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PhysX in TGE Version 0.3 (Work-In-Progress)

by Shannon "ScarWars" Scarvaci · 07/03/2006 (11:35 am) · 269 comments

Outline
1. License
2. Get SDK from Ageia
3. Implementation
4. Scripts
5. Know Issues
6. Need your supports!

License:
The license of PhysX is following:
Free:
  * Commercial & non-commercial use on PC
       Must keep registration information currect
       Must agree to the EULA at the time of download (pops up, but is copied below)
       Available for Windows & Linux (soon)
       No PhysX HW support requirement
  * PS3 platform (through Sony pre-purchase)
  * All platforms through some of our middleware partnerships, such as UE3, Gamebryo 2.2,
     and others
k per platform:
  * Xbox 360
  * Fee may be waived at our discretion for multi-platform developers providing PC HW support
  * Fee may be waived at our discretion for some Tools & Middleware providers

Get SDK from Ageiq
You can obtain the SDK from www.ageia.com website, my currently version for this physics is 2.7.0.

If you are using Visual Studio then you need to add "include" and "library" in the project configuration.
(If you using linux or mac, then i don't know where to setup because I dont have linux or mac with me)
Directory for include files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Physics\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Foundation\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\PhysXLoader\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Cooking\include
Directory for library files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\lib\win32
Note: These files' path's are relative to my hard drive, your files may be in different directory depending on how you installed the PhysX SDK.

Please install AGEIA PhysX Runtime in your PC (prefered lastest version)
Also put two dll file (PhysXLoader.dll and NxCooking.dll from AGEIA PhysX SDK\v2.7.0\SDKs\Bin\win32) in the example folder.


Implementation
Copy the 17 files from "PhysX" folder into engine/PhysX and modify some TGE's source code files.

Player
in game/player.h in bold
//----------------------------------------------------------------------------

[b]struct sNxActor;[/b]
class Player: public ShapeBase
{
  typedef ShapeBase Parent;
  [b]sNxActor *mActor;[/b]
protected:
  /// Bit masks for different types of events
  enum MaskBits {

game/player.cc at the top in bold
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
[b]#include "physX/PhysX.h"
#include "physX/PhysXWorld.h"[/b]
#include "game/player.h"

game/player.cc in Player::Player() function
mMountPending = 0;

   [b]mActor = NULL;[/b]
}

game/player.cc in Player::onAdd() function
gCamFXMgr.clear();
        }

	 [b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
	 if (PxWorld) {
		 mActor = PxWorld->AddShapeBase(this);
	 }[/b]

   return true;

game/player.cc in Player::setPosition(...)
else {
      mat.set(EulerF(0, 0, rot.z));
      mat.setColumn(3,pos);
   }
   [b]if (mActor) {
      QuatF q(mat);
      Point3F pos;
      mat.getColumn(3,&pos);
      NxQuat quat;
      quat.setXYZW(q.x,q.y,q.z,q.w);
      mActor->actor->setGlobalOrientationQuat(quat);
      mActor->actor->setGlobalPosition(NxVec3(pos.x,pos.y,pos.z));
   }[/b]
   Parent::setTransform(mat);
   mRot = rot;
}

Terrain
in terrain/terrData.cc
at the top of the file
#include "terrain/terrRender.h"
#include "terrain/blender.h"

[b]#include "physX/PhysXWorld.h"[/b]

extern bool gDGLRender;

terrain/terrData.cc in TerrainBlock::onAdd function near the end
if(!unpackEmptySquares())
                 return(false);

	[b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
	if (PxWorld) {
		PxWorld->SetupTerrainCollision(); // old style
	}[/b]

   return true;
}

Interior
in interior/interior.h
class Interior
{
   ...
   friend class EditInteriorResource;
   [b]friend class PhysXInterior;[/b]

in interior/interiorInstance.h
class InteriorInstance : public SceneObject
{
   ...
   friend class FloorPlan;
   [b]friend class PhysXInterior;
   friend class PhysXWorld;[/b]

in interior/interiorInstance.cc
#include "platform/profiler.h"
[b]#include "physX/PhysXWorld.h"[/b]

