feat(physics): wire physx sdk into build
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engine/third_party/physx/include/cooking/PxBVH34MidphaseDesc.h
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engine/third_party/physx/include/cooking/PxBVH34MidphaseDesc.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_BVH_34_MIDPHASE_DESC_H
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#define PX_BVH_34_MIDPHASE_DESC_H
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#include "foundation/PxPreprocessor.h"
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#include "foundation/PxSimpleTypes.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Desired build strategy for PxMeshMidPhase::eBVH34
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*/
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struct PxBVH34BuildStrategy
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{
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enum Enum
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{
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eFAST = 0, //!< Fast build strategy. Fast build speed, good runtime performance in most cases. Recommended for runtime mesh cooking.
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eDEFAULT = 1, //!< Default build strategy. Medium build speed, good runtime performance in all cases.
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eSAH = 2, //!< SAH build strategy. Slower builds, slightly improved runtime performance in some cases.
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eLAST
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};
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};
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/**
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\brief Structure describing parameters affecting BVH34 midphase mesh structure.
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\see PxCookingParams, PxMidphaseDesc
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*/
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struct PxBVH34MidphaseDesc
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{
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/**
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\brief Mesh cooking hint for max primitives per leaf limit.
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Less primitives per leaf produces larger meshes with better runtime performance
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and worse cooking performance. More triangles per leaf results in faster cooking speed and
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smaller mesh sizes, but with worse runtime performance.
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<b>Default value:</b> 4
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<b>Range:</b> <2, 15>
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*/
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PxU32 numPrimsPerLeaf;
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/**
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\brief Desired build strategy for the BVH
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<b>Default value:</b> eDEFAULT
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*/
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PxBVH34BuildStrategy::Enum buildStrategy;
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/**
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\brief Whether the tree should be quantized or not
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Quantized trees use up less memory, but the runtime dequantization (to retrieve the node bounds) might have
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a measurable performance cost. In most cases the cost is too small to matter, and using less memory is more
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important. Hence, the default is true.
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One important use case for non-quantized trees is deformable meshes. The refit function for the BVH is not
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supported for quantized trees.
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<b>Default value:</b> true
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*/
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bool quantized;
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/**
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\brief Desc initialization to default value.
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*/
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void setToDefault()
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{
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numPrimsPerLeaf = 4;
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buildStrategy = PxBVH34BuildStrategy::eDEFAULT;
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quantized = true;
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}
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid.
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*/
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bool isValid() const
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{
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if(numPrimsPerLeaf < 2 || numPrimsPerLeaf > 15)
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return false;
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return true;
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}
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif
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