feat(physics): wire physx sdk into build

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2026-04-15 12:22:15 +08:00
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//
// 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 "geomutils/PxContactBuffer.h"
#include "GuConvexMesh.h"
#include "GuConvexHelper.h"
#include "GuContactMethodImpl.h"
#include "GuVecConvexHull.h"
#include "GuVecCapsule.h"
#include "GuInternal.h"
#include "GuGJK.h"
#include "CmMatrix34.h"
using namespace physx;
using namespace Gu;
using namespace Cm;
///////////
// #include "PxRenderOutput.h"
// #include "PxsContext.h"
// static void gVisualizeLine(const PxVec3& a, const PxVec3& b, PxcNpThreadContext& context, PxU32 color=0xffffff)
// {
// PxMat44 m = PxMat44::identity();
//
// PxRenderOutput& out = context.mRenderOutput;
// out << color << m << RenderOutput::LINES << a << b;
// }
///////////
static const PxReal fatConvexEdgeCoeff = 0.01f;
static bool intersectEdgeEdgePreca(const PxVec3& p1, const PxVec3& p2, const PxVec3& v1, const PxPlane& plane, PxU32 i, PxU32 j, float coeff, const PxVec3& dir, const PxVec3& p3, const PxVec3& p4, PxReal& dist, PxVec3& ip, float limit)
{
// if colliding edge (p3,p4) does not cross plane return no collision
// same as if p3 and p4 on same side of plane return 0
//
// Derivation:
// d3 = d(p3, P) = (p3 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated.
// d4 = d(p4, P) = (p4 | plane.n) - plane.d; Reversed sign compared to Plane::Distance() because plane.d is negated.
// if d3 and d4 have the same sign, they're on the same side of the plane => no collision
// We test both sides at the same time by only testing Sign(d3 * d4).
// ### put that in the Plane class
// ### also check that code in the triangle class that might be similar
const PxReal d3 = plane.distance(p3);
PxReal temp = d3 * plane.distance(p4);
if(temp>0.0f)
return false;
// if colliding edge (p3,p4) and plane are parallel return no collision
PxVec3 v2 = p4 - p3;
temp = plane.n.dot(v2);
if(temp==0.0f)
return false; // ### epsilon would be better
// compute intersection point of plane and colliding edge (p3,p4)
ip = p3-v2*(d3/temp);
// compute distance of intersection from line (ip, -dir) to line (p1,p2)
dist = (v1[i]*(ip[j]-p1[j])-v1[j]*(ip[i]-p1[i]))*coeff;
if(dist<limit)
return false;
// compute intersection point on edge (p1,p2) line
ip -= dist*dir;
// check if intersection point (ip) is between edge (p1,p2) vertices
temp = (p1.x-ip.x)*(p2.x-ip.x)+(p1.y-ip.y)*(p2.y-ip.y)+(p1.z-ip.z)*(p2.z-ip.z);
if(temp<0.0f)
return true; // collision found
return false; // no collision
}
static bool GuTestAxis(const PxVec3& axis, const Segment& segment, PxReal radius,
const PolygonalData& polyData, const FastVertex2ShapeScaling& scaling,
const PxMat34& worldTM,
PxReal& depth)
{
// Project capsule
PxReal min0 = segment.p0.dot(axis);
PxReal max0 = segment.p1.dot(axis);
if(min0>max0) PxSwap(min0, max0);
min0 -= radius;
max0 += radius;
// Project convex
PxReal Min1, Max1;
(polyData.mProjectHull)(polyData, axis, worldTM, scaling, Min1, Max1);
// Test projections
if(max0<Min1 || Max1<min0)
return false;
const PxReal d0 = max0 - Min1;
PX_ASSERT(d0>=0.0f);
const PxReal d1 = Max1 - min0;
PX_ASSERT(d1>=0.0f);
depth = physx::intrinsics::selectMin(d0, d1);
return true;
}
