標籤:http io ar os 使用 sp for 檔案 資料
作者:CYM
眾所周知Ogre則是評價很高的一款圖形渲染引擎,Havok則是世界一流的物理引擎,今天花了點時間將兩者結合在了一塊,做了個Demo
由於國內對Havok的研究似乎很少,網上也找不到多少資料,所以先分享一下源碼..
示範了很多棍子掉落在地上的情境
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灰色部分為暫時無用代碼
//-----------------------------------------------------------------------------
//類名: CCYMBasePhysical 物理類(獨立類)
//描述: 用於處理物理的計算
//檔案:CYMBasePhysical.h
//作者: CYM
//-----------------------------------------------------------------------------
#pragma once
#include <initguid.h>
#include <stdio.h>
#include <Windows.h>
//包涵Havok相關的標頭檔
// 數學庫和基本庫
#include <Common/Base/hkBase.h>
#include <Common/Base/System/hkBaseSystem.h>
#include <Common/Base/System/Error/hkDefaultError.h>
#include <Common/Base/Memory/System/Util/hkMemoryInitUtil.h>
#include <Common/Base/Monitor/hkMonitorStream.h>
#include <Common/Base/Memory/System/hkMemorySystem.h>
#include <Common/Base/Memory/Allocator/Malloc/hkMallocAllocator.h>
#include <Common/Base/Types/Geometry/hkStridedVertices.h>
// 序列化
#include <Common/Serialize/Util/hkSerializeUtil.h>
#include <Physics/Utilities/Serialize/hkpPhysicsData.h>
#include <Common/SceneData/Scene/hkxScene.h>
#include <Common/SceneData/Mesh/hkxMesh.h>
#include <Common/SceneData/Scene/hkxSceneUtils.h>
#include <Common/Serialize/Util/hkLoader.h>
#include <Common/Serialize/Util/hkRootLevelContainer.h>
#include <Common/Serialize/Util/hkBuiltinTypeRegistry.h>
// 形狀
#include <Physics/Collide/Shape/Compound/Collection/CompressedMesh/hkpCompressedMeshShape.h>
#include <Physics/Collide/Shape/Compound/Collection/ExtendedMeshShape/hkpExtendedMeshShape.h>
#include <Physics/Collide/Shape/Compound/Collection/StorageExtendedMesh/hkpStorageExtendedMeshShape.h>
#include <Physics/Collide/Shape/Compound/Collection/List/hkpListShape.h>
#include <Physics/Collide/Shape/Convex/Box/hkpBoxShape.h>
#include <Physics/Collide/Shape/Convex/Sphere/hkpSphereShape.h>
#include <Physics/Collide/Shape/Compound/Tree/Mopp/hkpMoppBvTreeShape.h>
#include <Physics/Collide/Shape/Convex/ConvexTranslate/hkpConvexTranslateShape.h>
#include <Physics/Collide/Shape/HeightField/CompressedSampledHeightField/hkpCompressedSampledHeightFieldShape.h>
#include <Physics/Collide/Shape/HeightField/TriSampledHeightField/hkpTriSampledHeightFieldCollection.h>
#include <Physics/Collide/Shape/HeightField/TriSampledHeightField/hkpTriSampledHeightFieldBvTreeShape.h>
// 動力學庫
#include <Physics/Collide/hkpCollide.h>
#include <Physics/Collide/Agent/ConvexAgent/SphereBox/hkpSphereBoxAgent.h>
//#include <Physics/Collide/Shape/Convex/Box/hkpBoxShape.h>
//#include <Physics/Collide/Shape/Convex/Sphere/hkpSphereShape.h>
#include <Physics/Collide/Shape/Convex/ConvexVertices/hkpConvexVerticesShape.h>
#include <Physics/Collide/Dispatch/hkpAgentRegisterUtil.h>
#include <Physics/Collide/Query/CastUtil/hkpWorldRayCastInput.h>
#include <Physics/Collide/Query/CastUtil/hkpWorldRayCastOutput.h>
#include <Physics/Dynamics/World/hkpWorld.h>
#include <Physics/Dynamics/Entity/hkpRigidBody.h>
#include <Physics/Utilities/Dynamics/Inertia/hkpInertiaTensorComputer.h>
#include <Common/Base/Thread/Job/ThreadPool/Cpu/hkCpuJobThreadPool.h>
