本文整理汇总了C++中PxCollection类的典型用法代码示例。如果您正苦于以下问题:C++ PxCollection类的具体用法?C++ PxCollection怎么用?C++ PxCollection使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PxCollection类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PxCreateCollection
void PxSerialization::complete(PxCollection& collection, PxSerializationRegistry& sr, const PxCollection* exceptFor, bool followJoints)
{
PxCollection* curCollection = PxCreateCollection();
PX_ASSERT(curCollection);
curCollection->add(collection);
PxCollection* requiresCollection = PxCreateCollection();
PX_ASSERT(requiresCollection);
do
{
getRequiresCollection(*requiresCollection, *curCollection, collection, exceptFor, sr, followJoints);
collection.add(*requiresCollection);
PxCollection* swap = curCollection;
curCollection = requiresCollection;
requiresCollection = swap;
(static_cast<Cm::Collection*>(requiresCollection))->mObjects.clear();
}while(curCollection->getNbObjects() > 0);
requiresCollection->release();
curCollection->release();
}
开发者ID:flair2005,项目名称:Spacetime-Optimization-of-Articulated-Character-Motion,代码行数:25,代码来源:SnSerialization.cpp
示例2: remove
void PxCollectionExt::remove(PxCollection& collection, PxType concreteType, PxCollection* to)
{
shdfnd::Array<PxBase*> removeObjects;
for (PxU32 i = 0; i < collection.getNbObjects(); i++)
{
PxBase& object = collection.getObject(i);
if(concreteType == object.getConcreteType())
{
if(to)
to->add(object);
removeObjects.pushBack(&object);
}
}
for (PxU32 i = 0; i < removeObjects.size(); ++i)
collection.remove(*removeObjects[i]);
}
示例3: createSerialObjectIds
void PxSerialization::createSerialObjectIds(PxCollection& collection, const PxSerialObjectId base)
{
PxSerialObjectId localBase = base;
PxU32 nbObjects = collection.getNbObjects();
for (PxU32 i = 0; i < nbObjects; ++i)
{
while(collection.find(localBase))
{
localBase++;
}
PxBase& s = collection.getObject(i);
if(PX_SERIAL_OBJECT_ID_INVALID == collection.getId(s))
{
collection.addId(s, localBase);
localBase++;
}
}
}
示例4: assert
void CEntity::deserializeFromRepXFile(const std::string &file, int group, const std::vector<int>& groupList, const Logic::IPhysics* component) {
// Obtenemos el puntero al servidor de fisicas
Physics::CServer* physicsServer = Physics::CServer::getSingletonPtr();
PxScene* scene = physicsServer->getActiveScene();
PxPhysics* physics = physicsServer->getPhysxSDK();
PxCooking* cooking = physicsServer->getCooking();
assert(scene);
// Preparar parámetros para deserializar
PxDefaultFileInputData data(file.c_str());
PxCollection* bufferCollection = physics->createCollection();
PxCollection* sceneCollection = physics->createCollection();
PxStringTable* stringTable = &PxStringTableExt::createStringTable( CServer::getSingletonPtr()->getFoundation()->getAllocatorCallback() );
PxUserReferences* externalRefs = NULL;
PxUserReferences* userRefs = NULL;
// Deserializar a partir del fichero RepX
repx::deserializeFromRepX(data, *physics, *cooking, stringTable, externalRefs,
*bufferCollection, *sceneCollection, userRefs);
// Añadir entidades físicas a la escena
physics->addCollection(*sceneCollection, *scene);
// Buscar una entidad de tipo PxRigidActor. Asumimos que hay exactamente 1 en el fichero.
