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linux - 如何让 Nvidia 的 PhysX 3.3 在 Linux 中链接?

转载 作者:太空宇宙 更新时间:2023-11-04 04:01:40 26 4
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所以,我正在尝试从 Qt Creator 中的 HelloWorldRender 片段编译代码。我希望能够做的只是单步执行调试器中的代码并对其进行修改,以便我可以了解如何使用它。

但是,问题是当我尝试构建项目时,出现了大量链接器错误(达到的最大错误计数超过 1400)。我几乎可以肯定原因是指定的库的顺序造成的。

值得一提的要点

  • 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...我能够得到的最接近的错误计数约为 150。

  • HelloWorldSnippet 所需的一个库 (libRenderSnippetCHECKED.a)(不是 SDK 的一部分)已编译,没有任何问题,并在要链接的库列表中指定。

  • 这个项目的很多信息(要链接的库、定义)实际上都是通过在 Makefile 中搜索此代码片段并破译(显然)自动生成的代码行来获取的。

  • 尽管 PhysX 看起来是一个流行的 API,但它的文档却...稀疏。我还没有找到任何真正描述如何在 Linux 环境中运行它的内容(公平地说,这个版本发布了大约 2 个月)。

  • 使用的发行版是 Ubuntu 13.10。使用 Optimus 设置在 x86_64 架构上进行编译。

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。

.pro 文件

<小时/>
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

代码片段HelloWorld.cpp

<小时/>
// 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
}

代码片段HelloWorldRender.cpp

<小时/>
// 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

最佳答案

由于提供的库是静态的并且具有循环依赖关系,因此您需要告诉链接器解决依赖关系。将 --start-group--end-group 传递给 ld 应该可以解决问题。

LIBS += -Wl,--start-group \
-lPvdRuntimeCHECKED \
-lSimulationControllerCHECKED \
... \
-Wl,--end-group

我还将 NDEBUG 更改为 _DEBUG,但其他一切看起来都不错。

关于linux - 如何让 Nvidia 的 PhysX 3.3 在 Linux 中链接?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22742736/

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