static bool GuCapsuleConvexOverlap(const Segment& segment, PxReal radius,
const PolygonalData& polyData,
const FastVertex2ShapeScaling& scaling,
const PxTransform& transform,
PxReal* t, PxVec3* pp, bool isSphere)
{
// TODO:
// - test normal & edge in same loop
// - local space
// - use precomputed face value
// - optimize projection
PxVec3 Sep(0,0,0);
PxReal PenDepth = PX_MAX_REAL;
PxU32 nbPolys = polyData.mNbPolygons;
const HullPolygonData* polys = polyData.mPolygons;
const Matrix34FromTransform worldTM(transform);
// Test normals
for(PxU32 i=0;i<nbPolys;i++)
{
const HullPolygonData& poly = polys[i];
const PxPlane& vertSpacePlane = poly.mPlane;
const PxVec3 worldNormal = worldTM.rotate(vertSpacePlane.n);
PxReal d;
if(!GuTestAxis(worldNormal, segment, radius, polyData, scaling, worldTM, d))
return false;
if(d<PenDepth)
{
PenDepth = d;
Sep = worldNormal;
}
}
// Test edges
if(!isSphere)
{
PxVec3 CapsuleAxis(segment.p1 - segment.p0);
CapsuleAxis = CapsuleAxis.getNormalized();
for(PxU32 i=0;i<nbPolys;i++)
{
const HullPolygonData& poly = polys[i];
const PxPlane& vertSpacePlane = poly.mPlane;
const PxVec3 worldNormal = worldTM.rotate(vertSpacePlane.n);
PxVec3 Cross = CapsuleAxis.cross(worldNormal);
if(!isAlmostZero(Cross))
{
Cross = Cross.getNormalized();
PxReal d;
if(!GuTestAxis(Cross, segment, radius, polyData, scaling, worldTM, d))
return false;
if(d<PenDepth)
{
PenDepth = d;
Sep = Cross;
}
}
}
}
const PxVec3 Witness = segment.computeCenter() - transform.transform(polyData.mCenter);
if(Sep.dot(Witness) < 0.0f)
Sep = -Sep;
if(t) *t = PenDepth;
if(pp) *pp = Sep;
return true;
}
static bool raycast_convexMesh2( const PolygonalData& polyData,
const PxVec3& vrayOrig, const PxVec3& vrayDir,
PxReal maxDist, PxF32& t)
{
PxU32 nPolys = polyData.mNbPolygons;
const HullPolygonData* PX_RESTRICT polys = polyData.mPolygons;
/*
Purely convex planes based algorithm
Iterate all planes of convex, with following rules:
* determine of ray origin is inside them all or not.
* planes parallel to ray direction are immediate early out if we're on the outside side (plane normal is sep axis)
* else
- for all planes the ray direction "enters" from the front side, track the one furthest along the ray direction (A)
- for all planes the ray direction "exits" from the back side, track the one furthest along the negative ray direction (B)
if the ray origin is outside the convex and if along the ray, A comes before B, the directed line stabs the convex at A
*/
PxReal latestEntry = -FLT_MAX;
PxReal earliestExit = FLT_MAX;
while(nPolys--)
{
const HullPolygonData& poly = *polys++;
const PxPlane& vertSpacePlane = poly.mPlane;
const PxReal distToPlane = vertSpacePlane.distance(vrayOrig);
const PxReal dn = vertSpacePlane.n.dot(vrayDir);
const PxReal distAlongRay = -distToPlane/dn;
if (dn > 1E-7f) //the ray direction "exits" from the back side
{
earliestExit = physx::intrinsics::selectMin(earliestExit, distAlongRay);
}
else if (dn < -1E-7f) //the ray direction "enters" from the front side
{
/* if (distAlongRay > latestEntry)
{
latestEntry = distAlongRay;
}*/
latestEntry = physx::intrinsics::selectMax(latestEntry, distAlongRay);
}
else
{
//plane normal and ray dir are orthogonal
if(distToPlane > 0.0f)
return false; //a plane is parallel with ray -- and we're outside the ray -- we definitely miss the entire convex!