#include <Common/Base/Thread/Job/ThreadPool/Spu/hkSpuJobThreadPool.h>
#include <Common/Base/Thread/JobQueue/hkJobQueue.h>
// Keycode
#include <Common/Base/keycode.cxx>
#define HK_FEATURE_REFLECTION_PHYSICS
#define HK_CLASSES_FILE <Common/Serialize/Classlist/hkClasses.h>
#define HK_EXCLUDE_FEATURE_MemoryTracker
#define HK_EXCLUDE_FEATURE_SerializeDeprecatedPre700
#define HK_EXCLUDE_FEATURE_RegisterVersionPatches
#define HK_EXCLUDE_LIBRARY_hkGeometryUtilities
#include <Common/Base/Config/hkProductFeatures.cxx>
class CPhysical
{
public:
CPhysical(void);
~CPhysical(void);
//初始化Havok物理引擎相關和物理世界
bool InitPhyscal(hkpWorldCinfo* hkWorldInfo);
//增加一個剛體
//bool AddRigidBody(hkpRigidBodyCinfo* hkRigidInfo,hkpRigidBody* hkRigidBody);
//向物理世界增加一個實體
bool AddEntity(hkpRigidBody* hkRigidBody);
//根據網格建立形狀
//hkpShape* BiuldShapeFromXMesh(ID3DXMesh* pMesh);
//根據HKT網格檔案建立形狀
//const hkpShape* BiuldShapeFromHKT( const char* filename );
//更新物理世界
void UpdatePhysical(hkReal hkDeltaTime);
//向物理世界寫入資料
bool MarkForWrite(void);
bool UnMarkForWrite(void);
//從物理世界讀取資料
bool MarkForRead(void);
bool UnMarkForRead(void);
//獲得物理世界
hkpWorld* GetPhysicalworld(void);
protected:
hkArray<hkUint32> m_collisionFilterInfos;
//錯誤資訊列印函數
//static void HK_CALL errorReport(const char* msg, void* userArgGivenToInit);
//Havok相關的定義
hkMemoryRouter* m_hkMemoryRouter;//記憶體路由器
hkJobThreadPool* m_hkThreadPool;//線程池
hkJobQueue* m_hkJobQueue;//工作隊列
hkpWorld* m_hkPhysicsWorld;//物理世界
};
//-----------------------------------------------------------------------------
//類名: CCYMBasePhysical 物理類(獨立類)
//描述: 用於處理物理的計算
//檔案:CYMBasePhysical.cpp
//作者: CYM
//-----------------------------------------------------------------------------
#include "Physical.h"
CPhysical::CPhysical(void)
{
m_hkMemoryRouter=NULL;//記憶體路由器
m_hkThreadPool=NULL;//線程池
m_hkJobQueue=NULL;//工作隊列
m_hkPhysicsWorld=NULL;//物理世界
}
CPhysical::~CPhysical(void)
{
//移除物理世界
m_hkPhysicsWorld->markForWrite();
m_hkPhysicsWorld->removeReference();
//清除工作隊列和線程池
delete m_hkJobQueue;
m_hkThreadPool->removeReference();
//退出Havok記憶體系統
hkBaseSystem::quit();
hkMemoryInitUtil::quit();
}
static void HK_CALL errorReport(const char* msg, void* userArgGivenToInit)
{
printf("%s", msg);
}
//初始化Havok物理引擎相關和物理世界
bool CPhysical::InitPhyscal(hkpWorldCinfo* hkWorldInfo)
{
//
// 初始化基本的系統和我們的記憶體系統
//
// 分配0.5MB的物理解決緩衝
m_hkMemoryRouter = hkMemoryInitUtil::initDefault( hkMallocAllocator::m_defaultMallocAllocator, hkMemorySystem::FrameInfo( 500* 1024 ) );
hkBaseSystem::init(m_hkMemoryRouter,errorReport );
//
// 初始化多線程類, hkJobQueue, 和 hkJobThreadPool
//
int totalNumThreadsUsed;
hkHardwareInfo hwInfo;
hkGetHardwareInfo(hwInfo);
totalNumThreadsUsed = hwInfo.m_numThreads;
// We use one less than this for our thread pool, because we must also use this thread for our simulation
hkCpuJobThreadPoolCinfo threadPoolCinfo;
threadPoolCinfo.m_numThreads = totalNumThreadsUsed - 1;
//建立線程池
threadPoolCinfo.m_timerBufferPerThreadAllocation = 200000;
m_hkThreadPool = new hkCpuJobThreadPool( threadPoolCinfo );
//建立工作隊列
hkJobQueueCinfo info;
info.m_jobQueueHwSetup.m_numCpuThreads = totalNumThreadsUsed;
m_hkJobQueue= new hkJobQueue(info);
