322 lines
11 KiB
C++
322 lines
11 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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// ****************************************************************************
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// This snippet illustrates the use of the dll delay load hooks in physx.
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//
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// The hooks are needed if the application executable either doesn't reside
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// in the same directory as the PhysX dlls, or if the PhysX dlls have been renamed.
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// Some PhysX dlls delay load the PhysXFoundation, PhysXCommon or PhysXGpu dlls and
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// the non-standard names or loactions of these dlls need to be communicated so the
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// delay loading can succeed.
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//
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// This snippet shows how this can be done using the delay load hooks.
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//
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// In order to show functionality with the renamed dlls some basic physics
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// simulation is performed.
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// ****************************************************************************
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#include <ctype.h>
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#include <wtypes.h>
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#include "PxPhysicsAPI.h"
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// Include the delay load hook headers
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#include "common/windows/PxWindowsDelayLoadHook.h"
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#include "../snippetcommon/SnippetPrint.h"
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#include "../snippetcommon/SnippetPVD.h"
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#include "../snippetutils/SnippetUtils.h"
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// This snippet uses the default PhysX distro dlls, making the example here somewhat artificial,
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// as default locations and default naming makes implementing delay load hooks unnecessary.
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#define APP_BIN_DIR "..\\"
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#if PX_WIN64
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#define DLL_NAME_BITS "64"
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#else
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#define DLL_NAME_BITS "32"
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#endif
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#if PX_DEBUG
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#define DLL_DIR "debug\\"
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#elif PX_CHECKED
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#define DLL_DIR "checked\\"
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#elif PX_PROFILE
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#define DLL_DIR "profile\\"
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#else
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#define DLL_DIR "release\\"
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#endif
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const char* foundationLibraryPath = APP_BIN_DIR DLL_DIR "PhysXFoundation_" DLL_NAME_BITS ".dll";
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const char* commonLibraryPath = APP_BIN_DIR DLL_DIR "PhysXCommon_" DLL_NAME_BITS ".dll";
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const char* physxLibraryPath = APP_BIN_DIR DLL_DIR "PhysX_" DLL_NAME_BITS ".dll";
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const char* gpuLibraryPath = APP_BIN_DIR DLL_DIR "PhysXGpu_" DLL_NAME_BITS ".dll";
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HMODULE foundationLibrary = NULL;
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HMODULE commonLibrary = NULL;
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HMODULE physxLibrary = NULL;
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using namespace physx;
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PxDefaultAllocator gAllocator;
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PxDefaultErrorCallback gErrorCallback;
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PxFoundation* gFoundation = NULL;
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PxPhysics* gPhysics = NULL;
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PxDefaultCpuDispatcher* gDispatcher = NULL;
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PxScene* gScene = NULL;
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PxMaterial* gMaterial = NULL;
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PxPvd* gPvd = NULL;
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// typedef the PhysX entry points
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typedef PxFoundation*(PxCreateFoundation_FUNC)(PxU32, PxAllocatorCallback&, PxErrorCallback&);
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typedef PxPhysics* (PxCreatePhysics_FUNC)(PxU32,PxFoundation&,const PxTolerancesScale& scale,bool,PxPvd*);
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typedef void (PxSetPhysXDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
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typedef void (PxSetPhysXCommonDelayLoadHook_FUNC)(const PxDelayLoadHook* hook);
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typedef void (PxSetPhysXGpuLoadHook_FUNC)(const PxGpuLoadHook* hook);
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typedef int (PxGetSuggestedCudaDeviceOrdinal_FUNC)(PxErrorCallback& errc);
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typedef PxCudaContextManager* (PxCreateCudaContextManager_FUNC)(PxFoundation& foundation, const PxCudaContextManagerDesc& desc, physx::PxProfilerCallback* profilerCallback);
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// set the function pointers to NULL
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PxCreateFoundation_FUNC* s_PxCreateFoundation_Func = NULL;
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PxCreatePhysics_FUNC* s_PxCreatePhysics_Func = NULL;
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PxSetPhysXDelayLoadHook_FUNC* s_PxSetPhysXDelayLoadHook_Func = NULL;
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PxSetPhysXCommonDelayLoadHook_FUNC* s_PxSetPhysXCommonDelayLoadHook_Func = NULL;
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PxSetPhysXGpuLoadHook_FUNC* s_PxSetPhysXGpuLoadHook_Func = NULL;
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PxGetSuggestedCudaDeviceOrdinal_FUNC* s_PxGetSuggestedCudaDeviceOrdinal_Func = NULL;
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PxCreateCudaContextManager_FUNC* s_PxCreateCudaContextManager_Func = NULL;
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bool loadPhysicsExplicitely()
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{
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// load the dlls
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foundationLibrary = LoadLibraryA(foundationLibraryPath);
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if(!foundationLibrary)
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return false;
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commonLibrary = LoadLibraryA(commonLibraryPath);
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if(!commonLibrary)
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{
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FreeLibrary(foundationLibrary);
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return false;
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}
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physxLibrary = LoadLibraryA(physxLibraryPath);
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if(!physxLibrary)
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{
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FreeLibrary(foundationLibrary);
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FreeLibrary(commonLibrary);
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return false;
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}
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// get the function pointers
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s_PxCreateFoundation_Func = (PxCreateFoundation_FUNC*)GetProcAddress(foundationLibrary, "PxCreateFoundation");
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s_PxCreatePhysics_Func = (PxCreatePhysics_FUNC*)GetProcAddress(physxLibrary, "PxCreateBasePhysics");
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s_PxSetPhysXDelayLoadHook_Func = (PxSetPhysXDelayLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXDelayLoadHook");
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s_PxSetPhysXCommonDelayLoadHook_Func = (PxSetPhysXCommonDelayLoadHook_FUNC*)GetProcAddress(commonLibrary, "PxSetPhysXCommonDelayLoadHook");
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s_PxSetPhysXGpuLoadHook_Func = (PxSetPhysXGpuLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXGpuLoadHook");
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s_PxGetSuggestedCudaDeviceOrdinal_Func = (PxGetSuggestedCudaDeviceOrdinal_FUNC*)GetProcAddress(physxLibrary, "PxGetSuggestedCudaDeviceOrdinal");
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s_PxCreateCudaContextManager_Func = (PxCreateCudaContextManager_FUNC*)GetProcAddress(physxLibrary, "PxCreateCudaContextManager");
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// check if we have all required function pointers
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if(s_PxCreateFoundation_Func == NULL || s_PxCreatePhysics_Func == NULL || s_PxSetPhysXDelayLoadHook_Func == NULL || s_PxSetPhysXCommonDelayLoadHook_Func == NULL)
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return false;
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if(s_PxSetPhysXGpuLoadHook_Func == NULL || s_PxGetSuggestedCudaDeviceOrdinal_Func == NULL || s_PxCreateCudaContextManager_Func == NULL)
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return false;
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return true;
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}
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// unload the dlls
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void unloadPhysicsExplicitely()
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{
