因此,我正在尝试从 Qt Creator 中的 HelloWorldRender 片段编译代码。我想做的只是单步调试调试器中的代码并弄乱它,这样我就可以理解如何使用它。
然而,问题是当我尝试构建我的项目时,我遇到了大量的链接器错误(达到的最大错误数超过 1400)。我几乎可以肯定原因是由于指定了库的顺序。
值得一提的关键点
对于那些不熟悉 QMake 的人:请注意,GCC 用于编译它;QMake 中指定的链接器顺序与 GCC 是一对一的。
我已经尝试了各种不同的链接顺序,其中一些甚至涉及重复列表中的某些库......我能够将错误计数减少到最接近的是 150 左右。
HelloWorldSnippet ( ) 所需的一个库(
libRenderSnippetCHECKED.a
不是 SDK 的一部分)已经编译,没有任何问题,并在要链接的库列表中指定。许多这个项目信息(链接库,定义)实际上是从为这个片段搜索 Makefile 并破译(显然)自动生成的代码行中获取的。
PhysX 的文档是……稀疏的,尽管它似乎是一个流行的 API。我还没有找到任何真正描述如何在 Linux 环境中运行它的东西(公平地说,这个版本大约有 2 个月的历史)。
使用的发行版是 Ubuntu 13.10。在 x86_64 架构上编译,使用 Optimus 设置。
除了我的项目文件之外,为了方便起见,我还包含了未修改的 HelloWorld 文件。
。轮廓
TEMPLATE = app
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt
SOURCES += main.cpp
INCLUDEPATH += /opt/PhysX/Include \
/opt/PhysX/Include/characterkinematic \
/opt/PhysX/Include/cloth \
/opt/PhysX/Include/common \
/opt/PhysX/Include/cooking \
/opt/PhysX/Include/extensions \
/opt/PhysX/Include/foundation \
/opt/PhysX/Include/geometry \
/opt/PhysX/Include/particles \
/opt/PhysX/Include/physxprofilesdk \
/opt/PhysX/Include/physxvisualdebuggersdk \
/opt/PhysX/Include/pxtask \
/opt/PhysX/Include/vehicle \
/opt/PhysX/pvd \
/opt/PhysX/Snippets/SnippetRender
DEFINES += PHYSX_PROFILE_SDK \
RENDER_SNIPPET \
NDEBUG \
PX_CHECKED \
PX_SUPPORT_VISUAL_DEBUGGER
LIBS += -L/opt/PhysX/Lib/linux64
LIBS += -lPvdRuntimeCHECKED \
-lSimulationControllerCHECKED \
-lSceneQueryCHECKED \
-lLowLevelCHECKED \
-lLowLevelClothCHECKED \
-lSnippetRenderCHECKED \
-lPhysX3CHECKED \
-lPhysX3VehicleCHECKED \
-lPhysX3CookingCHECKED \
-lPhysX3ExtensionsCHECKED \
-lPhysX3CharacterKinematicCHECKED \
-lPhysXProfileSDKCHECKED \
-lPhysXVisualDebuggerSDKCHECKED \
-lPxTaskCHECKED \
-lPhysX3CommonCHECKED \
-lGL \
-lGLU \
-lglut \
-lX11 \
-lrt \
-lpthread
片段HelloWorld.cpp
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#define PVD_HOST "127.0.0.1"
// ****************************************************************************
// This snippet illustrates simple use of physx
//
// It creates a number of box stacks on a plane, and if rendering, allows the
// user to create new stacks and fire a ball from the camera position
// ****************************************************************************
#include "PxPhysicsAPI.h"
#include <ctype.h>
#if defined(PX_PS3)
#include "PS3Init.h"
#endif
using namespace physx;
PxDefaultAllocator gAllocator;
PxDefaultErrorCallback gErrorCallback;
PxFoundation* gFoundation = NULL;
PxPhysics* gPhysics = NULL;
PxDefaultCpuDispatcher* gDispatcher = NULL;
PxScene* gScene = NULL;
PxMaterial* gMaterial = NULL;
PxVisualDebuggerConnection*
gConnection = NULL;
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; i<size;i++)
{
for(PxU32 j=0;j<size-i;j++)
{
PxTransform localTm(PxVec3(PxReal(j*2) - PxReal(size-i), PxReal(i*2+1), 0) * halfExtent);
PxRigidDynamic* body = gPhysics->createRigidDynamic(t.transform(localTm));
body->attachShape(*shape);
PxRigidBodyExt::updateMassAndInertia(*body, 10.0f);
gScene->addActor(*body);
}
}
shape->release();
}
void initPhysics(bool interactive)
{
gFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, gAllocator, gErrorCallback);