...

bool InteriorInstance::onAdd()
{
   ...
   
   addToScene();

   [b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
   if (PxWorld) {
      PxWorld->SetupInterior(*this);
   }[/b]
   return true;
}

TSStatic
in ts/tsShapeInstance.h
class TSShapeInstance
{
   ...
   friend class TSPartInstance;
   [b]friend class PhysXTSStatic;
   friend class PhysXActor;[/b]

in game/tsStatic.h
class TSStatic : public SceneObject
{
   ...
   friend class TSStaticConvex; 
   [b]friend class PhysXTSStatic;[/b]

in game/tsStatic.cc
#include "sim/netConnection.h"
[b]#include "physX/PhysXWorld.h"[/b]

...

bool TSStatic::onAdd()
{
   ...
   
   addToScene();

   [b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
   if (PxWorld) {
      PxWorld->SetupTSStatic(*this);
   }[/b]
   return true;
}

ShapeBase
in game\shapeBase.h
class ShapeBase : public GameBase
{
   typedef GameBase Parent;
   friend class ShapeBaseConvex;
   friend class ShapeBaseImageData;
   [b]friend class PhysXWorld;[/b]

Material in GameBase
in game\gameBase.h
[b]struct PhysXMaterialData;[/b]
struct GameBaseData : public SimDataBlock {
   ...
   void unpackData(BitStream* stream);
   [b]// PhysX
   PhysXMaterialData* mMaterialBlock;[/b]
};
...
class GameBase : public SceneObject
{
   ...
   enum GameBaseMasks {
      InitialUpdateMask =     Parent::NextFreeMask,
      DataBlockMask =         InitialUpdateMask << 1,
      ExtendedInfoMask =      DataBlockMask << 1,
      ControlMask =           ExtendedInfoMask << 1,
      [b]//NextFreeMask =        ControlMask << 1
      // PhysX
      MaterialDataBlockMask = ControlMask << 1,
      NextFreeMask =          MaterialDataBlockMask << 1[/b]
   };
   ...

   [b]// PhysX
   bool setMaterialDataBlock(PhysXMaterialData* dptr);
   bool onNewMaterialDataBlock(PhysXMaterialData* dptr);[/b]

};
...
in game\gameBase.cc
[b]#include "physX/PhysX.h"
#include "physX/PhysXActor.h"[/b]
#include "platform/platform.h"
...
GameBaseData::GameBaseData()
{
   ...
   [b]mMaterialBlock = 0;[/b]
}
...
[b]IMPLEMENT_CONSOLETYPE(PhysXMaterialData)
IMPLEMENT_GETDATATYPE(PhysXMaterialData)
IMPLEMENT_SETDATATYPE(PhysXMaterialData)[/b]

void GameBaseData::initPersistFields()
{
   Parent::initPersistFields();
   ...
   [b]addField("materialBlock", TypePhysXMaterialDataPtr, Offset(mMaterialBlock, GameBaseData));[/b]
}
...
bool GameBase::onNewDataBlock(GameBaseData* dptr)
{
   ...
   [b]onNewMaterialDataBlock(mDataBlock->mMaterialBlock);[/b]

   setMaskBits(DataBlockMask);
   return true;
}
...
bool GameBase::setDataBlock(GameBaseData* dptr)
{
   ...
}

[b]bool GameBase::setMaterialDataBlock(PhysXMaterialData* dptr)
{
   if (isGhost() || isProperlyAdded()) {
      if (mDataBlock->mMaterialBlock != dptr)
         return onNewMaterialDataBlock(dptr);
   }
   else
      mDataBlock->mMaterialBlock = dptr;
   return true;
}

bool GameBase::onNewMaterialDataBlock(PhysXMaterialData* dptr)
{
   mDataBlock->mMaterialBlock = dptr;

   if (!mDataBlock->mMaterialBlock)
      return false;

   setMaskBits(MaterialDataBlockMask);
   return true;
}[/b]
...
U32 GameBase::packUpdate(NetConnection *, U32 mask, BitStream *stream)
{
   ...
   [b]if (stream->writeFlag((mask & MaterialDataBlockMask) && mDataBlock->mMaterialBlock != NULL)) {
      stream->writeRangedU32(mDataBlock->mMaterialBlock->getId(),
                             DataBlockObjectIdFirst,
                             DataBlockObjectIdLast);
   }[/b]

