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XCEngine/engine/third_party/physx/snippets/snippetvehiclemultithreading/SnippetVehicleMultithreading.cpp

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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) 2008-2025 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 simple use of the physx vehicle sdk and demonstrates
// how to simulate a vehicle with direct drive using parameters, states and
// components maintained by the PhysX Vehicle SDK. Particlar attention is paid
// to the simulation of a PhysX vehicle in a multi-threaded environment.
// Vehicles are made of parameters, states and components.
// Parameters describe the configuration of a vehicle. Examples are vehicle mass, wheel radius
// and suspension stiffness.
// States describe the instantaneous dynamic state of a vehicle. Examples are engine revs, wheel
// yaw angle and tire slip angles.
// Components forward integrate the dynamic state of the vehicle, given the previous vehicle state
// and the vehicle's parameterisation.
// Components update dynamic state by invoking reusable functions in a particular sequence.
// An example component is a rigid body component that updates the linear and angular velocity of
// the vehicle's rigid body given the instantaneous forces and torques of the suspension and tire
// states.
// The pipeline of vehicle computation is a sequence of components that run in order. For example,
// one component might compute the plane under the wheel by performing a scene query against the
// world geometry. The next component in the sequence might compute the suspension compression required
// to place the wheel on the surface of the hit plane. Following this, another component might compute
// the suspension force that arises from that compression. The rigid body component, as discussed earlier,
// can then forward integrate the rigid body's linear velocity using the suspension force.
// Custom combinations of parameter, state and component allow different behaviours to be simulated with
// different simulation fidelities. For example, a suspension component that implements a linear force
// response with respect to its compression state could be replaced with one that imlements a non-linear
// response. The replacement component would consume the same suspension compression state data and
// would output the same suspension force data structure. In this example, the change has been localised
// to the component that converts suspension compression to force and to the parameterisation that governs
// that conversion.
// Another combination example could be the replacement of the tire component from a low fidelity model to
// a high fidelty model such as Pacejka. The low and high fidelity components consume the same state data
// (tire slip, load, friction) and output the same state data for the tire forces. Again, the
// change has been localised to the component that converts slip angle to tire force and the
// parameterisation that governs the conversion.
//The PhysX Vehicle SDK presents a maintained set of parameters, states and components. The maintained
//set of parameters, states and components may be combined on their own or combined with custom parameters,
//states and components.
//This snippet breaks the vehicle into into three distinct models:
//1) a base vehicle model that describes the mechanical configuration of suspensions, tires, wheels and an
// associated rigid body.
//2) a direct drive drivetrain model that forwards input controls to wheel torques and angles.
//3) a physx integration model that provides a representation of the vehicle in an associated physx scene.
// It is a good idea to record and playback with pvd (PhysX Visual Debugger).
//This snippet
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "../snippetvehiclecommon/directdrivetrain/DirectDrivetrain.h"
#include "../snippetvehiclecommon/serialization/BaseSerialization.h"
#include "../snippetvehiclecommon/serialization/DirectDrivetrainSerialization.h"
#include "../snippetvehiclecommon/SnippetVehicleHelpers.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetcommon/SnippetPVD.h"
#include "common/PxProfileZone.h"
using namespace physx;
using namespace physx::vehicle2;
using namespace snippetvehicle;
//PhysX management class instances.
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxPvd* gPvd = NULL;
PxTaskManager* gTaskManager = NULL;
//The path to the vehicle json files to be loaded.
const char* gVehicleDataPath = NULL;
//The vehicles with direct drivetrain
#define NUM_VEHICLES 1024
DirectDriveVehicle gVehicles[NUM_VEHICLES];
PxVehiclePhysXActorBeginComponent* gPhysXBeginComponents[NUM_VEHICLES];
PxVehiclePhysXActorEndComponent* gPhysXEndComponents[NUM_VEHICLES];
#define NUM_WORKER_THREADS 4
#define UPDATE_BATCH_SIZE 1
#define NB_SUBSTEPS 1
//Vehicle simulation needs a simulation context
//to store global parameters of the simulation such as
//gravitational acceleration.