_actor = NULL;
for (unsigned int i = 0; i < sceneCollection->getNbObjects() && !_actor; ++i) {
PxSerializable* p = sceneCollection->getObject(i);
_actor = p->is<PxRigidActor>();
}
assert(_actor);
// Anotar el componente lógico asociado a la entidad física
_actor->userData = (void*)component;
// Establecer el grupo de colisión
PxSetGroup(*_actor, group);
// Establecer los filtros de colisión
Physics::CServer::getSingletonPtr()->setupFiltering(_actor, group, groupList);
// Liberar recursos
bufferCollection->release();
sceneCollection->release();
}
示例5: PxCreateCollection
PxCollection* PxCollectionExt::createCollection(PxPhysics& physics)
{
PxCollection* collection = PxCreateCollection();
if (!collection)
return NULL;
// Collect convexes
{
shdfnd::Array<PxConvexMesh*> objects(physics.getNbConvexMeshes());
const PxU32 nb = physics.getConvexMeshes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect triangle meshes
{
shdfnd::Array<PxTriangleMesh*> objects(physics.getNbTriangleMeshes());
const PxU32 nb = physics.getTriangleMeshes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect heightfields
{
shdfnd::Array<PxHeightField*> objects(physics.getNbHeightFields());
const PxU32 nb = physics.getHeightFields(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
// Collect materials
{
shdfnd::Array<PxMaterial*> objects(physics.getNbMaterials());
const PxU32 nb = physics.getMaterials(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
#if PX_USE_CLOTH_API
// Collect cloth fabrics
{
shdfnd::Array<PxClothFabric*> objects(physics.getNbClothFabrics());
const PxU32 nb = physics.getClothFabrics(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
#endif
// Collect shapes
{
shdfnd::Array<PxShape*> objects(physics.getNbShapes());
const PxU32 nb = physics.getShapes(objects.begin(), objects.size());
PX_ASSERT(nb == objects.size());
PX_UNUSED(nb);
for(PxU32 i=0;i<objects.size();i++)
collection->add(*objects[i]);
}
return collection;
}
示例6: operator
void FPhysxSharedData::DumpSharedMemoryUsage(FOutputDevice* Ar)
{
struct FSharedResourceEntry
{
uint64 MemorySize;
uint64 Count;
};
struct FSortBySize
{
FORCEINLINE bool operator()( const FSharedResourceEntry& A, const FSharedResourceEntry& B ) const
{
// Sort descending
return B.MemorySize < A.MemorySize;
}
};
TMap<FString, FSharedResourceEntry> AllocationsByType;
uint64 OverallSize = 0;
int32 OverallCount = 0;
TMap<FString, TArray<PxBase*> > ObjectsByType;
for (int32 i=0; i < (int32)SharedObjects->getNbObjects(); ++i)
{
PxBase& Obj = SharedObjects->getObject(i);
FString TypeName = ANSI_TO_TCHAR(Obj.getConcreteTypeName());
TArray<PxBase*>* ObjectsArray = ObjectsByType.Find(TypeName);
if (ObjectsArray == NULL)
{
ObjectsByType.Add(TypeName, TArray<PxBase*>());
ObjectsArray = ObjectsByType.Find(TypeName);
}
check(ObjectsArray);
ObjectsArray->Add(&Obj);
}
TArray<FString> TypeNames;
ObjectsByType.GetKeys(TypeNames);
for (int32 TypeIdx=0; TypeIdx < TypeNames.Num(); ++TypeIdx)
{
const FString& TypeName = TypeNames[TypeIdx];
TArray<PxBase*>* ObjectsArray = ObjectsByType.Find(TypeName);
check(ObjectsArray);
PxSerializationRegistry* Sr = PxSerialization::createSerializationRegistry(*GPhysXSDK);
PxCollection* Collection = PxCreateCollection();
for (int32 i=0; i < ObjectsArray->Num(); ++i)
{
Collection->add(*((*ObjectsArray)[i]));;
}
PxSerialization::complete(*Collection, *Sr); // chase all other stuff (shared shaps, materials, etc) needed to serialize this collection
FPhysXCountMemoryStream Out;
PxSerialization::serializeCollectionToBinary(Out, *Collection, *Sr);
Collection->release();
Sr->release();
OverallSize += Out.UsedMemory;
OverallCount += ObjectsArray->Num();
FSharedResourceEntry NewEntry;
NewEntry.Count = ObjectsArray->Num();
NewEntry.MemorySize = Out.UsedMemory;
AllocationsByType.Add(TypeName, NewEntry);
}
Ar->Logf(TEXT(""));
Ar->Logf(TEXT("Shared Resources:"));
Ar->Logf(TEXT(""));
AllocationsByType.ValueSort(FSortBySize());