   // cafTODO: ControlMask
   return 0;
}

void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
   ...
   [b]if (stream->readFlag()) {
      PhysXMaterialData* dptrMD = 0;
      SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);

      if (!Sim::findObject(id,dptrMD) || !setMaterialDataBlock(dptrMD))
         con->setLastError("Invalid packet GameBase::unpackUpdate()");
   }[/b]
}

Scripts
Copy three script files (PhysX.cs, physXActorBox.cs and physXActorSphere.cs) in starter.fps/server/scripts and add three lines of code in starter.fps/server/scripts/games.cs

// PhysX
	 exec("./physX.cs");
	 exec("./physXActorBox.cs");
	 exec("./physXActorSphere.cs");
	 exec("./physXJoints.cs");

add one line of code in common/client/mission.cs
function clientCmdMissionStart(%seq)
{
   // The client recieves a mission start right before
   // being dropped into the game.
	[b]startPhysX();[/b]
}

and in every mission file need to add PhysXWorld as show in bold:
new SimGroup(MissionGroup) {

	 [b]new PhysXWorld() {
		errorReport = false; // set to true if you want error report from PhysX
	 };[/b]
	
	 new ScriptObject(MissionInfo) {
	 ...

If you want to testing around by droping the object in the free-look camera, then use default.bind.cs script
function addCrate(%val)
{
	if (%val)
		commandToServer('pxcrate');
}
function addBox(%val)
{
	if (%val)
		commandToServer('pxbox');
}
function addRock(%val)
{
	if (%val)
		commandToServer('pxsphere');
}

moveMap.bind( keyboard, "alt r", addCrate);
moveMap.bind( keyboard, "alt t", addBox);
moveMap.bind( keyboard, "alt y", addRock);

Know Issues
Terrain is the problem here because PhysX can accept 256x256 collision mesh in their engine which is mean squareSize equal to one! So the TGE's default squareSize is 8 and you see object will miss the collision in some area of the terrain. Possible solution is to create chunks, for example if you use squareSize of 8 then use 64 chunks of 256x256 collision mesh.

Loading the mesh of 256x256 collision will very slow but there possible solution is to write the mesh to file create by PhysX engine and read the file from PhysX will be lots faster, similar to lighting system which is used in TGE.

I've tried number of way to use Terrain collision in PhysX such as split in four section, NxHeightfield which make it very slow but I haven't tried this in PPU yet. So I have to stick with 256x256 collision mesh for a while.

Player/ShapeBase collision with PhysX's object is not complete.

Networking:
Loading objects from the begin in the remote client sometime not showing but if object appear during the gameplay will work ok. That something i need to be working on. (There may be some problem because of improved speed, but didn't test it yet)

Improved PhysX Speed
Big thank to decryptoid for helping us in PhysX, esp. for speed improvement.

Need your supports!
Now you can play with PhysX in your TGE game! If you find any improvement for this Physics in coding or script or anything please post here and I'll happy to update in here.
Also please use TDNfor any info to advise for our community

In the future:
- Run in PPU.
- Player collision.
- ShapeBase, (TSStatic and Interior - Completed) collision.
- Use advance physics such as joints, clothes and fluid. Done two type of joints

Enjoy your Physics!