PxVehiclePhysXSimulationContext gVehicleSimulationContext;
//Gravitational acceleration
const PxVec3 gGravity(0.0f, -9.81f, 0.0f);
//The mapping between PxMaterial and friction.
PxVehiclePhysXMaterialFriction gPhysXMaterialFrictions[16];
PxU32 gNbPhysXMaterialFrictions = 0;
PxReal gPhysXDefaultMaterialFriction = 1.0f;
//Give the vehicles a name so they can be identified in PVD.
const char gVehicleName[] = "directDrive";
//A ground plane to drive on.
PxRigidStatic* gGroundPlane = NULL;
//Track the number of simulation steps.
PxU32 gNbSimulateSteps = 0;
//Commands are issued to the vehicle in a pre-choreographed sequence.
struct Command
{
PxF32 brake;
PxF32 throttle;
PxF32 steer;
PxF32 duration;
};
Command gCommands[] =
{
{0.0f, 0.5f, 0.0f, 4.26f}, //throttle for 256 update steps at 60Hz
};
const PxU32 gNbCommands = sizeof(gCommands) / sizeof(Command);
PxReal gCommandTime = 0.0f; //Time spent on current command
PxU32 gCommandProgress = 0; //The id of the current command.
//Profile the different phases of a simulate step.
struct UpdatePhases
{
enum Enum
{
eVEHICLE_PHYSX_BEGIN_COMPONENTS,
eVEHICLE_UPDATE_COMPONENTS,
eVEHICLE_PHYSX_END_COMPONENTS,
ePHYSX_SCENE_SIMULATE,
eMAX_NUM_UPDATE_STAGES
};
};
static const char* gUpdatePhaseNames[UpdatePhases::eMAX_NUM_UPDATE_STAGES] =
{
"vehiclePhysXBeginComponents",
"vehicleUpdateComponents",
"vehiclePhysXEndComponents",
"physXSceneSimulate"
};
struct ProfileZones
{
PxU64 times[UpdatePhases::eMAX_NUM_UPDATE_STAGES];
ProfileZones()
{
for (int i = 0; i < UpdatePhases::eMAX_NUM_UPDATE_STAGES; ++i)
times[i] = 0;
}
void print()
{
for (int i = 0; i < UpdatePhases::eMAX_NUM_UPDATE_STAGES; ++i)
{
float ms = SnippetUtils::getElapsedTimeInMilliseconds(times[i]);
printf("%s: %f ms\n", gUpdatePhaseNames[i], PxF64(ms));
}
}
void zoneStart(UpdatePhases::Enum zoneId)
{
PxU64 time = SnippetUtils::getCurrentTimeCounterValue();
times[zoneId] -= time;
}
void zoneEnd(UpdatePhases::Enum zoneId)
{
PxU64 time = SnippetUtils::getCurrentTimeCounterValue();
times[zoneId] += time;
}
};
ProfileZones gProfileZones;
class ScopedProfileZone
{
private:
ScopedProfileZone(const ScopedProfileZone&);
ScopedProfileZone& operator=(const ScopedProfileZone&);
public:
ScopedProfileZone(ProfileZones& zones, UpdatePhases::Enum zoneId)
: mZones(zones)
, mZoneId(zoneId)
{
zones.zoneStart(zoneId);
}
~ScopedProfileZone()
{
mZones.zoneEnd(mZoneId);
}
private:
ProfileZones& mZones;
UpdatePhases::Enum mZoneId;
};
#define SNIPPET_PROFILE_ZONE(zoneId) ScopedProfileZone PX_CONCAT(_scoped, __LINE__)(gProfileZones, zoneId)
//TaskVehicleUpdates allows vehicle updates to be performed concurrently across
//multiple threads.