//為這個線程池啟用
hkMonitorStream::getInstance().resize(200000);
//
//建立物理世界
//
m_hkPhysicsWorld = new hkpWorld(*hkWorldInfo);
//向物理世界寫入資料
m_hkPhysicsWorld->markForWrite();
//設定去活化
m_hkPhysicsWorld->m_wantDeactivation = true;
//註冊碰撞代理
hkpAgentRegisterUtil::registerAllAgents(m_hkPhysicsWorld->getCollisionDispatcher() );
//註冊工作隊列
m_hkPhysicsWorld->registerWithJobQueue(m_hkJobQueue );
//終止向物理世界寫入資料
m_hkPhysicsWorld->unmarkForWrite();
return true;
}
/*//增加一個剛體
bool CPhysical::AddRigidBody(hkpRigidBodyCinfo* hkRigidInfo,hkpRigidBody* hkRigidBody)
{
//向物理世界寫入資料
//m_hkPhysicsWorld->markForWrite();
//建立剛體
hkRigidBody=new hkpRigidBody(*hkRigidInfo);
m_hkPhysicsWorld->addEntity(hkRigidBody);
//hkRigidBody->removeReference();//移除引用
//停止向物理世界寫入資料
//m_hkPhysicsWorld->unmarkForWrite();
return true;
}*/
//向物理世界增加一個實體
bool CPhysical::AddEntity(hkpRigidBody* hkRigidBody)
{
m_hkPhysicsWorld->addEntity(hkRigidBody);
return true;
}
/*//根據網格建立形狀
hkpShape* CPhysical::BiuldShapeFromXMesh(ID3DXMesh* pMesh)
{
//擷取網格的頂點緩衝
LPDIRECT3DVERTEXBUFFER9 lpBuffer=NULL;
pMesh->GetVertexBuffer(&lpBuffer);
//擷取網格的索引緩衝
LPDIRECT3DINDEXBUFFER9 lpIndexBuffer=NULL;
pMesh->GetIndexBuffer(&lpIndexBuffer);
//havok用於構造凸面體形狀的頂點數組
float* hkVertex=NULL;
hkVertex=new float[pMesh->GetNumVertices()*4];
//擷取網格的頂點
CYMFVFVertex1* pVertex=NULL;
lpBuffer->Lock(0,0,(void**)&pVertex,0);
//迴圈擷取網格的每個頂點
for(int i=0,j=0;i<pMesh->GetNumVertices();i++)
{
hkVertex[j]=pVertex[i]._x;
hkVertex[j+1]=pVertex[i]._y;
hkVertex[j+2]=pVertex[i]._z;
hkVertex[j+3]=0.0f;
j+=4;
}
lpBuffer->Unlock();
//擷取網格的索引值
DWORD* hkIndex=NULL;
hkIndex=new DWORD[pMesh->GetNumFaces()*6];
//擷取索引值
DWORD* pIndex=NULL;
lpIndexBuffer->Lock(0,0,(void**)&pIndex,0);
//迴圈擷取索引值
for(int i=0;i<pMesh->GetNumFaces()*6;i++)
{
hkIndex[i]=pIndex[i];
}
lpIndexBuffer->Unlock();
//根據擷取的頂點資訊構造一個形狀
hkpExtendedMeshShape* extendedMeshShape = new hkpExtendedMeshShape();
{
hkpExtendedMeshShape::TrianglesSubpart part;
part.m_numTriangleShapes= pMesh->GetNumFaces();
part.m_numVertices= pMesh->GetNumVertices();
part.m_vertexBase= hkVertex;
part.m_stridingType= hkpExtendedMeshShape::INDICES_INT16;
part.m_vertexStriding= sizeof(hkReal) * 4;
part.m_indexBase= hkIndex;
part.m_indexStriding= sizeof( hkUint16 ) * 6;
extendedMeshShape->addTrianglesSubpart(part);
}
//int numTriangles = extendedMeshShape->getNumChildShapes();
//numTriangles ++;
//return extendedMeshShape;
hkStridedVertices* hkStrided=new hkStridedVertices(&hkVertex[0],pMesh->GetNumVertices());
hkpConvexShape* shape=new hkpConvexVerticesShape(*hkStrided);
return extendedMeshShape;
}*/
/*//根據HKT網格檔案建立形狀
const hkpShape* CPhysical::BiuldShapeFromHKT( const char* filename )
{
//載入檔案
hkSerializeUtil::ErrorDetails loadError;
hkResource* loadedData=NULL;
loadedData = hkSerializeUtil::load( filename, &loadError );
//HK_ASSERT2(0xa6451543, loadedData != HK_NULL, "Could not load file. The error is:\n"<<loadError.defaultMessage.cString() );
::MessageBox(NULL,loadError.defaultMessage.cString(),"錯誤",NULL);
// Get the top level object in the file, which we know is a hkRootLevelContainer
hkRootLevelContainer* container = loadedData->getContents<hkRootLevelContainer>();
