feat(physics): wire physx sdk into build
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129
engine/third_party/physx/snippets/snippetrender/SnippetCamera.cpp
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129
engine/third_party/physx/snippets/snippetrender/SnippetCamera.cpp
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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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#include "SnippetCamera.h"
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#include <ctype.h>
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#include "foundation/PxMat33.h"
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using namespace physx;
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namespace Snippets
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{
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Camera::Camera(const PxVec3& eye, const PxVec3& dir) : mMouseX(0), mMouseY(0), mSpeed(2.0f)
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{
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mEye = eye;
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mDir = dir.getNormalized();
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}
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void Camera::handleMouse(int button, int state, int x, int y)
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{
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PX_UNUSED(state);
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PX_UNUSED(button);
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mMouseX = x;
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mMouseY = y;
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}
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bool Camera::handleKey(unsigned char key, int x, int y, float speed)
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{
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PX_UNUSED(x);
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PX_UNUSED(y);
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const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
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switch(toupper(key))
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{
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case 'W': mEye += mDir*mSpeed*speed; break;
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case 'S': mEye -= mDir*mSpeed*speed; break;
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case 'A': mEye -= viewY*mSpeed*speed; break;
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case 'D': mEye += viewY*mSpeed*speed; break;
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default: return false;
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}
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return true;
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}
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void Camera::handleAnalogMove(float x, float y)
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{
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PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
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mEye += mDir*y;
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mEye += viewY*x;
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}
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void Camera::handleMotion(int x, int y)
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{
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const int dx = mMouseX - x;
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const int dy = mMouseY - y;
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const PxVec3 viewY = mDir.cross(PxVec3(0,1,0)).getNormalized();
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const float Sensitivity = PxPi * 0.5f / 180.0f;
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const PxQuat qx(Sensitivity * dx, PxVec3(0,1,0));
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mDir = qx.rotate(mDir);
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const PxQuat qy(Sensitivity * dy, viewY);
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mDir = qy.rotate(mDir);
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mDir.normalize();
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mMouseX = x;
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mMouseY = y;
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}
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PxTransform Camera::getTransform() const
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{
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PxVec3 viewY = mDir.cross(PxVec3(0,1,0));
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if(viewY.normalize()<1e-6f)
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return PxTransform(mEye);
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const PxMat33 m(mDir.cross(viewY), viewY, -mDir);
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return PxTransform(mEye, PxQuat(m));
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}
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PxVec3 Camera::getEye() const
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{
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return mEye;
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}
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PxVec3 Camera::getDir() const
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{
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return mDir;
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}
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void Camera::setPose(const PxVec3& eye, const PxVec3& dir)
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{
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mEye = eye;
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mDir = dir;
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}
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void Camera::setSpeed(float speed)
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{
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mSpeed = speed;
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}
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}
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