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PhysX4.1/physx/snippets/snippetprunerserialization/SnippetPrunerSerialization.cpp
2025-11-28 23:13:44 +05:30

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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 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 <ctype.h>
#include <vector>
#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<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 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; 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);
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<PxRigidActor*> 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<PxRigidActor*> 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<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
return 0;
}