Check out the video.
First Video
Second Video
Joints Video (4MB, prefer download before watch)

This is my first resource, please be kind to me :)

Due to file limit please download from here Updated 13th Apirl 2006

Here TGEA PhysX Resource here
#121
09/26/2006 (11:34 am)
For resolve the problem...My problem....
I use a 1.3 torque game engine...
And i a problem with this part....
Ther is a problem? I did not have to mail the code?
#122
09/26/2006 (11:36 am)
The code you say you've put into gameBase.cc doesnt need to be there, Make sure you've added all the files in this resource to the project/makefile and make sure you have all the necessary include paths
#123
09/26/2006 (12:08 pm)
But i talk with Shannon and i try to this...
But never succes..You say to resolve this problem?
#124
09/26/2006 (12:10 pm)
Are you trying to implement it in stock 1.3?
#125
09/26/2006 (12:13 pm)
YES i use a torque game engine 1.4 and i have this problem
" C:\Torque\SDK Giochi\Fast Shooter\engine\physX\PhysXActor.cpp(196) : error C2065: TypePhysXMaterialDataPtr' : undeclared identifier
"
#126
09/26/2006 (12:18 pm)
You said you use 1.3, now you're saying you use 1.4? Which is it?

Make sure all include paths are added and correct
#127
09/26/2006 (12:25 pm)
i use a 1.3 why i have t his =)

I try this compile succefful but i have a error of windows...
Memory dosen't written....
O my god =( !!!!
#128
09/26/2006 (12:26 pm)
Try this:

Get the HEAD from cvs.

Go to the engine directory

Download this: www.sphyxgames.com/cimo.rar

Extract it in the engine directory

Recompile

Let me know if it works, if it does we'll get it into your game, if not reinstall the SDK, and check your include and lib paths
#129
09/26/2006 (12:31 pm)
Sorry but this "Get the HEAD from cvs" is?
A sdk ageia? i use a ageia SDK 2.3.3
#130
09/26/2006 (12:35 pm)
Garagegames CVS (TGE 1.4.2)

Ah dont worry about it, just try getting 1.4 from your download page and installing it
#131
09/26/2006 (12:38 pm)
But i have all modify into 1.3-----
I would use 1.3.... not 1.4 --- not possible resolve this with 1.3?
#132
09/26/2006 (12:39 pm)
It is, I just want to see if its a problem with your integration or not, do you have msn?
#133
09/26/2006 (12:40 pm)
yes =D simone_dagostino@hotmail.com
THANKS =D add me =)
#134
09/27/2006 (12:10 pm)
Anyone got this to work with TGE 1.3?
#135
10/14/2006 (3:03 am)
I've been working on putting this into TorqueAT and the latest (2.5.1) physx sdk.
Its working apart from one thing.

I cant create a box/sphere etc in the mission editor, it creates it then it dissapears. If I use the example mission, included in this resource, the editor crashes on load.

Edit: I got it working, forget i posted this, sorry
#136
10/21/2006 (5:42 am)
Hi everyone.
Shannon, how is this going? Are the resource link/downloads and the tutorials up to date or have us to follow comments yet?
I think your work is great, especially with a TAT porting. But, letting it this way, don't you risk to waste everything?
Perhaps I see James gave more than a hand on this, we could say this resource is from Shannon and James.
Really, don't waste this great (and community-widely requested) work. Also because I'm quite sure there would be quite a lot of people that would pay for this.
KUTGW.

Bye, Berserk.
.
#137
10/21/2006 (6:29 am)
I will be releasing an updated version of this, sometime in November. Sorry I cant be more accurate. the update wont be for feature enhancements, it will be for bugs and 2.5.1 porting.

@Berserk, if you mean me when you said James then I appreciate your comments but Shannon has done all of this, I have done nothing.
#138
10/22/2006 (3:46 pm)
Yes, I meant you. Well, I saw a lot of your "nothing" in these comments. Don't be so modest, I'm quite sure you put your best here.
By the way, it's also true Shannon has started this resource and done the first hit on.
So, really man: I think this is yours: of Shannon and James.

Bye, Berserk.
.
#139
10/22/2006 (5:42 pm)
Hi Berserk,

I appreciate your comments, for the last few months I only work on this resource for about 3hrs a week because of my load of work in RL. But I will do some work on this next month because of less work than before. I really want to completed this resource and happy to share them all in GG community.

Shannon

PS James have been good support for this resource, I thank him for that.
#140
10/25/2006 (2:09 pm)
If this is still being worked on, maybe it should get a Work-In-Progress TDN Article for it. It seems like TDN would be a perfect place for this sort of project

By the way, spectacular work. I am really, really, excited about how this turns out. Keep it up! Good luck :)