HK_ASSERT2(0xa6451543, container != HK_NULL, "Could not load root level obejct" );
// Get the physics data
hkpPhysicsData* physicsData = static_cast<hkpPhysicsData*>( container->findObjectByType( hkpPhysicsDataClass.getName() ) );
HK_ASSERT2(0xa6451544, physicsData != HK_NULL, "Could not find physics data in root level object" );
HK_ASSERT2( 0x231a7ac2, physicsData->getPhysicsSystems().getSize() > 0, "There are no physics systems in the asset." );
hkpPhysicsSystem* system0 = physicsData->getPhysicsSystems()[0];
HK_ASSERT2( 0xb377381b, system0->getRigidBodies().getSize() > 0, "There are no rigid bodies in the first physics system." );
hkpRigidBody* system0body0 = system0->getRigidBodies()[0];
const hkpShape* shape = system0body0->getCollidableRw()->getShape();
HK_ASSERT2( 0xb377381c, shape, "There first rigid body in the first physics system has no shape." );
//m_externalData.pushBack( loadedData );
const hkpShape* ems = shape;
if ( ems->getType() == HK_SHAPE_MOPP )
{
ems = static_cast<const hkpMoppBvTreeShape*>( ems )->getChild();
}
HK_ASSERT( 0x4f78a915, ems->getType() == HK_SHAPE_EXTENDED_MESH );
// If there is a material table in the landscape, we overwrite it with the collision
// filter infos in this utility so it works with the demo.
if ( m_collisionFilterInfos.getSize() )
{
const hkpExtendedMeshShape* extendedMeshShape = static_cast<const hkpExtendedMeshShape*>( ems );
for ( int i = 0; i < extendedMeshShape->getNumTrianglesSubparts(); ++i )
{
const hkpExtendedMeshShape::Subpart& subPart = extendedMeshShape->getTrianglesSubpartAt( i );
if ( subPart.m_materialBase && subPart.m_materialStriding )
{
for ( int j = 0; j < subPart.m_numMaterials; ++j )
{
( const_cast<hkpMeshMaterial*>(hkAddByteOffsetConst( subPart.m_materialBase, j * subPart.m_materialStriding )))->m_filterInfo = m_collisionFilterInfos[ ( i + j ) % m_collisionFilterInfos.getSize() ];
}
}
}
for ( int i = 0; i < extendedMeshShape->getNumShapesSubparts(); ++i )
{
const hkpExtendedMeshShape::Subpart& subPart = extendedMeshShape->getShapesSubpartAt( i );
if ( subPart.m_materialBase && subPart.m_materialStriding )
{
for ( int j = 0; j < subPart.m_numMaterials; ++j )
{
( const_cast<hkpMeshMaterial*>(hkAddByteOffsetConst( subPart.m_materialBase, j * subPart.m_materialStriding )))->m_filterInfo = m_collisionFilterInfos[ i + j % m_collisionFilterInfos.getSize() ];
}
}
}
}
return shape;
}*/
//更新物理世界
void CPhysical::UpdatePhysical(hkReal hkDeltaTime)
{
//使用多線程進行一次類比
m_hkPhysicsWorld->stepMultithreaded(m_hkJobQueue, m_hkThreadPool,hkDeltaTime);
hkMonitorStream::getInstance().reset();
m_hkThreadPool->clearTimerData();
}
//向物理世界寫入資料
bool CPhysical::MarkForWrite(void)
{
m_hkPhysicsWorld->markForWrite();
return true;
}
bool CPhysical::UnMarkForWrite(void)
{
m_hkPhysicsWorld->unmarkForWrite();
return true;
}
//從物理世界讀取資料
bool CPhysical::MarkForRead(void)
{
m_hkPhysicsWorld->markForRead();
return true;
}
bool CPhysical::UnMarkForRead(void)
{
m_hkPhysicsWorld->unmarkForRead();
return true;
}
//擷取物理世界
hkpWorld* CPhysical::GetPhysicalworld(void)
{
return m_hkPhysicsWorld;
}
轉: 在Ogre中使用Havok物理引擎(源碼)