PxProfileZoneManager* profileZoneManager = &PxProfileZoneManager::createProfileZoneManager(gFoundation);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(),true,profileZoneManager);
if(gPhysics->getPvdConnectionManager())
{
gPhysics->getVisualDebugger()->setVisualizeConstraints(true);
gPhysics->getVisualDebugger()->setVisualDebuggerFlag(PxVisualDebuggerFlag::eTRANSMIT_CONTACTS, true);
gPhysics->getVisualDebugger()->setVisualDebuggerFlag(PxVisualDebuggerFlag::eTRANSMIT_SCENEQUERIES, true);
gConnection = PxVisualDebuggerExt::createConnection(gPhysics->getPvdConnectionManager(), PVD_HOST, 5425, 10);
}
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);
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)
{
PX_UNUSED(interactive)
gScene->simulate(1.0f/60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool interactive)
{
PX_UNUSED(interactive)
gScene->release();
gDispatcher->release();
PxProfileZoneManager* profileZoneManager = gPhysics->getProfileZoneManager();
if(gConnection != NULL)
gConnection->release();
gPhysics->release();
profileZoneManager->release();
gFoundation->release();
printf("SnippetHelloWorld done.\n");
}
void keyPress(const 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;
}
}
#ifdef PX_XBOXONE
int main(Platform::Array<Platform::String^>^)
#else
int main(int, char**)
#endif
{
#ifdef RENDER_SNIPPET
extern void renderLoop();
renderLoop();
#else
static const PxU32 frameCount = 100;
initPhysics(false);
for(PxU32 i=0; i<frameCount; i++)
stepPhysics(false);
cleanupPhysics(false);
#endif
}
片段HelloWorldRender.cpp
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifdef RENDER_SNIPPET
#include "PxPhysicsAPI.h"
#ifndef _HAS_EXCEPTIONS
#define _HAS_EXCEPTIONS 0
#endif
#include <vector>
#include "SnippetRender.h"
#include "SnippetCamera.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(const char key, const PxTransform& camera);
namespace
{
Snippets::Camera* sCamera;
void motionCallback(int x, int y)
{
sCamera->handleMotion(x, y);
}
void keyboardCallback(unsigned char key, int x, int y)
{
if(key==27)
exit(0);
if(!sCamera->handleKey(key, x, y))
keyPress(key, sCamera->getTransform());
}
void mouseCallback(int button, int state, int x, int y)
{
sCamera->handleMouse(button, state, x, y);
}
void idleCallback()
{
glutPostRedisplay();
}
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera->getEye(), sCamera->getDir());
PxScene* scene;
PxGetPhysics().getScenes(&scene,1);
PxU32 nbActors = scene->getNbActors(PxActorTypeSelectionFlag::eRIGID_DYNAMIC | PxActorTypeSelectionFlag::eRIGID_STATIC);
if(nbActors)
{
std::vector<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeSelectionFlag::eRIGID_DYNAMIC | PxActorTypeSelectionFlag::eRIGID_STATIC, (PxActor**)&actors[0], nbActors);
Snippets::renderActors(&actors[0], (PxU32)actors.size(), true);
}
Snippets::finishRender();
}
void exitCallback(void)
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(50.0f, 50.0f, 50.0f), PxVec3(-0.6f,-0.2f,-0.7f));
Snippets::setupDefaultWindow("PhysX Snippet HelloWorld");
Snippets::setupDefaultRenderState();
glutIdleFunc(idleCallback);
glutDisplayFunc(renderCallback);
glutKeyboardFunc(keyboardCallback);
glutMouseFunc(mouseCallback);
glutMotionFunc(motionCallback);
motionCallback(0,0);
atexit(exitCallback);
initPhysics(true);
glutMainLoop();
}
#endif