class TaskVehicleUpdates : public PxLightCpuTask
{
public:
TaskVehicleUpdates()
: PxLightCpuTask(),
mTimestep(0),
mGravity(PxVec3(0, 0, 0)),
mThreadId(0xffffffff),
mCommandProgress(0)
{
}
void setThreadId(const PxU32 threadId)
{
mThreadId = threadId;
}
void setTimestep(const PxF32 timestep)
{
mTimestep = timestep;
}
void setGravity(const PxVec3& gravity)
{
mGravity = gravity;
}
void setCommandProgress(const PxU32 commandProgress)
{
mCommandProgress = commandProgress;
}
virtual void run()
{
PxU32 vehicleId = mThreadId * UPDATE_BATCH_SIZE;
while (vehicleId < NUM_VEHICLES)
{
const PxU32 numToUpdate = PxMin(NUM_VEHICLES - vehicleId, static_cast<PxU32>(UPDATE_BATCH_SIZE));
for (PxU32 i = 0; i < numToUpdate; i++)
{
gVehicles[vehicleId + i].mCommandState.brakes[0] = gCommands[mCommandProgress].brake;
gVehicles[vehicleId + i].mCommandState.nbBrakes = 1;
gVehicles[vehicleId + i].mCommandState.throttle = gCommands[mCommandProgress].throttle;
gVehicles[vehicleId + i].mCommandState.steer = gCommands[mCommandProgress].steer;
gVehicles[vehicleId + i].mTransmissionCommandState.gear = PxVehicleDirectDriveTransmissionCommandState::eFORWARD;
gVehicles[vehicleId + i].step(mTimestep, gVehicleSimulationContext);
}
vehicleId += NUM_WORKER_THREADS * UPDATE_BATCH_SIZE;
}
}
virtual const char* getName() const { return "TaskVehicleUpdates"; }
private:
PxF32 mTimestep;
PxVec3 mGravity;
PxU32 mThreadId;
PxU32 mCommandProgress;
};
//TaskWait runs after all concurrent updates have completed.
class TaskWait : public PxLightCpuTask
{
public:
TaskWait(SnippetUtils::Sync* syncHandle)
: PxLightCpuTask(),
mSyncHandle(syncHandle)
{
}
virtual void run()
{
}
PX_INLINE void release()
{
PxLightCpuTask::release();
SnippetUtils::syncSet(mSyncHandle);
}
virtual const char* getName() const { return "TaskWait"; }
private:
SnippetUtils::Sync* mSyncHandle;
};
void initPhysX()
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport,PxPvdInstrumentationFlag::ePROFILE);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = gGravity;
gDispatcher = PxDefaultCpuDispatcherCreate(NUM_WORKER_THREADS);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = VehicleFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if(pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, false);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, false);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
/////////////////////////////////////////////
//Create a task manager that will be used to
//update the vehicles concurrently across
//multiple threads.
/////////////////////////////////////////////
gTaskManager = PxTaskManager::createTaskManager(gFoundation->getErrorCallback(), gDispatcher);
PxInitVehicleExtension(*gFoundation);
}
void cleanupPhysX()
{
PxCloseVehicleExtension();
PX_RELEASE(gTaskManager);
PX_RELEASE(gMaterial);
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
}
void initGroundPlane()
{
gGroundPlane = PxCreatePlane(*gPhysics, PxPlane(0, 1, 0, 0), *gMaterial);
for (PxU32 i = 0; i < gGroundPlane->getNbShapes(); i++)
{
PxShape* shape = NULL;
gGroundPlane->getShapes(&shape, 1, i);
shape->setFlag(PxShapeFlag::eSCENE_QUERY_SHAPE, true);
shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, false);
}
gScene->addActor(*gGroundPlane);
}
void cleanupGroundPlane()
{
gGroundPlane->release();
}
void initMaterialFrictionTable()
{
//Each physx material can be mapped to a tire friction value on a per tire basis.
//If a material is encountered that is not mapped to a friction value, the friction value used is the specified default value.
//In this snippet there is only a single material so there can only be a single mapping between material and friction.