Ar->Logf(TEXT("%-10d %s (%d)"), OverallSize, TEXT("Overall"), OverallCount );
for( auto It=AllocationsByType.CreateConstIterator(); It; ++It )
{
Ar->Logf(TEXT("%-10d %s (%d)"), It.Value().MemorySize, *It.Key(), It.Value().Count );
}
}
示例7: fs
bool PhysXWorld::ExportWholeScene(const char *filename) const
{
using namespace physx::repx;
if (!PhysXSDK || !PhysXScene)
return false;
PxCollection *cl = PhysXSDK->createCollection();
if (!cl)
return false;
PhysxUserFileWriteStream fs(filename);
RepXCollection* theCollection = createCollection(PhysXSDK->getTolerancesScale(), PhysXFoundation->getAllocatorCallback());
RepXIdToRepXObjectMap* theIdMap = RepXIdToRepXObjectMap::create(PxGetFoundation().getAllocatorCallback());
addSDKItemsToRepX ( *PhysXSDK, *theIdMap, *theCollection); //add physcis object
addSceneItemsToRepX ( *PhysXScene, *theIdMap, *theCollection); //add physcis object
// physx::repx::addObjectsToScene(theCollection, physics, cooking, scene, mStringTable );
theCollection->save(fs);
theCollection->destroy();
theIdMap->destroy();
return true;
// PxCollectForExportSDK(*PhysXSDK, *cl);
// PxCollectForExportScene(*PhysXScene, *cl);
ObjectIterator iter = GameWorld().GetFirstOfAllObjects();
while( iter.current )
{
GameObject* o = iter.current;
if (o->PhysicsObject)
{
PxActor *a = o->PhysicsObject->getPhysicsActor();
PxSerialFlags f = a->getSerialFlags();
a->collectForExport(*cl);
break;
}
iter = GameWorld().GetNextOfAllObjects( iter );
}
PxU32 numObjs = cl->getNbObjects();
numObjs;
cl->serialize(fs);
PhysXSDK->releaseCollection(*cl);
fclose(fs.fpw);
FILE* fp=NULL;
if( (fp = fopen(filename, "rb")) )
{
fseek(fp, 0, SEEK_END);
PxU32 fileSize = ftell(fp);
fseek(fp, 0, SEEK_SET);
PX_ASSERT(fileSize!=0);
void* mem = malloc(fileSize+PX_SERIAL_FILE_ALIGN);
void* mem16 = (void*)((size_t(mem) + PX_SERIAL_FILE_ALIGN)&~(PX_SERIAL_FILE_ALIGN-1));
fread(mem16, 1, fileSize, fp);
fclose(fp);
PxUserReferences* convexRefs = PhysXSDK->createUserReferences();
PxCollection* collection = PhysXSDK->createCollection();
collection->deserialize(mem16, convexRefs, NULL);
PxU32 numObjs = collection->getNbObjects();
for (PxU32 i = 0; i < numObjs; ++i)
{
PxSerializable *o = collection->getObject(i);
const char * name = o->getConcreteTypeName();
PX_ASSERT(name);
}
}
return true;
}
示例8: QUICK_SCOPE_CYCLE_COUNTER
void UPhysicsSerializer::CreatePhysicsData(const TArray<UBodySetup*>& BodySetups, const TArray<UPhysicalMaterial*>& PhysicalMaterials)
{
if (!FParse::Param(FCommandLine::Get(), TEXT("PhysxSerialization")))
{
return;
}
#if PLATFORM_MAC
return; //This is not supported right now
#endif
#if !WITH_EDITOR
QUICK_SCOPE_CYCLE_COUNTER(STAT_PhysicsSerializer_CreatePhysicsData);
const FName Format(FPlatformProperties::GetPhysicsFormat());
if(BinaryFormatData.Contains(Format))
{
FByteBulkData& BinaryData = BinaryFormatData.GetFormat(Format);
#if WITH_PHYSX
// Read serialized physics data
uint8* SerializedData = (uint8*)BinaryData.Lock(LOCK_READ_ONLY);
FBufferReader Ar(SerializedData, BinaryData.GetBulkDataSize(), false );
uint8 bIsLittleEndian;
uint64 BaseId; //the starting index of the shared resources we didn't serialize out
Ar << bIsLittleEndian;
Ar.SetByteSwapping( PLATFORM_LITTLE_ENDIAN ? !bIsLittleEndian : !!bIsLittleEndian );
Ar << BaseId;
//Note that PhysX expects the binary data to be 128-byte aligned. Because of this we've padded so find the next spot in memory
int32 BytesToPad = PHYSX_SERIALIZATION_ALIGNMENT - (Ar.Tell() % PHYSX_SERIALIZATION_ALIGNMENT);
physx::PxSerializationRegistry* PRegistry = PxSerialization::createSerializationRegistry(*GPhysXSDK);
physx::PxCollection* PCollection = nullptr;
PxCollection* PExternalData = MakePhysXCollection(PhysicalMaterials, BodySetups, BaseId);
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_DeserializePhysics);
PCollection = PxSerialization::createCollectionFromBinary(SerializedData + Ar.Tell() + BytesToPad, *PRegistry, PExternalData);
}
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_AddBodiesToMap);