}
}
if(latestEntry < earliestExit && latestEntry != -FLT_MAX && latestEntry < maxDist-1e-5f)
{
t = latestEntry;
return true;
}
return false;
}
// PT: version based on Gu::raycast_convexMesh to handle scaling, but modified to make sure it works when ray starts inside the convex
static void GuGenerateVFContacts2(PxContactBuffer& contactBuffer,
//
const PxTransform& convexPose,
const PolygonalData& polyData, // Convex data
const PxMeshScale& scale,
//
PxU32 nbPts,
const PxVec3* PX_RESTRICT points,
PxReal radius, // Capsule's radius
//
const PxVec3& normal,
PxReal contactDistance)
{
PX_ASSERT(PxAbs(normal.magnitudeSquared()-1)<1e-4f);
//scaling: transform the ray to vertex space
const PxMat34 world2vertexSkew = scale.getInverse() * convexPose.getInverse();
const PxVec3 vrayDir = world2vertexSkew.rotate( -normal );
const PxReal maxDist = contactDistance + radius;
for(PxU32 i=0;i<nbPts;i++)
{
const PxVec3& rayOrigin = points[i];
const PxVec3 vrayOrig = world2vertexSkew.transform(rayOrigin);
PxF32 t;
if(raycast_convexMesh2(polyData, vrayOrig, vrayDir, maxDist, t))
{
contactBuffer.contact(rayOrigin - t * normal, normal, t - radius);
}
}
}
static void GuGenerateEEContacts( PxContactBuffer& contactBuffer,
//
const Segment& segment,
PxReal radius,
PxReal contactDistance,
//
const PolygonalData& polyData,
const PxTransform& transform,
const FastVertex2ShapeScaling& scaling,
//
const PxVec3& normal)
{
PxU32 numPolygons = polyData.mNbPolygons;
const HullPolygonData* PX_RESTRICT polygons = polyData.mPolygons;
const PxU8* PX_RESTRICT vertexData = polyData.mPolygonVertexRefs;
ConvexEdge edges[512];
PxU32 nbEdges = findUniqueConvexEdges(512, edges, numPolygons, polygons, vertexData);
//
PxVec3 s0 = segment.p0;
PxVec3 s1 = segment.p1;
makeFatEdge(s0, s1, fatConvexEdgeCoeff);
// PT: precomputed part of edge-edge intersection test
// const PxVec3 v1 = segment.p1 - segment.p0;
const PxVec3 v1 = s1 - s0;
PxPlane plane;
plane.n = v1.cross(normal);
// plane.d = -(plane.normal|segment.p0);
plane.d = -(plane.n.dot(s0));
PxU32 ii,jj;
closestAxis(plane.n, ii, jj);
const float coeff = 1.0f /(v1[ii]*normal[jj]-v1[jj]*normal[ii]);
//
const PxVec3* PX_RESTRICT verts = polyData.mVerts;
for(PxU32 i=0;i<nbEdges;i++)
{
const PxU8 vi0 = edges[i].vref0;
const PxU8 vi1 = edges[i].vref1;
// PxVec3 p1 = transform.transform(verts[vi0]);
// PxVec3 p2 = transform.transform(verts[vi1]);
// makeFatEdge(p1, p2, fatConvexEdgeCoeff); // PT: TODO: make fat segment instead
const PxVec3 p1 = transform.transform(scaling * verts[vi0]);
const PxVec3 p2 = transform.transform(scaling * verts[vi1]);
PxReal dist;
PxVec3 ip;
// if(intersectEdgeEdgePreca(segment.p0, segment.p1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip))
// if(intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip, -FLT_MAX))
if(intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip, -radius-contactDistance))
// if(intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, normal, p1, p2, dist, ip, 0))
{
contactBuffer.contact(ip-normal*dist, normal, - (radius + dist));
// if(contactBuffer.count==2) // PT: we only need 2 contacts to be stable
// return;
}
}
}
static void GuGenerateEEContacts2b(PxContactBuffer& contactBuffer,
