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UE4之PVD调试

PhysX在编译时必须开启PX_SUPPORT_PVD宏(PhysX的Debug、Profiler版本的库会开启该宏),才能支持 PVD 的调试。

游戏缺省会使用localhost,端口为5425,连接超时时间为100ms来与Physx Visual Debugger工具建立连接。

如果要修改PVD的端口号,只能修改pvd.exe的31150000(为5425的16进制小端序)数值,如下:

 

 

引擎连接PVD的逻辑在:UnrealEngine\Engine\Source\Runtime\PhysicsCore\Private\PhysXSupportCore.cppvoid PvdConnect(FString Host, bool bVisualization)函数中。

 

注意

1. 在使用PVD之前,必须先启动Physx Visual Debugger工具。

2. 不可同时运行多个PVD进程(打开任务管理器进行确认)

 

通过命令行参数连接Physx Visual Debugger工具

UE4Editor.exe "%GameDir%\MyGame.uproject" TestMap_Main -game -pvd  // 单机启动TestMap_Main地图,并自动连接本机正在运行的PhysX Visual Debugger

 

通过控制台命令连接Physx Visual Debugger工具

pvd CONNECT  // 连接本机正在运行的PVD  注:调用void PvdConnect(FString Host, bool bVisualization)函数

pvd CONNECT 10.46.80.77  // 连接ip为10.46.80.77上正在运行的PVD  注:缺省端口为5425,连接超时时间为100ms

pvd CONNECT NODEBUG 10.46.80.77  // 连接ip为10.46.80.77上正在运行的PVD,仅用于profile和meomry,不绘制  注:缺省端口为5425,连接超时时间为100ms

pvd DISCONNECT  // 断开与PVD的连接

 

Physx Visual Debugger主界面

注:使用左手系(Left-Handed),与虚幻引擎保证画面一致

 

线框模式:

 

在Physx Visual Debugger中不同rigid(刚体)的颜色

 

在Physx Visual Debugger中实时查看游戏的物理

 

在编辑器Preview模式下所有物体都会创建物理对象

>    UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::ShouldCreatePhysicsState() Line 1409    C++
     UE4Editor-Engine-Win64-Debug.dll!UActorComponent::CreatePhysicsState(bool bAllowDeferral=true) Line 1462    C++
     UE4Editor-Engine-Win64-Debug.dll!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext * Context=0x0000000000000000) Line 1537    C++
     UE4Editor-Engine-Win64-Debug.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld=0x0000024082b9b580, FRegisterComponentContext * Context=0x0000000000000000) Line 1223    C++
     UE4Editor-Engine-Win64-Debug.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister=2147483647, FRegisterComponentContext * Context=0x0000000000000000) Line 4582    C++
     UE4Editor-Engine-Win64-Debug.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate=0, bool bRerunConstructionScripts=true, FRegisterComponentContext * Context=0x0000000000000000) Line 1094    C++
     UE4Editor-Engine-Win64-Debug.dll!ULevel::UpdateLevelComponents(bool bRerunConstructionScripts=true, FRegisterComponentContext * Context=0x0000000000000000) Line 971    C++
     UE4Editor-Engine-Win64-Debug.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts=true, bool bCurrentLevelOnly=true, FRegisterComponentContext * Context=0x0000000000000000) Line 1963    C++
     UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Map_Load(const wchar_t * Str=0x00000241c3ab9fb2, FOutputDevice & Ar={...}) Line 2771    C++
     UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str=0x00000241c3ab9fb2, FOutputDevice & Ar={...}, UWorld * InWorld=0x0000000000000000) Line 6148    C++
     UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Exec(UWorld * InWorld=0x0000000000000000, const wchar_t * Stream=0x00000241c3aba080, FOutputDevice & Ar={...}) Line 5705    C++
     UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Exec(UWorld * InWorld=0x0000000000000000, const wchar_t * Stream=0x00000241c3aba080, FOutputDevice & Ar={...}) Line 697    C++
     UE4Editor-UnrealEd-Win64-Debug.dll!FEditorFileUtils::LoadMap(const FString & InFilename={...}, bool LoadAsTemplate=false, const bool bShowProgress=true) Line 2554    C++

 

注1:在编辑器Preview模式下,打开地图时,World的bEnableTraceCollsion为trueECollisionEnabled::NoCollision的物体也会创建物理对象

 

