Example #1
0
bool FPhysScene::SubstepSimulation(uint32 SceneType, FGraphEventRef &InOutCompletionEvent)
{
#if WITH_PHYSX
	check(SceneType != PST_Cloth); //we don't bother sub-stepping cloth
	float UseDelta = UseSyncTime(SceneType)? SyncDeltaSeconds : DeltaSeconds;
	float SubTime = PhysSubSteppers[SceneType]->UpdateTime(UseDelta);
	PxScene* PScene = GetPhysXScene(SceneType);
	if(SubTime <= 0.f)
	{
		return false;
	}else
	{
		//we have valid scene and subtime so enqueue task
		PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, PScene->getTaskManager());
		ENamedThreads::Type NamedThread = PhysSingleThreadedMode() ? ENamedThreads::GameThread : ENamedThreads::AnyThread;

		DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SubstepSimulationImp"),
			STAT_FSimpleDelegateGraphTask_SubstepSimulationImp,
			STATGROUP_TaskGraphTasks);

		FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
			FSimpleDelegateGraphTask::FDelegate::CreateRaw(PhysSubSteppers[SceneType], &FPhysSubstepTask::StepSimulation, Task),
			GET_STATID(STAT_FSimpleDelegateGraphTask_SubstepSimulationImp), NULL, NamedThread
		);
		return true;
	}
#endif

}
Example #2
0
bool FPhysScene::SubstepSimulation(uint32 SceneType, FGraphEventRef &InOutCompletionEvent)
{
	float UseDelta = UseSyncTime(SceneType)? SyncDeltaSeconds : DeltaSeconds;
	float SubTime = PhysSubSteppers[SceneType]->UpdateTime(UseDelta);
	PxScene* PScene = GetPhysXScene(SceneType);
#if WITH_APEX
	NxApexScene* ApexScene = GetApexScene(SceneType);
	if(!ApexScene || SubTime <= 0.f)
	{
		return false;
	}else
	{
		//we have valid scene and subtime so enqueue task
		PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, PScene->getTaskManager());
		FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(FSimpleDelegateGraphTask::FDelegate::CreateRaw(PhysSubSteppers[SceneType], &FPhysSubstepTask::StepSimulation, ApexScene, Task), TEXT("SubstepSimulationImp"));
		return true;
	}
#endif

}
RenderParticleSystemActor::RenderParticleSystemActor(SampleRenderer::Renderer& renderer, 
													ParticleSystem* ps,
													bool _mesh_instancing,
													bool _fading,
													PxReal fadingPeriod,
													PxReal debriScaleFactor) : mRenderer(renderer), 
																			mPS(ps),
																			mUseMeshInstancing(_mesh_instancing),
																			mFading(_fading)
{
	pxtask::CudaContextManager* ctxMgr = NULL;

#if defined(RENDERER_ENABLE_CUDA_INTEROP)
	PxScene* scene = ps->getPxParticleBase()->getScene();
	
	if (scene)
	{
		pxtask::GpuDispatcher* dispatcher = scene->getTaskManager()->getGpuDispatcher();

		// contxt must be created in at least one valid interop mode
		if (dispatcher && (ctxMgr = dispatcher->getCudaContextManager()) && 
			ctxMgr->getInteropMode() != pxtask::CudaInteropMode::D3D9_INTEROP &&
			ctxMgr->getInteropMode() != pxtask::CudaInteropMode::D3D10_INTEROP &&
			ctxMgr->getInteropMode() != pxtask::CudaInteropMode::D3D11_INTEROP)
		{		
			ctxMgr = NULL;
		}
	}
#endif

	RendererShape* rs = new SampleRenderer::RendererParticleSystemShape(mRenderer, 
										mPS->getPxParticleBase()->getMaxParticles(), 
										mUseMeshInstancing,
										mFading,
										fadingPeriod,
										debriScaleFactor,
										ctxMgr);
	setRenderShape(rs);
}
Example #4
0
/** Exposes ticking of physics-engine scene outside Engine. */
void FPhysScene::TickPhysScene(uint32 SceneType, FGraphEventRef& InOutCompletionEvent)
{
	SCOPE_CYCLE_COUNTER(STAT_TotalPhysicsTime);
	SCOPE_CYCLE_COUNTER(STAT_PhysicsKickOffDynamicsTime);

	check(SceneType < NumPhysScenes);

	if (bPhysXSceneExecuting[SceneType] != 0)
	{
		// Already executing this scene, must call WaitPhysScene before calling this function again.
		UE_LOG(LogPhysics, Log, TEXT("TickPhysScene: Already executing scene (%d) - aborting."), SceneType);
		return;
	}

#if WITH_SUBSTEPPING
	if (IsSubstepping(SceneType))	//we don't bother sub-stepping cloth
	{
		//We're about to start stepping so swap buffers. Might want to find a better place for this?
		PhysSubSteppers[SceneType]->SwapBuffers();
	}
#endif

	/**
	* clamp down... if this happens we are simming physics slower than real-time, so be careful with it.
	* it can improve framerate dramatically (really, it is the same as scaling all velocities down and
	* enlarging all timesteps) but at the same time, it will screw with networking (client and server will
	* diverge a lot more.)
	*/

	float UseDelta = FMath::Min(UseSyncTime(SceneType) ? SyncDeltaSeconds : DeltaSeconds, MaxPhysicsDeltaTime);

	// Only simulate a positive time step.
	if (UseDelta <= 0.f)
	{
		if (UseDelta < 0.f)
		{
			// only do this if negative. Otherwise, whenever we pause, this will come up
			UE_LOG(LogPhysics, Warning, TEXT("TickPhysScene: Negative timestep (%f) - aborting."), UseDelta);
		}
		return;
	}