//
const Segment& segment,
PxReal radius,
//
const PxMat34& transform,
const PolygonalData& polyData,
const FastVertex2ShapeScaling& scaling,
//
const PxVec3& normal,
PxReal contactDistance)
{
// TODO:
// - local space
const PxVec3 localDir = transform.rotateTranspose(normal);
PxU32 polyIndex = (polyData.mSelectClosestEdgeCB)(polyData, scaling, localDir);
PxVec3 s0 = segment.p0;
PxVec3 s1 = segment.p1;
makeFatEdge(s0, s1, fatConvexEdgeCoeff);
// PT: precomputed part of edge-edge intersection test
// const PxVec3 v1 = segment.p1 - segment.p0;
const PxVec3 v1 = s1 - s0;
PxPlane plane;
plane.n = -(v1.cross(normal));
// plane.d = -(plane.normal|segment.p0);
plane.d = -(plane.n.dot(s0));
PxU32 ii,jj;
closestAxis(plane.n, ii, jj);
const float coeff = 1.0f /(v1[jj]*normal[ii]-v1[ii]*normal[jj]);
//
const PxVec3* PX_RESTRICT verts = polyData.mVerts;
const HullPolygonData& polygon = polyData.mPolygons[polyIndex];
const PxU8* PX_RESTRICT vRefBase = polyData.mPolygonVertexRefs + polygon.mVRef8;
PxU32 numEdges = polygon.mNbVerts;
PxU32 a = numEdges - 1;
PxU32 b = 0;
while(numEdges--)
{
// const PxVec3 p1 = transform.transform(verts[vRefBase[a]]);
// const PxVec3 p2 = transform.transform(verts[vRefBase[b]]);
const PxVec3 p1 = transform.transform(scaling * verts[vRefBase[a]]);
const PxVec3 p2 = transform.transform(scaling * verts[vRefBase[b]]);
PxReal dist;
PxVec3 ip;
// bool contact = intersectEdgeEdgePreca(segment.p0, segment.p1, v1, plane, ii, jj, coeff, -normal, p1, p2, dist, ip);
bool contact = intersectEdgeEdgePreca(s0, s1, v1, plane, ii, jj, coeff, -normal, p1, p2, dist, ip, 0.0f);
if(contact && dist < radius + contactDistance)
{
contactBuffer.contact(ip-normal*dist, normal, dist - radius);
// if(contactBuffer.count==2) // PT: we only need 2 contacts to be stable
// return;
}
a = b;
b++;
}
}
bool Gu::contactCapsuleConvex(GU_CONTACT_METHOD_ARGS)
{
PX_UNUSED(renderOutput);
PX_UNUSED(cache);
// Get actual shape data
// PT: the capsule can be a sphere in this case so we do this special piece of code:
PxCapsuleGeometry shapeCapsule = static_cast<const PxCapsuleGeometry&>(shape0);
if(shape0.getType()==PxGeometryType::eSPHERE)
shapeCapsule.halfHeight = 0.0f;
const PxConvexMeshGeometry& shapeConvex = checkedCast<PxConvexMeshGeometry>(shape1);
PxVec3 onSegment, onConvex;
PxReal distance;
PxVec3 normal_;
{
const ConvexMesh* cm = static_cast<const ConvexMesh*>(shapeConvex.convexMesh);
using namespace aos;
Vec3V closA, closB, normalV;
GjkStatus status;
FloatV dist;
{
const Vec3V zeroV = V3Zero();
const ConvexHullData* hullData = &cm->getHull();
const FloatV capsuleHalfHeight = FLoad(shapeCapsule.halfHeight);
const Vec3V vScale = V3LoadU_SafeReadW(shapeConvex.scale.scale); // PT: safe because 'rotation' follows 'scale' in PxMeshScale
const QuatV vQuat = QuatVLoadU(&shapeConvex.scale.rotation.x);
const PxMatTransformV aToB(transform1.transformInv(transform0));
const ConvexHullV convexHull(hullData, zeroV, vScale, vQuat, shapeConvex.scale.isIdentity());
//transform capsule(a) into the local space of convexHull(b), treat capsule as segment
const CapsuleV capsule(aToB.p, aToB.rotate(V3Scale(V3UnitX(), capsuleHalfHeight)), FZero());