const uint32 NumObjects = PCollection->getNbObjects();
for (uint32 ObjectIdx = 0; ObjectIdx < NumObjects; ++ObjectIdx)
{
PxBase& PObject = PCollection->getObject(ObjectIdx);
if (PxRigidActor* PRigidActor = PObject.is<PxRigidActor>())
{
const PxSerialObjectId ObjectId = PCollection->getId(PObject);
ActorsMap.Add(ObjectId, PRigidActor);
}
else if (PxShape* PShape = PObject.is<PxShape>())
{
PShape->release(); //we do not need to hold on to this reference because our actors always have the reference directly
}
}
}
PExternalData->release();
PCollection->release();
PRegistry->release();
#endif
}else
{
#if !WITH_EDITOR
UE_LOG(LogPhysics, Warning, TEXT("PhysicsSerializer has no binary data. Body instances will fall back to slow creation path."));
#endif
}
#endif
}
示例9: PxCreateCollection
bool PxSerialization::isSerializable(PxCollection& collection, PxSerializationRegistry& sr, const PxCollection* externalReferences)
{
PxCollection* subordinateCollection = PxCreateCollection();
PX_ASSERT(subordinateCollection);
for(PxU32 i = 0; i < collection.getNbObjects(); ++i)
{
PxBase& s = collection.getObject(i);
const PxSerializer* serializer = sr.getSerializer(s.getConcreteType());
PX_ASSERT(serializer);
if(serializer->isSubordinate())
subordinateCollection->add(s);
if(externalReferences)
{
PxSerialObjectId id = collection.getId(s);
if(id != PX_SERIAL_OBJECT_ID_INVALID)
{
PxBase* object = externalReferences->find(id);
if(object && (object != &s))
{
subordinateCollection->release();
Ps::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxSerialization::isSerializable: Reference id %llu used both in current collection and in externalReferences. "
"Please use unique identifiers.", id);
return false;
}
}
}
}
PxCollection* requiresCollection = PxCreateCollection();
PX_ASSERT(requiresCollection);
RequiresCallback requiresCallback0(*requiresCollection);
for (PxU32 i = 0; i < collection.getNbObjects(); ++i)
{
PxBase& s = collection.getObject(i);
const PxSerializer* serializer = sr.getSerializer(s.getConcreteType());
PX_ASSERT(serializer);
serializer->requires(s, requiresCallback0);
Cm::Collection* cmRequiresCollection = static_cast<Cm::Collection*>(requiresCollection);
for(PxU32 j = 0; j < cmRequiresCollection->getNbObjects(); ++j)
{
PxBase& s0 = cmRequiresCollection->getObject(j);
if(subordinateCollection->contains(s0))
{
subordinateCollection->remove(s0);
continue;
}
bool requiredIsInCollection = collection.contains(s0);
if(!requiredIsInCollection)
{
if(externalReferences)
{
if(!externalReferences->contains(s0))
{
Ps::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxSerialization::isSerializable: Object of type %s references a missing object of type %s. "
"The missing object needs to be added to either the current collection or the externalReferences collection.",
s.getConcreteTypeName(), s0.getConcreteTypeName());
}
else if(externalReferences->getId(s0) == PX_SERIAL_OBJECT_ID_INVALID)
{
Ps::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxSerialization::isSerializable: Object of type %s in externalReferences collection requires an id.",
s0.getConcreteTypeName());
}
else
continue;
}
else
{
Ps::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxSerialization::isSerializable: Object of type %s references a missing serial object of type %s. "
"Please completed the collection or specify an externalReferences collection containing the object.",
s.getConcreteTypeName(), s0.getConcreteTypeName());
}
subordinateCollection->release();
requiresCollection->release();
return false;
}
}
cmRequiresCollection->mObjects.clear();
}
requiresCollection->release();
PxU32 numOrphans = subordinateCollection->getNbObjects();
for(PxU32 j = 0; j < numOrphans; ++j)
{
PxBase& subordinate = subordinateCollection->getObject(j);
Ps::getFoundation().error(physx::PxErrorCode::eINVALID_PARAMETER, __FILE__, __LINE__,
"PxSerialization::isSerializable: An object of type %s is subordinate but not required "
//.........这里部分代码省略.........
