feat(physics): wire physx sdk into build

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2026-04-15 12:22:15 +08:00
parent 5bf258df6d
commit 31f40e2cbb
2044 changed files with 752623 additions and 1 deletions

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//
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 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"
#include "../snippetrender/SnippetRender.h"
#include "../snippetrender/SnippetCamera.h"
using namespace physx;
extern void initPhysics(bool interactive);
extern void stepPhysics(bool interactive);
extern void cleanupPhysics(bool interactive);
extern void keyPress(unsigned char key, const PxTransform& camera);
extern void debugRender();
namespace
{
Snippets::Camera* sCamera;
void renderCallback()
{
stepPhysics(true);
Snippets::startRender(sCamera);
PxScene* scene;
PxGetPhysics().getScenes(&scene, 1);
PxU32 nbActors = scene->getNbActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC);
if (nbActors)
{
const PxVec3 dynColor(1.0f, 0.5f, 0.25f);
PxArray<PxRigidActor*> actors(nbActors);
scene->getActors(PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC, reinterpret_cast<PxActor**>(&actors[0]), nbActors);
Snippets::renderActors(&actors[0], static_cast<PxU32>(actors.size()), true, dynColor);
}
debugRender();
Snippets::finishRender();
}
void exitCallback()
{
delete sCamera;
cleanupPhysics(true);
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(-20.0f, 20.0f, -20.0f), PxVec3(0.6f, -0.4f, 0.6f));
Snippets::setupDefault("PhysX Snippet CustomConvex", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
}
struct RenderMesh
{
PxArray<PxVec3> positions, normals;
};
RenderMesh* createRenderCylinder(float height, float radius, float margin)
{
struct InternalRenderHelper
{
InternalRenderHelper(float height_, float radius_, float margin_)
:
height(height_), radius(radius_), margin(margin_)
{
mesh = new RenderMesh();
halfHeight = height * 0.5f;
sides = (int)ceilf(6.2832f / (2 * acosf((radius - err) / radius)));
step = 6.2832f / sides;
}
float height, radius, margin;
RenderMesh* mesh;
PxArray<PxVec3> positions;
PxArray<PxVec3> normals;
float halfHeight;
float err = 0.001f;
int sides;
float step;
void addVertex(int index)
{
mesh->positions.pushBack(positions[index]);
mesh->normals.pushBack(normals[index]);
}
void addTop(const PxVec3& p0, const PxVec3& n0, const PxVec3& p1, const PxVec3& n1, const PxVec3& ax)
{
int base = int(positions.size());
positions.pushBack(p0);
normals.pushBack(n0);
for (int i = 0; i < sides; ++i)
{
positions.pushBack(PxQuat(i * step, ax).rotate(p1));
normals.pushBack(PxQuat(i * step, ax).rotate(n1));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base);
addVertex(base + 1 + i);
addVertex(base + 1 + (i + 1) % sides);
}
}
void addRing(const PxVec3& p0, const PxVec3& n0, const PxVec3& ax)
{
int base = int(positions.size());
for (int i = 0; i < sides; ++i)
{
positions.pushBack(PxQuat(i * step, ax).rotate(p0));
normals.pushBack(PxQuat(i * step, ax).rotate(n0));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base + i);
addVertex(base - sides + (i + 1) % sides);
addVertex(base - sides + (i + 1) % sides);
addVertex(base + i);
addVertex(base + (i + 1) % sides);
}
}
void addBottom(const PxVec3& p0, const PxVec3& n0, const PxVec3& /*ax*/)
{
int base = int(positions.size());
positions.pushBack(p0);
normals.pushBack(n0);
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base);
addVertex(base - sides + (i + 1) % sides);
}
}
void run()
{
int sides2 = margin > 0 ? (int)ceilf(1.5708f / (2 * acosf((margin - err) / margin))) : 1;
float step2 = 1.5708f / sides2;
addTop(PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(halfHeight + margin, radius, 0), PxVec3(1, 0, 0), PxVec3(1, 0, 0));
for (int i = 1; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
for (int i = 0; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(0, 1, 0));
addRing(PxVec3(-halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
addBottom(PxVec3(-halfHeight - margin, 0, 0), PxVec3(-1, 0, 0), PxVec3(1, 0, 0));
}
};
InternalRenderHelper renderHelper(height, radius, margin);
renderHelper.run();
return renderHelper.mesh;
}
RenderMesh* createRenderCone(float height, float radius, float margin)
{
struct InternalRenderHelper
{
InternalRenderHelper(float height_, float radius_, float margin_)
:
height(height_), radius(radius_), margin(margin_)
{
mesh = new RenderMesh();
halfHeight = height * 0.5f;
sides = (int)ceilf(6.2832f / (2 * acosf(((radius + margin) - err) / (radius + margin))));
step = 6.2832f / sides;
}
float height, radius, margin;
RenderMesh* mesh;
PxArray<PxVec3> positions;
PxArray<PxVec3> normals;
float halfHeight;
float err = 0.001f;
int sides;
float step;
void addVertex(int index)
{
mesh->positions.pushBack(positions[index]);
mesh->normals.pushBack(normals[index]);
}
void addTop(const PxVec3& p0, const PxVec3& n0, const PxVec3& p1, const PxVec3& n1, const PxVec3& ax)
{
int base = int(positions.size());
positions.pushBack(p0);
normals.pushBack(n0);