//In this snippet the same mapping is used by all tires.
gPhysXMaterialFrictions[0].friction = 1.0f;
gPhysXMaterialFrictions[0].material = gMaterial;
gPhysXDefaultMaterialFriction = 1.0f;
gNbPhysXMaterialFrictions = 1;
}
bool initVehicles()
{
//Load the params from json
BaseVehicleParams baseParams;
readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams);
PhysXIntegrationParams physxParams;
setPhysXIntegrationParams(baseParams.axleDescription,
gPhysXMaterialFrictions, gNbPhysXMaterialFrictions, gPhysXDefaultMaterialFriction,
physxParams);
DirectDrivetrainParams directDrivetrainParams;
readDirectDrivetrainParamsFromJsonFile(gVehicleDataPath, "DirectDrive.json", baseParams.axleDescription,
directDrivetrainParams);
//Create the params, states and component sequences for direct drive vehicles.
//Take care not to add PxVehiclePhysXActorBeginComponent or PxVehiclePhysXActorEndComponent
//to the sequences because are executed in a separate step.
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
//Set the vehicle params.
//Every vehicle is identical.
gVehicles[i].mBaseParams = baseParams;
gVehicles[i].mPhysXParams = physxParams;
gVehicles[i].mDirectDriveParams = directDrivetrainParams;
//Set the states to default and create the component sequence.
//Take care not to add PxVehiclePhysXActorBeginComponent and PxVehiclePhysXActorEndComponent
//to the sequence because these are handled separately to take advantage of multi-threading.
const bool addPhysXBeginAndEndComponentsToSequence = false;
if (!gVehicles[i].initialize(*gPhysics, PxCookingParams(PxTolerancesScale()), *gMaterial,
addPhysXBeginAndEndComponentsToSequence))
{
return false;
}
//Force a known substep count per simulation step so that we have a perfect understanding of
//the amount of computational effort involved in running the snippet.
gVehicles[i].mComponentSequence.setSubsteps(gVehicles[i].mComponentSequenceSubstepGroupHandle, NB_SUBSTEPS);
//Apply a start pose to the physx actor and add it to the physx scene.
PxTransform pose(PxVec3(5.0f*(PxI32(i) - NUM_VEHICLES/2), 0.0f, 0.0f), PxQuat(PxIdentity));
gVehicles[i].setUpActor(*gScene, pose, gVehicleName);
}
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXBeginComponents[i] = (static_cast<PxVehiclePhysXActorBeginComponent*>(gVehicles + i));
gPhysXEndComponents[i] = (static_cast<PxVehiclePhysXActorEndComponent*>(gVehicles + i));
}
//Set up the simulation context.
//The snippet is set up with
//a) z as the longitudinal axis
//b) x as the lateral axis
//c) y as the vertical axis.
//d) metres as the lengthscale.
gVehicleSimulationContext.setToDefault();
gVehicleSimulationContext.frame.lngAxis = PxVehicleAxes::ePosZ;
gVehicleSimulationContext.frame.latAxis = PxVehicleAxes::ePosX;
gVehicleSimulationContext.frame.vrtAxis = PxVehicleAxes::ePosY;
gVehicleSimulationContext.scale.scale = 1.0f;
gVehicleSimulationContext.gravity = gGravity;
gVehicleSimulationContext.physxScene = gScene;
gVehicleSimulationContext.physxActorUpdateMode = PxVehiclePhysXActorUpdateMode::eAPPLY_ACCELERATION;
return true;
}
void cleanupVehicles()
{
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gVehicles[i].destroy();
}
}
bool initPhysics()
{
initPhysX();
initGroundPlane();
initMaterialFrictionTable();
if (!initVehicles())
return false;
return true;
}
void cleanupPhysics()
{
cleanupVehicles();
cleanupGroundPlane();
cleanupPhysX();
printf("SnippetVehicleMultithreading done.\n");
}
void concurrentVehicleUpdates(const PxReal timestep)
{
SnippetUtils::Sync* vehicleUpdatesComplete = SnippetUtils::syncCreate();
SnippetUtils::syncReset(vehicleUpdatesComplete);
//Create tasks that will update the vehicles concurrently then wait until all vehicles
//have completed their update.
