gPvd->release(); gPvd = NULL;
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetVehicleMultiThreading done.\n");
}
int snippetMain(int, const char*const*)
{
printf("Initialising ... \n");
initPhysics();
printf("Simulating ... \n");
for(PxU32 i = 0; i < 256; i++)
{
stepPhysics();
}
cleanupPhysics();
return 0;
}