feat(physics): wire physx sdk into build
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engine/third_party/physx/source/geomutils/include/GuSqInternal.h
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engine/third_party/physx/source/geomutils/include/GuSqInternal.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 GU_SQ_INTERNAL_H
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#define GU_SQ_INTERNAL_H
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#include "foundation/PxSimpleTypes.h"
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#include "common/PxPhysXCommonConfig.h"
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#define SQ_DEBUG_VIZ_STATIC_COLOR PxU32(PxDebugColor::eARGB_BLUE)
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#define SQ_DEBUG_VIZ_DYNAMIC_COLOR PxU32(PxDebugColor::eARGB_RED)
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#define SQ_DEBUG_VIZ_STATIC_COLOR2 PxU32(PxDebugColor::eARGB_DARKBLUE)
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#define SQ_DEBUG_VIZ_DYNAMIC_COLOR2 PxU32(PxDebugColor::eARGB_DARKRED)
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#define SQ_DEBUG_VIZ_COMPOUND_COLOR PxU32(PxDebugColor::eARGB_MAGENTA)
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namespace physx
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{
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class PxRenderOutput;
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class PxBounds3;
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namespace Gu
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{
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class BVH;
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class AABBTree;
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class IncrementalAABBTree;
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class IncrementalAABBTreeNode;
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}
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class DebugVizCallback
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{
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public:
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DebugVizCallback() {}
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virtual ~DebugVizCallback() {}
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virtual bool visualizeNode(const physx::Gu::IncrementalAABBTreeNode& node, const physx::PxBounds3& bounds) = 0;
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};
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}
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PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::BVH* tree);
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PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::AABBTree* tree);
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PX_PHYSX_COMMON_API void visualizeTree(physx::PxRenderOutput& out, physx::PxU32 color, const physx::Gu::IncrementalAABBTree* tree, physx::DebugVizCallback* cb=NULL);
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// PT: macros to try limiting the code duplication in headers. Mostly it just redefines the
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// SqPruner API in implementation classes, and you shouldn't have to worry about it.
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// Note that this assumes pool-based pruners with an mPool class member (for now).
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#define DECLARE_BASE_PRUNER_API \
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virtual void shiftOrigin(const PxVec3& shift); \
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virtual void visualize(PxRenderOutput& out, PxU32 primaryColor, PxU32 secondaryColor) const;
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#define DECLARE_PRUNER_API_COMMON \
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virtual bool addObjects(PrunerHandle* results, const PxBounds3* bounds, const PrunerPayload* data, const PxTransform* transforms, PxU32 count, bool hasPruningStructure); \
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virtual void removeObjects(const PrunerHandle* handles, PxU32 count, PrunerPayloadRemovalCallback* removalCallback); \
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virtual void updateObjects(const PrunerHandle* handles, PxU32 count, float inflation, const PxU32* boundsIndices, const PxBounds3* newBounds, const PxTransform32* newTransforms); \
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virtual void purge(); \
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virtual void commit(); \
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virtual void merge(const void* mergeParams); \
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virtual bool raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, Gu::PrunerRaycastCallback&) const; \
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virtual bool overlap(const Gu::ShapeData& queryVolume, Gu::PrunerOverlapCallback&) const; \
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virtual bool sweep(const Gu::ShapeData& queryVolume, const PxVec3& unitDir, PxReal& inOutDistance, Gu::PrunerRaycastCallback&) const; \
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virtual const PrunerPayload& getPayloadData(PrunerHandle handle, PrunerPayloadData* data) const { return mPool.getPayloadData(handle, data); } \
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virtual void preallocate(PxU32 entries) { mPool.preallocate(entries); } \
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virtual bool setTransform(PrunerHandle handle, const PxTransform& transform) { return mPool.setTransform(handle, transform); } \
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virtual void getGlobalBounds(PxBounds3&) const;
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#endif
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