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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// 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.
// ****************************************************************************
// This snippet shows how to implement custom geometries generateContacts
// callback, using PhysX Immediate Mode contacts generation.
// ****************************************************************************
#include <ctype.h>
#include "PxPhysicsAPI.h"
#include "PxImmediateMode.h"
#include "geomutils/PxContactBuffer.h"
// temporary disable this snippet, cannot work without rendering we cannot include GL directly
#ifdef RENDER_SNIPPET
#include "../snippetcommon/SnippetPrint.h"
#include "../snippetcommon/SnippetPVD.h"
#include "../snippetutils/SnippetUtils.h"
#include "../snippetrender/SnippetRender.h"
using namespace physx;
/*
10x10 grid of boxes with even boxes removed.
*/
struct CheckerBoard : PxCustomGeometry::Callbacks
{
int boardSize;
float boxExtent;
DECLARE_CUSTOM_GEOMETRY_TYPE
CheckerBoard()
:
boardSize(10),
boxExtent(10.0f)
{}
struct ContactRecorder : immediate::PxContactRecorder
{
PxContactBuffer* contactBuffer;
ContactRecorder(PxContactBuffer& _contactBuffer) : contactBuffer(&_contactBuffer) {}
virtual bool recordContacts(const PxContactPoint* contactPoints, PxU32 nbContacts, PxU32 /*index*/)
{
for (PxU32 i = 0; i < nbContacts; ++i)
if (!contactBuffer->contact(contactPoints[i]))
return false;
return true;
}
};
struct ContactCacheAllocator : PxCacheAllocator
{
PxU8 buffer[1024];
ContactCacheAllocator() { memset(buffer, 0, sizeof(buffer)); }
virtual PxU8* allocateCacheData(const PxU32 /*byteSize*/) { return (PxU8*)(size_t(buffer + 0xf) & ~0xf); }
};
PxBounds3 getBoardLocalBounds() const
{
return PxBounds3(-PxVec3(boardSize * boxExtent * 0.5f, boxExtent * 0.5f, boardSize * boxExtent * 0.5f),
PxVec3(boardSize * boxExtent * 0.5f, boxExtent * 0.5f, boardSize * boxExtent * 0.5f));
}
virtual PxBounds3 getLocalBounds(const PxGeometry&) const
{
return getBoardLocalBounds();
}
virtual bool generateContacts(const PxGeometry&, const PxGeometry& geom1, const PxTransform& pose0, const PxTransform& pose1,
const PxReal contactDistance, const PxReal meshContactMargin, const PxReal toleranceLength,
PxContactBuffer& contactBuffer) const
{
PxBoxGeometry boxGeom(PxVec3(boxExtent * 0.5f));
PxGeometry* pGeom0 = &boxGeom;
const PxGeometry* pGeom1 = &geom1;
PxTransform pose1in0 = pose0.transformInv(pose1);
PxBounds3 bounds1; PxGeometryQuery::computeGeomBounds(bounds1, geom1, pose1in0, contactDistance);
ContactRecorder contactRecorder(contactBuffer);
PxCache contactCache;
ContactCacheAllocator contactCacheAllocator;
PxBounds3 bounds0 = getBoardLocalBounds();
PxVec3 s = bounds1.minimum + bounds0.getExtents();
PxVec3 e = bounds1.maximum + bounds0.getExtents();
int sx = int(PxFloor(s.x / boxExtent));
int sy = int(PxFloor(s.y / boxExtent));
int sz = int(PxFloor(s.z / boxExtent));
int ex = int(PxFloor(e.x / boxExtent));
int ey = int(PxFloor(e.y / boxExtent));
int ez = int(PxFloor(e.z / boxExtent));
for (int x = sx; x <= ex; ++x)
for (int y = sy; y <= ey; ++y)
for (int z = sz; z <= ez; ++z)
if (x >= 0 && x < boardSize &&
y >= 0 && y < boardSize &&
z >= 0 && z < boardSize &&
(x + z) & 1 &&
y == 0)
{
PxVec3 boxPos = PxVec3((x + 0.5f) * boxExtent, (y + 0.5f) * boxExtent, (z + 0.5f) * boxExtent) - bounds0.getExtents();
PxTransform p0 = pose0.transform(PxTransform(boxPos));
immediate::PxGenerateContacts(&pGeom0, &pGeom1, &p0, &pose1, &contactCache, 1, contactRecorder,
contactDistance, meshContactMargin, toleranceLength, contactCacheAllocator);
}
return true;
}
virtual PxU32 raycast(const PxVec3&, const PxVec3&, const PxGeometry&, const PxTransform&,
PxReal, PxHitFlags, PxU32, PxGeomRaycastHit*, PxU32, PxRaycastThreadContext*) const
{
return 0;
}
virtual bool overlap(const PxGeometry&, const PxTransform&, const PxGeometry&, const PxTransform&, PxOverlapThreadContext*) const
{
return false;
}
virtual bool sweep(const PxVec3&, const PxReal,
const PxGeometry&, const PxTransform&, const PxGeometry&, const PxTransform&,
