6e8fbca745
match the genesis editor version 1.3.0.653.
171 lines
6.7 KiB
C++
171 lines
6.7 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_EXTENSIONS_VISUAL_DEBUGGER_H
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#define PX_PHYSICS_EXTENSIONS_VISUAL_DEBUGGER_H
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/** \addtogroup extensions
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@{
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*/
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#include "foundation/Px.h"
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#include "PxPhysX.h"
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#include "foundation/PxFlags.h"
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namespace physx { namespace debugger { namespace comm {
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class PvdConnectionManager;
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class PvdConnection;
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}}}
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namespace PVD {
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using namespace physx::debugger;
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using namespace physx::debugger::comm;
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}
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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This class has a direct mapping to the PVD::TConnectionType datatype. It is redefined here
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because not all classes including this header have the PVDSDK in their include path.
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*/
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struct PxVisualDebuggerConnectionFlag
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{
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enum Enum
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{
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Unknown = 0,
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/**
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\brief Send debugging information to PVD.
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This information is the actual object data
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of the rigid statics, shapes, articulations, etc. Sending this information has
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a noticeable impact on performance and thus this flag should not be set
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if you want an accurate performance profile.
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*/
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Debug = 1,
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/**
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\brief Send profile information to PVD.
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This information populates PVD's profile view. It has (at this time) negligible cost
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compared to Debug information and makes PVD *much* more useful so it is quite
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highly recommended.
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This flag works together with a PxCreatePhysics parameter,
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profileZoneManager. Using both of them together allows SDK to send profile
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events to PVD.
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*/
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Profile = 1 << 1,
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/**
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\brief Send memory information to PVD.
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The PVD sdk side hooks into the Foundation memory controller and listens to
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allocation/deallocation events. This has a noticable hit on the first frame,
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however, this data is somewhat compressed and the PhysX SDK doesn't allocate much
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once it hits a steady state. This information also has a fairly negligible
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impact and thus is also highly recommended.
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This flag works together with a PxCreatePhysics parameter,
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trackOustandingAllocations. Using both of them together allows users to have
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an accurate view of the overall memory usage of the simulation at the cost of
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a hashtable lookup per allocation/deallocation. Again, PhysX makes a best effort
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attempt not to allocate or deallocate during simulation so this hashtable lookup
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tends to have no effect past the first frame.
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Sending memory information without tracking outstanding allocations means that
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PVD will accurate information about the state of the memory system before the
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actual connection happened.
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*/
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Memory = 1 << 2,
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};
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};
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typedef physx::PxFlags<PxVisualDebuggerConnectionFlag::Enum, PxU32> PxVisualDebuggerConnectionFlags;
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PX_FLAGS_OPERATORS( PxVisualDebuggerConnectionFlag::Enum, PxU32 );
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/**
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class that contains all the data relevant for updating and visualizing extensions like joints in PVD
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*/
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class PxVisualDebuggerExt
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{
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public:
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/**
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Connect to pvd using a network socket. This blocks for at most inTimeoutInMilliseconds
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before returning a new connection (or nothing). PVD needs to be started before this call
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is made.
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\param inMgr The manager to use to host the connection.
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\param inHost Host in x.x.x.x network notation
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\param inPort Port to connect to. The default is 5425.
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\param inTimeoutInMilliseconds How long to block waiting for a new connection
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\param inConnectionType The type information you want sent over the connection.
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*/
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static PVD::PvdConnection* createConnection( physx::debugger::comm::PvdConnectionManager* inMgr
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, const char* inHost
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, int inPort //defaults to 5425
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, unsigned int inTimeoutInMilliseconds
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, PxVisualDebuggerConnectionFlags inConnectionType = getDefaultConnectionFlags() );
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/**
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Connect to pvd, writing out the connection data to a file stream. You can then parse this data later
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with PVDUI.
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\param inMgr The manager to use to host the connection.
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\param filename The filename to write connection data.
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\param inConnectionType The type information you want sent over the connection.
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*/
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static PVD::PvdConnection* createConnection( physx::debugger::comm::PvdConnectionManager* inMgr
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, const char* filename
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, PxVisualDebuggerConnectionFlags inConnectionType = getDefaultConnectionFlags() );
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/** get the default connection flags
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\return the default connection flags: debug data and profiling
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*/
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static PX_FORCE_INLINE PxVisualDebuggerConnectionFlags getDefaultConnectionFlags() { return PxVisualDebuggerConnectionFlags( PxVisualDebuggerConnectionFlag::Debug | PxVisualDebuggerConnectionFlag::Profile); }
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/** get all connection flags
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\return all visual debugger connection flags: debug data, profiling and memory
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*/
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static PX_FORCE_INLINE PxVisualDebuggerConnectionFlags getAllConnectionFlags() { return PxVisualDebuggerConnectionFlags( PxVisualDebuggerConnectionFlag::Debug | PxVisualDebuggerConnectionFlag::Profile| PxVisualDebuggerConnectionFlag::Memory ); }
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif // PX_PHYSICS_EXTENSIONS_VISUAL_DEBUGGER_H
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