// // 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 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 #include #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(malloc(size + PX_SERIAL_FILE_ALIGN - 1)); gMemBlocks[gMemBlockCount++] = baseAddr; void* alignedBlock = reinterpret_cast((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; icreateRigidDynamic(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 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 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_PHYSICS_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*/) { 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); } // 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; PX_RELEASE(gFoundation); printf("SnippetPrunerSerialization done.\n"); } int snippetMain(int, const char*const*) { static const PxU32 frameCount = 100; initPhysics(false); for(PxU32 i=0; i