const LocalConvex<CapsuleV> convexA(capsule);
const LocalConvex<ConvexHullV> convexB(convexHull);
const Vec3V initialSearchDir = V3Sub(convexA.getCenter(), convexB.getCenter());
status = gjk<LocalConvex<CapsuleV>, LocalConvex<ConvexHullV> >(convexA, convexB, initialSearchDir, FMax(),closA, closB, normalV, dist);
}
if(status == GJK_CONTACT)
distance = 0.f;
else
{
//const FloatV sqDist = FMul(dist, dist);
V3StoreU(closB, onConvex);
FStore(dist, &distance);
V3StoreU(normalV, normal_);
onConvex = transform1.transform(onConvex);
normal_ = transform1.rotate(normal_);
}
}
const PxReal inflatedRadius = shapeCapsule.radius + params.mContactDistance;
if(distance >= inflatedRadius)
return false;
Segment worldSegment;
getCapsuleSegment(transform0, shapeCapsule, worldSegment);
const bool isSphere = worldSegment.p0 == worldSegment.p1;
const PxU32 nbPts = PxU32(isSphere ? 1 : 2);
PX_ASSERT(contactBuffer.count==0);
FastVertex2ShapeScaling convexScaling;
const bool idtConvexScale = shapeConvex.scale.isIdentity();
if(!idtConvexScale)
convexScaling.init(shapeConvex.scale);
PolygonalData polyData;
getPolygonalData_Convex(&polyData, _getHullData(shapeConvex), convexScaling);
// if(0)
if(distance > 0.f)
{
// PT: the capsule segment doesn't intersect the convex => distance-based version
PxVec3 normal = -normal_;
// PT: generate VF contacts for segment's vertices vs convex
GuGenerateVFContacts2( contactBuffer,
transform1, polyData, shapeConvex.scale,
nbPts, &worldSegment.p0, shapeCapsule.radius,
normal, params.mContactDistance);
// PT: early exit if we already have 2 stable contacts
if(contactBuffer.count==2)
return true;
// PT: else generate slower EE contacts
if(!isSphere)
{
const Matrix34FromTransform worldTM(transform1);
GuGenerateEEContacts2b(contactBuffer, worldSegment, shapeCapsule.radius,
worldTM, polyData, convexScaling,
normal, params.mContactDistance);
}
// PT: run VF case for convex-vertex-vs-capsule only if we don't have any contact yet
if(!contactBuffer.count)
{
// gVisualizeLine(onConvex, onConvex + normal, context, PxDebugColor::eARGB_RED);
//PxReal distance = PxSqrt(sqDistance);
contactBuffer.contact(onConvex, normal, distance - shapeCapsule.radius);
}
}
else
{
// PT: the capsule segment intersects the convex => penetration-based version
//printf("Penetration-based:\n");
// PT: compute penetration vector (MTD)
PxVec3 SepAxis;
if(!GuCapsuleConvexOverlap(worldSegment, shapeCapsule.radius, polyData, convexScaling, transform1, NULL, &SepAxis, isSphere))
{
//printf("- no overlap\n");
return false;
}
// PT: generate VF contacts for segment's vertices vs convex
GuGenerateVFContacts2( contactBuffer,
transform1, polyData, shapeConvex.scale,
nbPts, &worldSegment.p0, shapeCapsule.radius,
SepAxis, params.mContactDistance);
// PT: early exit if we already have 2 stable contacts
//printf("- %d VF contacts\n", contactBuffer.count);
if(contactBuffer.count==2)
return true;
// PT: else generate slower EE contacts
if(!isSphere)
{
GuGenerateEEContacts(contactBuffer, worldSegment, shapeCapsule.radius, params.mContactDistance, polyData, transform1, convexScaling, SepAxis);
//printf("- %d total contacts\n", contactBuffer.count);
}
}
return true;
}