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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// Redistribution and use in source and binary forms, with or without
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// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// 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.
#include "foundation/PxBounds3.h"
#include "geometry/PxCapsuleGeometry.h"
#include "foundation/PxIntrinsics.h"
#include "GuInternal.h"
#include "GuBox.h"
#include "GuVecPlane.h"
#include "foundation/PxVecMath.h"
using namespace physx;
using namespace aos;
/**
Computes the aabb points.
\param pts [out] 8 box points
*/
void Gu::computeBoxPoints(const PxBounds3& bounds, PxVec3* PX_RESTRICT pts)
{
PX_ASSERT(pts);
// Get box corners
const PxVec3& minimum = bounds.minimum;
const PxVec3& maximum = bounds.maximum;
// 7+------+6 0 = ---
// /| /| 1 = +--
// / | / | 2 = ++-
// / 4+---/--+5 3 = -+-
// 3+------+2 / y z 4 = --+
// | / | / | / 5 = +-+
// |/ |/ |/ 6 = +++
// 0+------+1 *---x 7 = -++
// Generate 8 corners of the bbox
pts[0] = PxVec3(minimum.x, minimum.y, minimum.z);
pts[1] = PxVec3(maximum.x, minimum.y, minimum.z);
pts[2] = PxVec3(maximum.x, maximum.y, minimum.z);
pts[3] = PxVec3(minimum.x, maximum.y, minimum.z);
pts[4] = PxVec3(minimum.x, minimum.y, maximum.z);
pts[5] = PxVec3(maximum.x, minimum.y, maximum.z);
pts[6] = PxVec3(maximum.x, maximum.y, maximum.z);
pts[7] = PxVec3(minimum.x, maximum.y, maximum.z);
}
PxPlane Gu::getPlane(const PxTransform& pose)
{
const PxVec3 n = pose.q.getBasisVector0();
return PxPlane(n, -pose.p.dot(n));
}
void Gu::computeSweptBox(Gu::Box& dest, const PxVec3& extents, const PxVec3& center, const PxMat33& rot, const PxVec3& unitDir, PxReal distance)
{
PxVec3 R1, R2;
PxComputeBasisVectors(unitDir, R1, R2);
PxReal dd[3];
dd[0] = PxAbs(rot.column0.dot(unitDir));
dd[1] = PxAbs(rot.column1.dot(unitDir));
dd[2] = PxAbs(rot.column2.dot(unitDir));
PxReal dmax = dd[0];
PxU32 ax0=1;
PxU32 ax1=2;
if(dd[1]>dmax)
{
dmax=dd[1];
ax0=0;
ax1=2;
}
if(dd[2]>dmax)
{
dmax=dd[2];
ax0=0;
ax1=1;
}
if(dd[ax1]<dd[ax0])
PxSwap(ax0, ax1);
R1 = rot[ax0];
R1 -= (R1.dot(unitDir))*unitDir; // Project to plane whose normal is dir
R1.normalize();
R2 = unitDir.cross(R1);
dest.setAxes(unitDir, R1, R2);
PxReal offset[3];
offset[0] = distance;
offset[1] = distance*(unitDir.dot(R1));
offset[2] = distance*(unitDir.dot(R2));
for(PxU32 r=0; r<3; r++)
{
const PxVec3& R = dest.rot[r];
dest.extents[r] = offset[r]*0.5f + PxAbs(rot.column0.dot(R))*extents.x + PxAbs(rot.column1.dot(R))*extents.y + PxAbs(rot.column2.dot(R))*extents.z;
}
dest.center = center + unitDir*distance*0.5f;
}