TaskWait taskWait(vehicleUpdatesComplete);
TaskVehicleUpdates taskVehicleUpdates[NUM_WORKER_THREADS];
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setThreadId(i);
taskVehicleUpdates[i].setTimestep(timestep);
taskVehicleUpdates[i].setGravity(gScene->getGravity());
taskVehicleUpdates[i].setCommandProgress(gCommandProgress);
}
//Start the task manager.
gTaskManager->resetDependencies();
gTaskManager->startSimulation();
//Perform a vehicle simulation step and profile each phase of the simulation.
{
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_PHYSX_BEGIN_COMPONENTS);
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXBeginComponents[i]->update(timestep, gVehicleSimulationContext);
}
}
//Multi-threaded update of direct drive vehicles.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_UPDATE_COMPONENTS);
//Update the vehicles concurrently then wait until all vehicles
//have completed their update.
taskWait.setContinuation(*gTaskManager, NULL);
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].setContinuation(&taskWait);
}
taskWait.removeReference();
for (PxU32 i = 0; i < NUM_WORKER_THREADS; i++)
{
taskVehicleUpdates[i].removeReference();
}
//Wait for the signal that the work has been completed.
SnippetUtils::syncWait(vehicleUpdatesComplete);
//Release the sync handle
SnippetUtils::syncRelease(vehicleUpdatesComplete);
}
//PhysX reads/writes require read/write locks that serialize executions.
//Perform all physx reads/writes serially in a separate step to avoid serializing code that can take
//advantage of multithreading.
{
SNIPPET_PROFILE_ZONE(UpdatePhases::eVEHICLE_PHYSX_END_COMPONENTS);
for (PxU32 i = 0; i < NUM_VEHICLES; i++)
{
gPhysXEndComponents[i]->update(timestep, gVehicleSimulationContext);
}
}
}
}
void stepPhysics()
{
if(gNbCommands == gCommandProgress)
return;
const PxF32 timestep = 0.0166667f;
//Multithreaded update of all vehicles.
concurrentVehicleUpdates(timestep);
//Forward integrate the phsyx scene by a single timestep.
SNIPPET_PROFILE_ZONE(UpdatePhases::ePHYSX_SCENE_SIMULATE);
gScene->simulate(timestep);
gScene->fetchResults(true);
//Increment the time spent on the current command.
//Move to the next command in the list if enough time has lapsed.
gCommandTime += timestep;
if(gCommandTime > gCommands[gCommandProgress].duration)
{
gCommandProgress++;
gCommandTime = 0.0f;
}
gNbSimulateSteps++;
}
int snippetMain(int argc, const char*const* argv)
{
if(!parseVehicleDataPath(argc, argv, "SnippetVehicleMultithreading", gVehicleDataPath))
return 1;
//Check that we can read from the json file before continuing.
BaseVehicleParams baseParams;
if (!readBaseParamsFromJsonFile(gVehicleDataPath, "Base.json", baseParams))
return 1;
//Check that we can read from the json file before continuing.
DirectDrivetrainParams directDrivetrainParams;
if (!readDirectDrivetrainParamsFromJsonFile(gVehicleDataPath, "DirectDrive.json",
baseParams.axleDescription, directDrivetrainParams))
return 1;
printf("Initialising ... \n");
if(initPhysics())
{
printf("Simulating %d vehicles with %d threads \n", NUM_VEHICLES, NUM_WORKER_THREADS);
while(gCommandProgress != gNbCommands)
{
stepPhysics();
}
printf("Completed %d simulate steps with %d substeps per simulate step \n", gNbSimulateSteps, NB_SUBSTEPS);
gProfileZones.print();
cleanupPhysics();
}
return 0;
}