for (int i = 0; i < sides; ++i)
{
positions.pushBack(PxQuat(i * step, ax).rotate(p1));
normals.pushBack(PxQuat(i * step, ax).rotate(n1));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base);
addVertex(base + 1 + i);
addVertex(base + 1 + (i + 1) % sides);
}
}
void addRing(const PxVec3& p0, const PxVec3& n0, const PxVec3& ax)
{
int base = int(positions.size());
for (int i = 0; i < sides; ++i)
{
positions.pushBack(PxQuat(i * step, ax).rotate(p0));
normals.pushBack(PxQuat(i * step, ax).rotate(n0));
}
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base + i);
addVertex(base - sides + (i + 1) % sides);
addVertex(base - sides + (i + 1) % sides);
addVertex(base + i);
addVertex(base + (i + 1) % sides);
}
}
void addBottom(const PxVec3& p0, const PxVec3& n0, const PxVec3& /*ax*/)
{
int base = int(positions.size());
positions.pushBack(p0);
normals.pushBack(n0);
for (int i = 0; i < sides; ++i)
{
addVertex(base - sides + i);
addVertex(base);
addVertex(base - sides + (i + 1) % sides);
}
}
void run()
{
addTop(PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(halfHeight + margin, 0, 0), PxVec3(1, 0, 0), PxVec3(1, 0, 0));
float cosAlph = radius / sqrtf(height * height + radius * radius);
float alph = acosf(cosAlph);
int sides2 = margin > 0 ? (int)ceilf(alph / (2 * acosf((margin - err) / margin))) : 1;
float step2 = alph / sides2;
for (int i = 1; i <= sides2; ++i)
{
PxVec3 n = PxQuat(i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(halfHeight, 0, 0) + n * margin, n, PxVec3(1, 0, 0));
}
sides2 = margin > 0 ? (int)ceilf((3.1416f - alph) / (2 * acosf((margin - err) / margin))) : 1;
step2 = (3.1416f - alph) / sides2;
for (int i = 0; i <= sides2; ++i)
{
PxVec3 n = PxQuat(alph + i * step2, PxVec3(0, 0, 1)).rotate(PxVec3(1, 0, 0));
addRing(PxVec3(-halfHeight, radius, 0) + n * margin, n, PxVec3(1, 0, 0));
}
addBottom(PxVec3(-halfHeight - margin, 0, 0), PxVec3(-1, 0, 0), PxVec3(1, 0, 0));
}
};
InternalRenderHelper renderHelper(height, radius, margin);
renderHelper.run();
return renderHelper.mesh;
}
void destroyRenderMesh(RenderMesh* mesh)
{
delete mesh;
}
void renderMesh(const RenderMesh& mesh, const PxTransform& pose, bool sleeping)
{
const PxVec3 color(1.0f, 0.5f, 0.25f);
const PxMat44 shapePose(pose);
glPushMatrix();
glMultMatrixf(&shapePose.column0.x);
if (sleeping)
{
const PxVec3 darkColor = color * 0.25f;
glColor4f(darkColor.x, darkColor.y, darkColor.z, 1.0f);
}
else
{
glColor4f(color.x, color.y, color.z, 1.0f);
}
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), mesh.positions.begin());
glNormalPointer(GL_FLOAT, 3 * sizeof(float), mesh.normals.begin());
glDrawArrays(GL_TRIANGLES, 0, int(mesh.positions.size()));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glPopMatrix();
bool shadows = true;
if (shadows)
{
const PxVec3 shadowDir(0.0f, -0.7071067f, -0.7071067f);
const PxReal shadowMat[] = { 1,0,0,0, -shadowDir.x / shadowDir.y,0,-shadowDir.z / shadowDir.y,0, 0,0,1,0, 0,0,0,1 };
glPushMatrix();
glMultMatrixf(shadowMat);
glMultMatrixf(&shapePose.column0.x);
glDisable(GL_LIGHTING);
//glColor4f(0.1f, 0.2f, 0.3f, 1.0f);
glColor4f(0.1f, 0.1f, 0.1f, 1.0f);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), mesh.positions.begin());
glNormalPointer(GL_FLOAT, 3 * sizeof(float), mesh.normals.begin());
glDrawArrays(GL_TRIANGLES, 0, int(mesh.positions.size()));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_LIGHTING);
glPopMatrix();
}
}
static void PxVertex3f(const PxVec3& v) { ::glVertex3f(v.x, v.y, v.z); };
static void PxScalef(const PxVec3& v) { ::glScalef(v.x, v.y, v.z); };
void renderRaycast(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxRaycastHit* hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * hit->distance);
PxVertex3f(hit->position);
PxVertex3f(hit->position + hit->normal);
glEnd();
}
else
{
glColor4f(0.6f, 0.0f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * maxDist);
glEnd();
}
glEnable(GL_LIGHTING);
}
void renderSweepBox(const PxVec3& origin, const PxVec3& unitDir, float maxDist, const PxVec3& halfExtents, const PxSweepHit* hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(0.0f, 0.6f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * hit->distance);
PxVertex3f(hit->position);
PxVertex3f(hit->position + hit->normal);
glEnd();
PxTransform boxPose(origin + unitDir * hit->distance);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
else
{
glColor4f(0.0f, 0.3f, 0.0f, 1.0f);
glBegin(GL_LINES);
PxVertex3f(origin);
PxVertex3f(origin + unitDir * maxDist);
glEnd();
}
glEnable(GL_LIGHTING);
}
void renderOverlapBox(const PxVec3& origin, const PxVec3& halfExtents, bool hit)
{
glDisable(GL_LIGHTING);
if (hit)
{
glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
PxTransform boxPose(origin);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
else
{
glColor4f(0.0f, 0.0f, 0.6f, 1.0f);
PxTransform boxPose(origin);
PxMat44 boxMat(boxPose);
glPushMatrix();
glMultMatrixf(&boxMat.column0.x);
PxScalef(halfExtents * 2);
glutWireCube(1);
glPopMatrix();
}
glEnable(GL_LIGHTING);
}
#endif