示例10: SerializeActors
virtual bool SerializeActors(FName Format, const TArray<FBodyInstance*>& Bodies, const TArray<UBodySetup*>& BodySetups, const TArray<UPhysicalMaterial*>& PhysicalMaterials, TArray<uint8>& OutBuffer) const override
{
#if WITH_PHYSX
PxSerializationRegistry* PRegistry = PxSerialization::createSerializationRegistry(*GPhysXSDK);
PxCollection* PCollection = PxCreateCollection();
PxBase* PLastObject = nullptr;
for(FBodyInstance* BodyInstance : Bodies)
{
if(BodyInstance->RigidActorSync)
{
PCollection->add(*BodyInstance->RigidActorSync, BodyInstance->RigidActorSyncId);
PLastObject = BodyInstance->RigidActorSync;
}
if(BodyInstance->RigidActorAsync)
{
PCollection->add(*BodyInstance->RigidActorAsync, BodyInstance->RigidActorAsyncId);
PLastObject = BodyInstance->RigidActorAsync;
}
}
PxSerialization::createSerialObjectIds(*PCollection, PxSerialObjectId(1)); //we get physx to assign an id for each actor
//Note that rigid bodies may have assigned ids. It's important to let them go first because we rely on that id for deserialization.
//One this is done we must find out the next available ID, and use that for naming the shared resources. We have to save this for deserialization
uint64 BaseId = PLastObject ? (PCollection->getId(*PLastObject) + 1) : 1;
PxCollection* PExceptFor = MakePhysXCollection(PhysicalMaterials, BodySetups, BaseId);
for (FBodyInstance* BodyInstance : Bodies) //and then we mark that id back into the bodyinstance so we can pair the two later
{
if (BodyInstance->RigidActorSync)
{
BodyInstance->RigidActorSyncId = PCollection->getId(*BodyInstance->RigidActorSync);
}
if (BodyInstance->RigidActorAsync)
{
BodyInstance->RigidActorAsyncId = PCollection->getId(*BodyInstance->RigidActorAsync);
}
}
//We must store the BaseId for shared resources.
FMemoryWriter Ar(OutBuffer);
uint8 bIsLittleEndian = PLATFORM_LITTLE_ENDIAN; //TODO: We should pass the target platform into this function and write it. Then swap the endian on the writer so the reader doesn't have to do it at runtime
Ar << bIsLittleEndian;
Ar << BaseId;
//Note that PhysX expects the binary data to be 128-byte aligned. Because of this we must pad
int32 BytesToPad = PHYSX_SERIALIZATION_ALIGNMENT - (Ar.Tell() % PHYSX_SERIALIZATION_ALIGNMENT);
OutBuffer.AddZeroed(BytesToPad);
FPhysXOutputStream Buffer(&OutBuffer);
PxSerialization::complete(*PCollection, *PRegistry, PExceptFor);
PxSerialization::serializeCollectionToBinary(Buffer, *PCollection, *PRegistry, PExceptFor);
#if PHYSX_MEMORY_VALIDATION
GPhysXAllocator->ValidateHeaders();
#endif
PCollection->release();
PExceptFor->release();
PRegistry->release();
#if PHYSX_MEMORY_VALIDATION
GPhysXAllocator->ValidateHeaders();
#endif
return true;
#endif
return false;
}