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FreeLibrary(physxLibrary);
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FreeLibrary(commonLibrary);
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FreeLibrary(foundationLibrary);
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}
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// Overriding the PxDelayLoadHook allows the load of a custom name dll inside PhysX, PhysXCommon and PhysXCooking dlls
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struct SnippetDelayLoadHook : public PxDelayLoadHook
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{
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virtual const char* getPhysXFoundationDllName() const
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{
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return foundationLibraryPath;
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}
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virtual const char* getPhysXCommonDllName() const
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{
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return commonLibraryPath;
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}
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};
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// Overriding the PxGpuLoadHook allows the load of a custom GPU name dll
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struct SnippetGpuLoadHook : public PxGpuLoadHook
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{
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virtual const char* getPhysXGpuDllName() const
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{
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return gpuLibraryPath;
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}
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};
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PxReal stackZ = 10.0f;
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PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0))
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{
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PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f);
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dynamic->setAngularDamping(0.5f);
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dynamic->setLinearVelocity(velocity);
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gScene->addActor(*dynamic);
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return dynamic;
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}
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void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent)
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{
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PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial);
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for(PxU32 i=0; i<size;i++)
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{
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for(PxU32 j=0;j<size-i;j++)
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{
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PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
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PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
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body->attachShape(*shape);
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PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
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gScene->addActor(*body);
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}
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}
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shape->release();
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}
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void initPhysics(bool interactive)
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{
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// load the explictely named dlls
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const bool isLoaded = loadPhysicsExplicitely();
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if (!isLoaded)
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return;
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gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
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// set PhysX and PhysXCommon delay load hook, this must be done before the create physics is called, before
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// the PhysXFoundation, PhysXCommon delay load happens.
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SnippetDelayLoadHook delayLoadHook;
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s_PxSetPhysXDelayLoadHook_Func(&delayLoadHook);
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s_PxSetPhysXCommonDelayLoadHook_Func(&delayLoadHook);
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// set PhysXGpu load hook
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SnippetGpuLoadHook gpuLoadHook;
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s_PxSetPhysXGpuLoadHook_Func(&gpuLoadHook);
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gPvd = PxCreatePvd(*gFoundation);
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PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
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gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL);
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gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,gPvd);
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// We setup the delay load hooks first
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PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
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sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
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gDispatcher = PxDefaultCpuDispatcherCreate(2);
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sceneDesc.cpuDispatcher = gDispatcher;
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sceneDesc.filterShader = PxDefaultSimulationFilterShader;
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gScene = gPhysics->createScene(sceneDesc);
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PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
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if(pvdClient)
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{
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
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pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
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}
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gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
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PxRigidStatic* groundPlane = PxCreatePlane(*gPhysics, PxPlane(0,1,0,0), *gMaterial);
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gScene->addActor(*groundPlane);
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for(PxU32 i=0;i<5;i++)
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createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f);
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if(!interactive)
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createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100));
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}
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void stepPhysics(bool /*interactive*/)
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{
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if (gScene)
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{
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gScene->simulate(1.0f/60.0f);
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gScene->fetchResults(true);
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}
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}
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void cleanupPhysics(bool /*interactive*/)
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{
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PX_RELEASE(gScene);
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PX_RELEASE(gDispatcher);
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PX_RELEASE(gPhysics);
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if(gPvd)
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{
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PxPvdTransport* transport = gPvd->getTransport();
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gPvd->release(); gPvd = NULL;
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PX_RELEASE(transport);
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}
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PX_RELEASE(gFoundation);
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unloadPhysicsExplicitely();
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printf("SnippetDelayLoadHook done.\n");
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}
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void keyPress(unsigned char key, const PxTransform& camera)
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{
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switch(toupper(key))
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{
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case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break;
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case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break;
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}
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}
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int snippetMain(int, const char*const*)
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{
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#ifdef RENDER_SNIPPET
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extern void renderLoop();
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renderLoop();
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#else
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static const PxU32 frameCount = 100;
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initPhysics(false);
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for(PxU32 i=0; i<frameCount; i++)
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stepPhysics(false);
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cleanupPhysics(false);
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#endif
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return 0;
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}
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