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 +1,301 @@
// 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.
#ifndef GU_COOKING_GRB_TRIANGLE_MESH_H
#define GU_COOKING_GRB_TRIANGLE_MESH_H
#include "foundation/PxPlane.h"
#include "foundation/PxSort.h"
#include "GuMeshData.h"
#include "GuTriangle.h"
#include "GuEdgeList.h"
#include "cooking/PxCooking.h"
#include "CmRadixSort.h"
//#define CHECK_OLD_CODE_VS_NEW_CODE
namespace physx
{
namespace Gu
{
PX_ALIGN_PREFIX(16)
struct uint4
{
unsigned int x, y, z, w;
}
PX_ALIGN_SUFFIX(16);
// TODO avoroshilov: remove duplicate definitions
static const PxU32 BOUNDARY = 0xffffffff;
static const PxU32 NONCONVEX_FLAG = 0x80000000;
#ifdef CHECK_OLD_CODE_VS_NEW_CODE
struct EdgeTriLookup
{
PxU32 edgeId0, edgeId1;
PxU32 triId;
bool operator < (const EdgeTriLookup& edge1) const
{
return edgeId0 < edge1.edgeId0 || (edgeId0 == edge1.edgeId0 && edgeId1 < edge1.edgeId1);
}
bool operator <=(const EdgeTriLookup& edge1) const
{
return edgeId0 < edge1.edgeId0 || (edgeId0 == edge1.edgeId0 && edgeId1 <= edge1.edgeId1);
}
};
static PxU32 binarySearch(const EdgeTriLookup* PX_RESTRICT data, const PxU32 numElements, const EdgeTriLookup& value)
{
PxU32 left = 0;
PxU32 right = numElements;
while ((right - left) > 1)
{
const PxU32 pos = (left + right) / 2;
const EdgeTriLookup& element = data[pos];
if (element <= value)
{
left = pos;
}
else
{
right = pos;
}
}
return left;
}
// slightly different behavior from collide2: boundary edges are filtered out
static PxU32 findAdjacent(const PxVec3* triVertices, const PxVec3* triNormals, const IndexedTriangle32* triIndices,
PxU32 nbTris, PxU32 i0, PxU32 i1, const PxPlane& plane,
EdgeTriLookup* triLookups, PxU32 triangleIndex)
{
PxU32 result = BOUNDARY;
PxReal bestCos = -FLT_MAX;
EdgeTriLookup lookup;
lookup.edgeId0 = PxMin(i0, i1);
lookup.edgeId1 = PxMax(i0, i1);
PxU32 startIndex = binarySearch(triLookups, nbTris * 3, lookup);
for (PxU32 a = startIndex; a > 0; --a)
{
if (triLookups[a - 1].edgeId0 == lookup.edgeId0 && triLookups[a - 1].edgeId1 == lookup.edgeId1)
startIndex = a - 1;
else
break;
}
for (PxU32 a = startIndex; a < nbTris * 3; ++a)
{
const EdgeTriLookup& edgeTri = triLookups[a];
if (edgeTri.edgeId0 != lookup.edgeId0 || edgeTri.edgeId1 != lookup.edgeId1)
break;
if (edgeTri.triId == triangleIndex)
continue;
const IndexedTriangle32& triIdx = triIndices[edgeTri.triId];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
const PxU32 other = vIdx0 + vIdx1 + vIdx2 - (i0 + i1);
const PxReal c = plane.n.dot(triNormals[edgeTri.triId]);
if (plane.distance(triVertices[other]) >= 0 && c > 0.f)
return NONCONVEX_FLAG | edgeTri.triId;
if (c>bestCos)
{
bestCos = c;
result = edgeTri.triId;
}
}
return result;
}
#endif
static PxU32 findAdjacent(const PxVec3* triVertices, const PxVec3* triNormals, const IndexedTriangle32* triIndices, const PxU32* faceByEdge, PxU32 nbTris, PxU32 i0, PxU32 i1, const PxPlane& plane, PxU32 triangleIndex)
{
PxU32 result = BOUNDARY;
PxReal bestCos = -FLT_MAX;
for(PxU32 i=0; i<nbTris; i++)
{
const PxU32 candidateTriIndex = faceByEdge[i];
if(triangleIndex==candidateTriIndex)
continue;
const IndexedTriangle32& triIdx = triIndices[candidateTriIndex];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
const PxU32 other = vIdx0 + vIdx1 + vIdx2 - (i0 + i1);
const PxReal c = plane.n.dot(triNormals[candidateTriIndex]);
if(plane.distance(triVertices[other]) >= 0 && c > 0.f)
return NONCONVEX_FLAG | candidateTriIndex;
if(c>bestCos)
{
bestCos = c;
result = candidateTriIndex;
}
}
return result;
}
static void buildAdjacencies(uint4* triAdjacencies, PxVec3* tempNormalsPerTri_prealloc, const PxVec3* triVertices, const IndexedTriangle32* triIndices, PxU32 nbTris)