#if WITH_PHYSX
	GatherPhysXStats(GetPhysXScene(SceneType), SceneType);
#endif



	/**
	* Weight frame time according to PhysScene settings.
	*/
	AveragedFrameTime[SceneType] *= FrameTimeSmoothingFactor[SceneType];
	AveragedFrameTime[SceneType] += (1.0f - FrameTimeSmoothingFactor[SceneType])*UseDelta;

	// Set execution flag
	bPhysXSceneExecuting[SceneType] = true;

	check(!InOutCompletionEvent.GetReference()); // these should be gone because nothing is outstanding
	InOutCompletionEvent = FGraphEvent::CreateGraphEvent();
	bool bTaskOutstanding = false;

#if WITH_PHYSX

#if WITH_VEHICLE
	if (VehicleManager && SceneType == PST_Sync)
	{
		float TickTime = AveragedFrameTime[SceneType];
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType))
		{
			TickTime = UseSyncTime(SceneType) ? SyncDeltaSeconds : DeltaSeconds;
		}
#endif
		VehicleManager->PreTick(TickTime);
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType) == false)
#endif
		{
			VehicleManager->Update(AveragedFrameTime[SceneType]);
		}
	}
#endif

#if !WITH_APEX
	PxScene* PScene = GetPhysXScene(SceneType);
	if (PScene && (UseDelta > 0.f))
	{
		PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, PScene->getTaskManager());
		PScene->lockWrite();
		PScene->simulate(AveragedFrameTime[SceneType], Task);
		PScene->unlockWrite();
		Task->removeReference();
		bTaskOutstanding = true;
	}
#else	//	#if !WITH_APEX
	// The APEX scene calls the simulate function for the PhysX scene, so we only call ApexScene->simulate().
	NxApexScene* ApexScene = GetApexScene(SceneType);
	if(ApexScene && UseDelta > 0.f)
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType)) //we don't bother sub-stepping cloth
		{
			bTaskOutstanding = SubstepSimulation(SceneType, InOutCompletionEvent);
		}else
#endif
		{
			PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, ApexScene->getTaskManager());
			ApexScene->simulate(AveragedFrameTime[SceneType], true, Task);
			Task->removeReference();
			bTaskOutstanding = true;
		}
	}
#endif	//	#if !WITH_APEX
#endif // WITH_PHYSX
	if (!bTaskOutstanding)
	{
		InOutCompletionEvent->DispatchSubsequents(); // nothing to do, so nothing to wait for
	}
#if WITH_SUBSTEPPING
	bSubstepping = UPhysicsSettings::Get()->bSubstepping;
	bSubsteppingAsync = UPhysicsSettings::Get()->bSubsteppingAsync;
#endif
}
void ClothingScene::setModulePhysXScene(NxScene* newPhysXScene)
{
	if (mPhysXScene == newPhysXScene)
	{
		return;
	}

	// init has not been called yet on mModule, so canUseGpuPhysics is not yet initialized!!
	// if (mModule->canUseGpuPhysics())

	// PH: This is somewhat unsatisfying.
	//   1) We cannot release compartments because there's no API for that
	//   2) We cannot reuse compartments from an existing scene because we can't tell which ones were created by APEX and which ones by the user
	//   3) There is a maximum number of compartments a scene can hold (at least sw compartments)
	// if the user gives us NULL scene and then again the same scene as before it will contain more and more compartments, even though only
	// the ones created most recently are actually used. And it can run out of compartment space...

	mClothHwCompartments.clear();
	mNextClothHwCompartmentId = 0;

	mClothSwCompartments.clear();
	mNextClothSwCompartmentId = 0;

	NxScene* oldPhysXScene = mPhysXScene;

#elif NX_SDK_VERSION_MAJOR == 3

void ClothingScene::setModulePhysXScene(PxScene* newPhysXScene)
{
	if (mPhysXScene == newPhysXScene)
	{
		return;
	}

	PxScene* oldPhysXScene = mPhysXScene;

#endif

	mPhysXScene = newPhysXScene;
	for (PxU32 i = 0; i < mActorArray.size(); ++i)
	{
		// downcast
		ClothingActor* actor = static_cast<ClothingActor*>(mActorArray[i]);

		actor->setPhysXScene(newPhysXScene);
	}

	mClothingAssetsMutex.lock();
	for (PxU32 i = 0 ; i < mClothingAssets.size(); i++)
	{
		mClothingAssets[i]->hintSceneDeletion(oldPhysXScene);

		mClothingAssets[i]->releaseCookedInstances();
	}
	mClothingAssets.clear();
	mClothingAssetsMutex.unlock();

#ifdef PX_WINDOWS
	{
		if (mGpuFactory.factory != NULL && oldPhysXScene != NULL)
		{
			mSimulationTask->clearGpuSolver();
#if NX_SDK_VERSION_MAJOR == 2
			mModule->releaseClothFactory(mApexScene->getTaskManager()->getGpuDispatcher()->getCudaContextManager());
#elif NX_SDK_VERSION_MAJOR == 3
			PX_ASSERT(mApexScene->getTaskManager() == oldPhysXScene->getTaskManager());
			mModule->releaseClothFactory(oldPhysXScene->getTaskManager()->getGpuDispatcher()->getCudaContextManager());
#endif
			mGpuFactory.clear();
		}
	}
#endif
}



void ClothingScene::release()
{
	mModule->releaseNiModuleScene(*this);
}