注2:PIE下,InitWorld时传入缺省的InitializationValues()参数,使得World的bEnableTraceCollsion为false,但由于此时存在2个World(Preview World和PIE World),在PVD中依然会显示ECollisionEnabled::NoCollision的物体

 

注3:Standalone下,打开地图时,InitWorld时传入缺省的InitializationValues()参数,使得World的bEnableTraceCollsion为falseECollisionEnabled::NoCollision的物体不会创建物理对象

 

注意2

因此,要在Standalone模式下,使用PhysX Visual Debugger工具来查看对象的物理。

或者,在编辑器中打开的空场景,并PIE运行,然后open切换到目标地图,就可以用PhysX Visual Debugger工具来查看目标地图的物理了。

 

PhysX中函数的耗时情况

 

PhysX内存统计

 

PhysX中线程执行情况

 

对上图的后面时间段进行放大:

 

注意3

Physx Visual Debugger工具非常不稳定,容易发生崩溃。

在使用时,建议工具栏上点击Disconnect按钮停止采集,保存到pxd2文件后,再查看场景中的对象和性能相关的数据。

 

写pxd2文件

/** UnrealEngine\Engine\Source\Runtime\PhysicsCore\Private\PhysXSupportCore.cpp */
void PvdConnect(FString Host, bool bVisualization)
{
    int32    Port = 5425;         // TCP port to connect to, where PVD is listening

    uint32    Timeout = 1000;          // timeout in milliseconds to wait for PVD to respond, consoles and remote PCs need a higher timeout.

    PxPvdInstrumentationFlags ConnectionFlags = bVisualization ? PxPvdInstrumentationFlag::eALL : (PxPvdInstrumentationFlag::ePROFILE | PxPvdInstrumentationFlag::eMEMORY);

    PxPvdTransport* transport = nullptr;
    if (Host == FString(TEXT("localfile")))
    {
        FString PhysXProfilingPath = FPaths::ProfilingDir() + TEXT("PhysXProfiling");
        if (!IFileManager::Get().DirectoryExists(*PhysXProfilingPath))
        {
            IFileManager::Get().MakeDirectory(*PhysXProfilingPath, true);
        }

        FString PvdToSave = FString::Printf(TEXT("%s/PhysX_%s.pxd2"), *PhysXProfilingPath, *FDateTime::Now().ToString());
        transport = PxDefaultPvdFileTransportCreate(TCHAR_TO_ANSI(*PvdToSave));
    }
    else
    {
        transport = PxDefaultPvdSocketTransportCreate(TCHAR_TO_ANSI(*Host), Port, Timeout);
    }

    if (transport != nullptr)
    {
        GPhysXVisualDebugger->disconnect();    //make sure we're disconnected first
        GPhysXVisualDebugger->connect(*transport, ConnectionFlags);
    }

    // per scene properties (e.g. PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS) are 
    // set on the PxPvdSceneClient in PhysScene.cpp, FPhysScene::InitPhysScene
}
#endif // WITH_PHYSX

pvd CONNECT localfile  // 写pvd文件

pvd CONNECT NODEBUG localfile  // 写pvd文件,仅用于profile和meomry,不绘制

pvd DISCONNECT  // 断开与PVD的连接

PVD打开.pxd2文件提示: “the file is corrupted”

原因1:该.pxd2文件被其他进程占用着

原因2:使用老的pvd软件(如:3.2018.04.23896843),可下载3.2021.01.29532135版本来使用

 

https://nvidia-omniverse.github.io/PhysX/physx/5.1.0/_build/physx/latest/file_include_pvd_PxPvdTransport.h.html

https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/PxPvdTransport_8h.html

https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/inherits.html

https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxapi/files/group__pvd.html#ga12ad7e982ca0e3d97f15c6bac4c479a2

https://nvidia-omniverse.github.io/PhysX/physx/5.2.1/_build/physx/latest/function_group__pvd_1ga1b717a7ce86129030e6d0d0cd35a871a.html#exhale-function-group-pvd-1ga1b717a7ce86129030e6d0d0cd35a871a

https://github.com/NVIDIAGameWorks/PhysX-3.4/blob/master/PhysX_3.4/Samples/SampleBase/PhysXSample.cpp

 

参考

UE4物理模块(一)---概述与可视化调试

Better Way To Profile PhysX In UE4

posted on 2023-03-26 00:21  可可西  阅读(823)  评论(0编辑  收藏  举报

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