feat(physics): wire physx sdk into build

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

View File

@@ -0,0 +1,107 @@
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (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 renderText();
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);
}
{
const PxRenderBuffer& renderBuffer = scene->getRenderBuffer();
const PxDebugLine* lines = renderBuffer.getLines();
const PxU32 nbLines = renderBuffer.getNbLines();
for(PxU32 i=0;i<nbLines;i++)
{
const float b = float((lines[i].color0 & 0xff))/255.0f;
const float g = float(((lines[i].color0>>8) & 0xff))/255.0f;
const float r = float(((lines[i].color0>>16) & 0xff))/255.0f;
Snippets::DrawLine(lines[i].pos0, lines[i].pos1, PxVec3(r, g, b));
}
}
renderText();
Snippets::finishRender();
}
void cleanup()
{
delete sCamera;
cleanupPhysics(true);
}
void exitCallback()
{
}
}
void renderLoop()
{
sCamera = new Snippets::Camera(PxVec3(1.847750f, 2.8f, -15.241850f), PxVec3(-0.219386f, -0.289038f, -0.931841f));
Snippets::setupDefault("PhysX Snippet Joint Drive", sCamera, keyPress, renderCallback, exitCallback);
initPhysics(true);
glutMainLoop();
cleanup();
}
#endif