// // 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 how to setup a custom profiler, and potentially // re-route it to PVD's profiling functions. // **************************************************************************** #include #include "PxPhysicsAPI.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; PxReal stackZ = 10.0f; PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); gScene->addActor(*dynamic); return dynamic; } void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for(PxU32 i=0; icreateRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); } } shape->release(); } static const bool gCallPVDProfilingFunctions = false; class CustomProfilerCallback : public PxProfilerCallback { public: virtual ~CustomProfilerCallback() {} virtual void* zoneStart(const char* eventName, bool detached, uint64_t contextId) { // Option 1: add your own profiling code here (before calling the PVD function). // If you call the PVD profiling function below, adding your own profiling code here // means it will capture the cost of the PVD zoneStart function. // NB: we don't have an actual profiler implementation in the snippet so we just call printf instead printf("start: %s\n", eventName); // Optional: call the PVD function if you want to see the profiling results in PVD. void* profilerData = gCallPVDProfilingFunctions ? gPvd->zoneStart(eventName, detached, contextId) : NULL; // Option 2: add your own profiling code here (after calling the PVD function). // If you call the PVD profiling function above, adding your own profiling code here // means its cost will be captured by the PVD profiler. return profilerData; } virtual void zoneEnd(void* profilerData, const char* eventName, bool detached, uint64_t contextId) { // Option 2: add your own profiling code here (before calling the PVD function). // If you call the PVD profiling function below, adding your own profiling code here // means its cost will be captured by the PVD profiler. // Optional: call the PVD function if you want to see the profiling results in PVD. if(gCallPVDProfilingFunctions) gPvd->zoneEnd(profilerData, eventName, detached, contextId); // Option 1: add your own profiling code here (after calling the PVD function). // If you call the PVD profiling function above, adding your own profiling code here // means it will capture the cost of the PVD zoneEnd function. // NB: we don't have an actual profiler implementation in the snippet so we just call printf instead printf("end: %s\n", eventName); } }gCustomProfilerCallback; void initPhysics(bool interactive) { gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); gPvd = PxCreatePvd(*gFoundation); PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); // During the "connect" call, PVD sets itself up as the profiler if PxPvdInstrumentationFlag::ePROFILE is used. // That is, it internally calls PxSetProfilerCallback() to setup its own profiling callback. Any calls to // PxSetProfilerCallback() prior to calling "connect" is thus lost. gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL); // This call should be performed after PVD is initialized, otherwise it will have no effect. PxSetProfilerCallback(&gCustomProfilerCallback); 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); for(PxU32 i=0;i<5;i++) createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); if(!interactive) createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100)); } void stepPhysics(bool /*interactive*/) { gScene->simulate(1.0f/60.0f); gScene->fetchResults(true); } void cleanupPhysics(bool /*interactive*/) { 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); #if (PX_DEBUG || PX_CHECKED || PX_PROFILE) printf("SnippetCustomProfiler done.\n"); #else printf("Warning: SnippetCustomProfiler does not capture the profiler timings in release build.\n"); #endif } void keyPress(unsigned char key, const PxTransform& camera) { switch(toupper(key)) { case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break; case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break; } } int snippetMain(int, const char*const*) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else static const PxU32 frameCount = 100; initPhysics(false); for(PxU32 i=0; i