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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 the use of the dll delay load hooks in physx. // // The hooks are needed if the application executable either doesn't reside // in the same directory as the PhysX dlls, or if the PhysX dlls have been renamed. // Some PhysX dlls delay load the PhysXFoundation, PhysXCommon or PhysXGpu dlls and // the non-standard names or loactions of these dlls need to be communicated so the // delay loading can succeed. // // This snippet shows how this can be done using the delay load hooks. // // In order to show functionality with the renamed dlls some basic physics // simulation is performed. // **************************************************************************** #include #include #include "PxPhysicsAPI.h" // Include the delay load hook headers #include "common/windows/PxWindowsDelayLoadHook.h" #include "../snippetcommon/SnippetPrint.h" #include "../snippetcommon/SnippetPVD.h" #include "../snippetutils/SnippetUtils.h" // This snippet uses the default PhysX distro dlls, making the example here somewhat artificial, // as default locations and default naming makes implementing delay load hooks unnecessary. #define APP_BIN_DIR "..\\" #if PX_WIN64 #define DLL_NAME_BITS "64" #else #define DLL_NAME_BITS "32" #endif #if PX_DEBUG #define DLL_DIR "debug\\" #elif PX_CHECKED #define DLL_DIR "checked\\" #elif PX_PROFILE #define DLL_DIR "profile\\" #else #define DLL_DIR "release\\" #endif const char* foundationLibraryPath = APP_BIN_DIR DLL_DIR "PhysXFoundation_" DLL_NAME_BITS ".dll"; const char* commonLibraryPath = APP_BIN_DIR DLL_DIR "PhysXCommon_" DLL_NAME_BITS ".dll"; const char* physxLibraryPath = APP_BIN_DIR DLL_DIR "PhysX_" DLL_NAME_BITS ".dll"; const char* gpuLibraryPath = APP_BIN_DIR DLL_DIR "PhysXGpu_" DLL_NAME_BITS ".dll"; HMODULE foundationLibrary = NULL; HMODULE commonLibrary = NULL; HMODULE physxLibrary = NULL; using namespace physx; static PxDefaultAllocator gAllocator; static PxDefaultErrorCallback gErrorCallback; static PxFoundation* gFoundation = NULL; static PxPhysics* gPhysics = NULL; static PxDefaultCpuDispatcher* gDispatcher = NULL; PxScene* gScene = NULL; static PxMaterial* gMaterial = NULL; static PxPvd* gPvd = NULL; // typedef the PhysX entry points typedef PxFoundation*(PxCreateFoundation_FUNC)(PxU32, PxAllocatorCallback&, PxErrorCallback&); typedef PxPhysics* (PxCreatePhysics_FUNC)(PxU32,PxFoundation&,const PxTolerancesScale& scale,bool,PxPvd*); typedef void (PxSetPhysXDelayLoadHook_FUNC)(const PxDelayLoadHook* hook); typedef void (PxSetPhysXCommonDelayLoadHook_FUNC)(const PxDelayLoadHook* hook); #if PX_SUPPORT_GPU_PHYSX typedef void (PxSetPhysXGpuLoadHook_FUNC)(const PxGpuLoadHook* hook); typedef int (PxGetSuggestedCudaDeviceOrdinal_FUNC)(PxErrorCallback& errc); typedef PxCudaContextManager* (PxCreateCudaContextManager_FUNC)(PxFoundation& foundation, const PxCudaContextManagerDesc& desc, physx::PxProfilerCallback* profilerCallback); #endif // set the function pointers to NULL PxCreateFoundation_FUNC* s_PxCreateFoundation_Func = NULL; PxCreatePhysics_FUNC* s_PxCreatePhysics_Func = NULL; PxSetPhysXDelayLoadHook_FUNC* s_PxSetPhysXDelayLoadHook_Func = NULL; PxSetPhysXCommonDelayLoadHook_FUNC* s_PxSetPhysXCommonDelayLoadHook_Func = NULL; #if PX_SUPPORT_GPU_PHYSX PxSetPhysXGpuLoadHook_FUNC* s_PxSetPhysXGpuLoadHook_Func = NULL; PxGetSuggestedCudaDeviceOrdinal_FUNC* s_PxGetSuggestedCudaDeviceOrdinal_Func = NULL; PxCreateCudaContextManager_FUNC* s_PxCreateCudaContextManager_Func = NULL; #endif bool loadPhysicsExplicitely() { // load the dlls foundationLibrary = LoadLibraryA(foundationLibraryPath); if(!foundationLibrary) return false; commonLibrary = LoadLibraryA(commonLibraryPath); if(!commonLibrary) { FreeLibrary(foundationLibrary); return false; } physxLibrary = LoadLibraryA(physxLibraryPath); if(!physxLibrary) { FreeLibrary(foundationLibrary); FreeLibrary(commonLibrary); return false; } // get the function pointers s_PxCreateFoundation_Func = (PxCreateFoundation_FUNC*)GetProcAddress(foundationLibrary, "PxCreateFoundation"); s_PxCreatePhysics_Func = (PxCreatePhysics_FUNC*)GetProcAddress(physxLibrary, "PxCreatePhysics"); s_PxSetPhysXDelayLoadHook_Func = (PxSetPhysXDelayLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXDelayLoadHook"); s_PxSetPhysXCommonDelayLoadHook_Func = (PxSetPhysXCommonDelayLoadHook_FUNC*)GetProcAddress(commonLibrary, "PxSetPhysXCommonDelayLoadHook"); #if PX_SUPPORT_GPU_PHYSX s_PxSetPhysXGpuLoadHook_Func = (PxSetPhysXGpuLoadHook_FUNC*)GetProcAddress(physxLibrary, "PxSetPhysXGpuLoadHook"); s_PxGetSuggestedCudaDeviceOrdinal_Func = (PxGetSuggestedCudaDeviceOrdinal_FUNC*)GetProcAddress(physxLibrary, "PxGetSuggestedCudaDeviceOrdinal"); s_PxCreateCudaContextManager_Func = (PxCreateCudaContextManager_FUNC*)GetProcAddress(physxLibrary, "PxCreateCudaContextManager"); #endif // check if we have all required function pointers if(s_PxCreateFoundation_Func == NULL || s_PxCreatePhysics_Func == NULL || s_PxSetPhysXDelayLoadHook_Func == NULL || s_PxSetPhysXCommonDelayLoadHook_Func == NULL) return false; #if PX_SUPPORT_GPU_PHYSX if(s_PxSetPhysXGpuLoadHook_Func == NULL || s_PxGetSuggestedCudaDeviceOrdinal_Func == NULL || s_PxCreateCudaContextManager_Func == NULL) return false; #endif return true; } // unload the dlls void unloadPhysicsExplicitely() { FreeLibrary(physxLibrary); FreeLibrary(commonLibrary); FreeLibrary(foundationLibrary); } // Overriding the PxDelayLoadHook allows the load of a custom name dll inside PhysX, PhysXCommon and PhysXCooking dlls struct SnippetDelayLoadHook : public PxDelayLoadHook { virtual const char* getPhysXFoundationDllName() const { return foundationLibraryPath; } virtual const char* getPhysXCommonDllName() const { return commonLibraryPath; } }; #if PX_SUPPORT_GPU_PHYSX // Overriding the PxGpuLoadHook allows the load of a custom GPU name dll struct SnippetGpuLoadHook : public PxGpuLoadHook { virtual const char* getPhysXGpuDllName() const { return gpuLibraryPath; } }; #endif PxReal stackZ = 10.0f; PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity=PxVec3(0)) { PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, 10.0f); dynamic->setAngularDamping(0.5f); dynamic->setLinearVelocity(velocity); gScene->addActor(*dynamic); return dynamic; } void createStack(const PxTransform& t, PxU32 size, PxReal halfExtent) { PxShape* shape = gPhysics->createShape(PxBoxGeometry(halfExtent, halfExtent, halfExtent), *gMaterial); for(PxU32 i=0; icreateRigidDynamic(t.transform(localTm)); body->attachShape(*shape); PxRigidBodyExt::updateMassAndInertia(*body, 10.0f); gScene->addActor(*body); } } shape->release(); } void initPhysics(bool interactive) { // load the explictely named dlls const bool isLoaded = loadPhysicsExplicitely(); if (!isLoaded) return; gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback); // set PhysX and PhysXCommon delay load hook, this must be done before the create physics is called, before // the PhysXFoundation, PhysXCommon delay load happens. SnippetDelayLoadHook delayLoadHook; s_PxSetPhysXDelayLoadHook_Func(&delayLoadHook); s_PxSetPhysXCommonDelayLoadHook_Func(&delayLoadHook); #if PX_SUPPORT_GPU_PHYSX // set PhysXGpu load hook SnippetGpuLoadHook gpuLoadHook; s_PxSetPhysXGpuLoadHook_Func(&gpuLoadHook); #endif gPvd = PxCreatePvd(*gFoundation); PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10); gPvd->connect(*transport,PxPvdInstrumentationFlag::eALL); gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd); // We setup the delay load hooks first 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); for(PxU32 i=0;i<5;i++) createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); if(!interactive) createDynamic(PxTransform(PxVec3(0,40,100)), PxSphereGeometry(10), PxVec3(0,-50,-100)); } void stepPhysics(bool /*interactive*/) { if (gScene) { 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(); PX_RELEASE(gPvd); PX_RELEASE(transport); } PX_RELEASE(gFoundation); unloadPhysicsExplicitely(); printf("SnippetDelayLoadHook done.\n"); } void keyPress(unsigned char key, const PxTransform& camera) { switch(toupper(key)) { case 'B': createStack(PxTransform(PxVec3(0,0,stackZ-=10.0f)), 10, 2.0f); break; case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0,0,-1))*200); break; } } int snippetMain(int, const char*const*) { #ifdef RENDER_SNIPPET extern void renderLoop(); renderLoop(); #else static const PxU32 frameCount = 100; initPhysics(false); for(PxU32 i=0; i