{
#ifdef CHECK_OLD_CODE_VS_NEW_CODE
{
EdgeTriLookup* edgeLookups = PX_ALLOCATE(EdgeTriLookup, (nbTris * 3), "edgeLookups");
for (PxU32 i = 0; i < nbTris; i++)
{
const IndexedTriangle32& triIdx = triIndices[i];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
tempNormalsPerTri_prealloc[i] = (triVertices[vIdx1] - triVertices[vIdx0]).cross(triVertices[vIdx2] - triVertices[vIdx0]).getNormalized();
edgeLookups[i * 3].edgeId0 = PxMin(vIdx0, vIdx1);
edgeLookups[i * 3].edgeId1 = PxMax(vIdx0, vIdx1);
edgeLookups[i * 3].triId = i;
edgeLookups[i * 3 + 1].edgeId0 = PxMin(vIdx1, vIdx2);
edgeLookups[i * 3 + 1].edgeId1 = PxMax(vIdx1, vIdx2);
edgeLookups[i * 3 + 1].triId = i;
edgeLookups[i * 3 + 2].edgeId0 = PxMin(vIdx0, vIdx2);
edgeLookups[i * 3 + 2].edgeId1 = PxMax(vIdx0, vIdx2);
edgeLookups[i * 3 + 2].triId = i;
}
PxSort<EdgeTriLookup>(edgeLookups, PxU32(nbTris * 3));
for (PxU32 i = 0; i < nbTris; i++)
{
const IndexedTriangle32& triIdx = triIndices[i];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
const PxPlane triPlane(triVertices[vIdx0], tempNormalsPerTri_prealloc[i]);
uint4 triAdjIdx;
triAdjIdx.x = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx0, vIdx1, triPlane, edgeLookups, i);
triAdjIdx.y = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx1, vIdx2, triPlane, edgeLookups, i);
triAdjIdx.z = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx2, vIdx0, triPlane, edgeLookups, i);
triAdjIdx.w = 0;
triAdjacencies[i] = triAdjIdx;
}
PX_FREE(edgeLookups);
}
#endif
if(1)
{
EDGELISTCREATE create;
create.NbFaces = nbTris;
create.DFaces = triIndices->mRef;
create.WFaces = NULL;
create.FacesToEdges = true;
create.EdgesToFaces = true;
// PT: important: do NOT set the vertices, it triggers computation of edge flags that we don't need
//create.Verts = triVertices;
EdgeList edgeList;
if(edgeList.init(create))
{
for(PxU32 i=0; i<nbTris; i++)
{
const IndexedTriangle32& triIdx = triIndices[i];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
tempNormalsPerTri_prealloc[i] = (triVertices[vIdx1] - triVertices[vIdx0]).cross(triVertices[vIdx2] - triVertices[vIdx0]).getNormalized();
}
const EdgeTriangleData* edgeTriangleData = edgeList.getEdgeTriangles();
const EdgeDescData* edgeToTriangle = edgeList.getEdgeToTriangles();
const PxU32* faceByEdge = edgeList.getFacesByEdges();
PX_ASSERT(edgeList.getNbFaces()==nbTris);
for(PxU32 i=0; i<nbTris; i++)
{
const IndexedTriangle32& triIdx = triIndices[i];
const PxU32 vIdx0 = triIdx.mRef[0];
const PxU32 vIdx1 = triIdx.mRef[1];
const PxU32 vIdx2 = triIdx.mRef[2];
const PxPlane triPlane(triVertices[vIdx0], tempNormalsPerTri_prealloc[i]);
const EdgeTriangleData& edgeTri = edgeTriangleData[i];
const EdgeDescData& edgeData0 = edgeToTriangle[edgeTri.mLink[0] & MSH_EDGE_LINK_MASK];
const EdgeDescData& edgeData1 = edgeToTriangle[edgeTri.mLink[1] & MSH_EDGE_LINK_MASK];
const EdgeDescData& edgeData2 = edgeToTriangle[edgeTri.mLink[2] & MSH_EDGE_LINK_MASK];
uint4 triAdjIdx;
triAdjIdx.x = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData0.Offset, edgeData0.Count, vIdx0, vIdx1, triPlane, i);
triAdjIdx.y = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData1.Offset, edgeData1.Count, vIdx1, vIdx2, triPlane, i);
triAdjIdx.z = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData2.Offset, edgeData2.Count, vIdx2, vIdx0, triPlane, i);
triAdjIdx.w = 0;
#ifdef CHECK_OLD_CODE_VS_NEW_CODE
PX_ASSERT(triAdjacencies[i].x == triAdjIdx.x);
PX_ASSERT(triAdjacencies[i].y == triAdjIdx.y);
PX_ASSERT(triAdjacencies[i].z == triAdjIdx.z);
#endif
triAdjacencies[i] = triAdjIdx;
}
}
}
}
}
}
#endif