PxGeomSweepHit&, PxHitFlags, const PxReal, PxSweepThreadContext*) const
{
return false;
}
virtual void visualize(const PxGeometry&, PxRenderOutput&, const PxTransform&, const PxBounds3&) const {}
virtual void computeMassProperties(const physx::PxGeometry&, physx::PxMassProperties&) const {}
virtual bool usePersistentContactManifold(const PxGeometry&, PxReal&) const { return false; }
};
IMPLEMENT_CUSTOM_GEOMETRY_TYPE(CheckerBoard)
static PxDefaultAllocator gAllocator;
static PxDefaultErrorCallback gErrorCallback;
static PxFoundation* gFoundation = NULL;
static PxPhysics* gPhysics = NULL;
static PxDefaultCpuDispatcher* gDispatcher = NULL;
static PxScene* gScene = NULL;
static PxMaterial* gMaterial = NULL;
static PxPvd* gPvd = NULL;
static PxRigidStatic* gActor = NULL;
static CheckerBoard gCheckerBoard;
static PxRigidDynamic* createDynamic(const PxTransform& t, const PxGeometry& geometry, const PxVec3& velocity = PxVec3(0), PxReal density = 1.0f)
{
PxRigidDynamic* dynamic = PxCreateDynamic(*gPhysics, t, geometry, *gMaterial, density);
dynamic->setLinearVelocity(velocity);
gScene->addActor(*dynamic);
return dynamic;
}
static 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);
gPvd = PxCreatePvd(*gFoundation);
PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate(PVD_HOST, 5425, 10);
gPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
gPhysics = PxCreatePhysics(PX_PHYSICS_VERSION, *gFoundation, PxTolerancesScale(), true, gPvd);
PxSceneDesc sceneDesc(gPhysics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -9.81f * 3, 0.0f);
gDispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = gDispatcher;
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
gScene = gPhysics->createScene(sceneDesc);
PxPvdSceneClient* pvdClient = gScene->getScenePvdClient();
if (pvdClient)
{
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONSTRAINTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_CONTACTS, true);
pvdClient->setScenePvdFlag(PxPvdSceneFlag::eTRANSMIT_SCENEQUERIES, true);
}
gMaterial = gPhysics->createMaterial(0.5f, 0.5f, 0.6f);
// Create checker board actor
PxRigidStatic* checkerBoardActor = gPhysics->createRigidStatic(PxTransform(PxVec3(0, gCheckerBoard.boxExtent * 0.5f, 0)));
PxRigidActorExt::createExclusiveShape(*checkerBoardActor, PxCustomGeometry(gCheckerBoard), *gMaterial);
gScene->addActor(*checkerBoardActor);
gActor = checkerBoardActor;
// Ground plane
PxRigidStatic* planeActor = gPhysics->createRigidStatic(PxTransform(PxQuat(PX_PIDIV2, PxVec3(0, 0, 1))));
PxRigidActorExt::createExclusiveShape(*planeActor, PxPlaneGeometry(), *gMaterial);
gScene->addActor(*planeActor);
createStack(PxTransform(PxVec3(0, 22, 0)), 10, 2.0f);
}
void debugRender()
{
float boxExtent = gCheckerBoard.boxExtent;
PxBounds3 boardBounds = gCheckerBoard.getBoardLocalBounds();
PxGeometryHolder geom;
geom.storeAny(PxBoxGeometry(PxVec3(boxExtent * 0.5f)));
for (int x = 0; x < gCheckerBoard.boardSize; ++x)
for (int y = 0; y < 1; ++y)
for (int z = 0; z < gCheckerBoard.boardSize; ++z)
if ((x + z) & 1)
{
PxVec3 boxPos = PxVec3((x + 0.5f) * boxExtent, (y + 0.5f) * boxExtent, (z + 0.5f) * boxExtent) - boardBounds.getExtents();
PxTransform pose = gActor->getGlobalPose().transform(PxTransform(boxPos));
Snippets::renderGeoms(1, &geom, &pose, false, PxVec3(0.5f));
}
}
void stepPhysics(bool /*interactive*/)
{
gScene->simulate(1.0f / 60.0f);
gScene->fetchResults(true);
}
void cleanupPhysics(bool /*interactive*/)
{
PX_RELEASE(gScene);
PX_RELEASE(gDispatcher);
PX_RELEASE(gPhysics);
if (gPvd)
{
PxPvdTransport* transport = gPvd->getTransport();
PX_RELEASE(gPvd);
PX_RELEASE(transport);
}
PX_RELEASE(gFoundation);
printf("SnippetCustomGeometryCollision done.\n");
}
void keyPress(unsigned char key, const PxTransform& camera)
{
switch (toupper(key))
{
case ' ': createDynamic(camera, PxSphereGeometry(3.0f), camera.rotate(PxVec3(0, 0, -1)) * 200, 3.0f); break;
}
}
int snippetMain(int, const char* const*)
{
#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
return 0;
}
#else
int snippetMain(int, const char* const*)
{
return 0;
}
#endif